Every line endpoint is assigned a 4 bit Region code. The appropriate bit is set depending on the location of the endpoint with respect to that window component as shown below:
| Endpoint Left of window then set bit 1 Endpoint Right of window then set bit 2 Endpoint Below window then set bit 3 Endpoint Above window then set bit 4 |
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Example: P1 -> 0001, P 2 -> 1000 |
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Can determine the bit code by testing the endpoints with window as follows:
If x is less than Xwmin then set bit 1
If x is greater than Xwmax then set bit 2
If y is less than Ywmin then set bit 3
If y is greater than Ywmax then set bit 4
Note: can use 4 element Boolean matrix and set C[Left] = true / false (1/0). If both endpoints = 0000 (in window) then display line. If both endpoints have a bit set in same position (P7, P8) then the line is completely outside the window and is rejected.
So: can do logical AND of region codes and reject if result is
0000
Can do logical OR of region codes and accept if result = 0000
For the rest of the lines we must check for intersection with window. May still be outside, e.g. P3 - P4 in the above image. If point is to Left of window then compute intersection with Left window boundary. Do the same for Right, Bottom, and Top. Then recompute region code restest. So the algorithm is as follows:
I. 1) P1 = 0001 2) no 3) P1 = P'1 P2 = 1000 II. 1) P'1= 0000 2) no 3) P2 = P' 2 P2 = 1000 III. 1) P'1 = 0000 2) Yes - accept & display P'2 = 0000 |
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for P'1: m = dy/dx = (y1 - y'1)/(x1 - x'1) P1(x1, y1)
P'1(x'1, y'1)
or y'1 = y1 + m( x'1 - x1)
but for Left boundary x'1 = Xwmin
for Right boundary x'1 = Xwmax
Similarly for Top / Bottom, e.g. P'3
x'3 = x3 + (y'3 - y3) / m
for Top y'3 = Ywmax for Bottom y'3 = Ywmin
Alternative method for computing window intersections Mid Point binary search: