Bounding Box Calculation for Vectorial Graphic Shapes
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Solution Overview
Problem
Traditional methods for calculating the bounding box of graphic primitives in vectorial image processing are computationally intensive and time-consuming, requiring phases of fictitious drawing and tessellation, which are unnecessary and burdensome, especially for devices without graphic accelerators.
Innovation Solution
An analytical method calculates the bounding box directly from the scene's tree description using mathematical formulas, eliminating the need for fictitious drawing and tessellation, and applies this method to vectorial primitives like segments and cubic Bezier curves, considering thickness, tangency points, and transformations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If traditional methods using fictitious drawing and tessellation are used to calculate bounding box, then the calculation can be performed on general devices, but the computational burden and processing time are excessively high
Solution Approach 1:
The invention extracts and eliminates the unnecessary fictitious drawing and tessellation phases from the traditional bounding box calculation process. By directly computing the bounding box from the vectorial primitive definitions and their transformations, the method removes redundant computational steps while maintaining accuracy, thereby significantly reducing processing time and computational burden.
Solution Approach 2:
Instead of following the traditional approach of first performing fictitious drawing and then tessellation to obtain the bounding box, the invention inverts the process by directly calculating the bounding box from the mathematical definitions of the vectorial primitives and their transformations. This reverse approach eliminates unnecessary intermediate steps and achieves the same result more efficiently.
2Reliability
If fictitious drawing and tessellation phases are performed, then the bounding box calculation follows traditional rendering pipelines, but the device complexity and computational resources required increase
Solution Approach 1:
The invention extracts only the essential computational elements needed for bounding box calculation, removing the complex fictitious drawing and tessellation phases. By directly applying mathematical transformations to the vectorial primitive definitions, the method maintains calculation accuracy while significantly reducing device complexity and computational resource requirements.
Solution Approach 2:
The invention replaces the mechanical rendering pipeline (fictitious drawing followed by tessellation) with a direct mathematical computation approach. Instead of simulating the drawing process and then tessellating, the method uses analytical geometry to compute the bounding box directly from the primitive definitions and their transformations, substituting a complex mechanical process with a simpler mathematical one.
Data Source
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AI summary
Method for determining the bounding box of a computerized graphic shape comprising one or more primitives described in vectorial mode, wherein the bounding box is calculated by applying analytical mathematical formulas to the vectorial description of the primitives constituting the shape without preliminarily performing a phase of drawing and displaying of the shape through resolution of the vectorial primitives that compose it.