Do note that Bresenham’s family of algorithms (and much of the venerable Computer Graphics Principles and Practice) are from a bygone era where computers executed 1 instruction per cycle without pipelining or prediction.
These days processors prefer to draw shapes by having a coarse grained pass that conservatively selects tiles of interest then brute-force evaluates each pixel in each tile independently of all others.
Instead of minimizing total work, the goal is to maximize pipelined parallelism while skipping over unnecessary work in large blocks.
These days processors prefer to draw shapes by having a coarse grained pass that conservatively selects tiles of interest then brute-force evaluates each pixel in each tile independently of all others.
Instead of minimizing total work, the goal is to maximize pipelined parallelism while skipping over unnecessary work in large blocks.