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Graeme W. Gill, "NStep Incremental StraightLine Algorithms," IEEE Computer Graphics and Applications, vol. 14, no. 3, pp. 6672, May/June, 1994.  
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@article{ 10.1109/38.279047, author = {Graeme W. Gill}, title = {NStep Incremental StraightLine Algorithms}, journal ={IEEE Computer Graphics and Applications}, volume = {14}, number = {3}, issn = {02721716}, year = {1994}, pages = {6672}, doi = {http://doi.ieeecomputersociety.org/10.1109/38.279047}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, }  
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TY  MGZN JO  IEEE Computer Graphics and Applications TI  NStep Incremental StraightLine Algorithms IS  3 SN  02721716 SP66 EP72 EPD  6672 A1  Graeme W. Gill, PY  1994 VL  14 JA  IEEE Computer Graphics and Applications ER   
This class of algorithms extends Bresenham's (1965) integer straightline algorithm to generate more than one pixel per inner loop, thus reducing inner loop overhead. The quadstep algorithm is too large to justify its use in older hardware with limited memory space, but it can be viable in the context of modern memory and software sizes. Because the algorithm reduces both calculation overhead and the number of memory accesses for adjacent pixels, it can improve the performance of current systems that are limited in their processor speed and of future systems that might be limited in their memory speed. The algorithm gives results identical to those from Bresenham's singlestep routine while drawing pixels in the expected direction from start to end point. Furthermore, as the gradual trend towards more bits per pixel continues, a processor supporting multiword burst data instructions could make good use of this algorithm in speeding up line drawing into a 24bitsperpixel, 1pixelperword color frame buffer. I chose to implement 4 steps per loop because it gave a useful performance improvement without exceeding the resources of the target processor, and it was small enough to handcode. However, the techniques described can be used to construct a straightline algorithm that generates more than 4 steps per loop. The relatively small average decision tree sizes indicate that algorithms of greater than 4 pixels per step might further improve linedrawing efficiency.
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