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# cohen sutherland implementation using OpenGL

## Cohen Sutherland line clipping - snapshot

In computer graphics, the Cohen–Sutherland algorithm is a line clipping algorithm. The algorithm divides a 2D space into 9 regions, of which only the middle part (viewport) is visible.

In 1967, flight simulation work by Danny Cohen (engineer) lead to the development of the Cohen–Sutherland computer graphics two and three dimensional line clipping algorithms, created with Ivan Sutherland. For more, read p. 124 and p. 252 of Principles of Interactive Computer Graphics.

## The algorithm

The algorithm includes, excludes or partially includes the line based on where:

• Both endpoints are in the viewport region (bitwise OR of endpoints == 0): trivial accept.
• Both endpoints are on the same non-visible region (bitwise AND of endpoints != 0): trivial reject.
• Both endpoints are in different regions: In case of this non trivial situation the algorithm finds one of the two points that are outside the viewport region (there will be at least one point outside). The intersection of the outpoint and extended viewport border is then calculated (i.e. with the parametric equation for the line) and this new point replaces the outpoint. The algorithm repeats until a trivial accept or reject occurs.

The numbers in the figure below are called outcodes. An outcode is computed for each of the two points in the line. The first bit is set to 1 if the point is above the viewport. The bits in the outcode represent: Top, Bottom, Right, Left. For example the outcode 1010 represents a point that is top-right of the viewport. Note that the outcodes for endpoints must be recalculated on each iteration after the clipping occurs.