Similar Algorithms
The Bresenham algorithm can be interpreted as slightly modified DDA (using 0.5 as error threshold instead of 0, which is required for non-overlapping polygon rasterizing).
The principle of using an incremental error in place of division operations has other applications in graphics. It is possible to use this technique to calculate the U,V co-ordinates during raster scan of texture mapped polygons. The voxel heightmap software-rendering engines seen in some PC games also used this principle.
Bresenham also published a Run-Slice (as opposed to the Run-Length) computational algorithm.
An extension to the algorithm that handles thick lines was created by Alan Murphy at IBM.
Read more about this topic: Bresenham's Line Algorithm
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