I have a working draft of something that may work for this problem on the transforms branch. I am happy to backport this to the trunk, but that will require some effort, as the implementation relies on many of the new geometric utilities on the branch that would also have to be brought over. It may be some time until the branch is ready for production use, but if you are able to use it to experiment with this approach to this specific problem, that would certainly make my life easier, so I don't have to do the backporting work more than once.

Attached is a plot comparing the new approach (above) vs. a 750-edge polygonal approximation for the ellipses (based directly on James Evans' example). Here's a description of what it does:


        Ellipses are normally drawn using an approximation that uses
        eight cubic bezier splines.  The error of this approximation
        is 1.89818e-6, according to this unverified source:

          Lancaster, Don.  Approximating a Circle or an Ellipse Using
          Four Bezier Cubic Splines.

          http://www.tinaja.com/glib/ellipse4.pdf

        There is a use case where very large ellipses must be drawn
        with very high accuracy, and it is too expensive to render the
        entire ellipse with enough segments (either splines or line
        segments).  Therefore, in the case where either radius of the
        ellipse is large enough that the error of the spline
        approximation will be visible (greater than one pixel offset
        from the ideal), a different technique is used.

        In that case, only the visible parts of the ellipse are drawn,
        with each visible arc using a fixed number of spline segments
        (8).  The algorithm proceeds as follows:

          1. The points where the ellipse intersects the axes bounding
          box are located.  (This is done be performing an inverse
          transformation on the axes bbox such that it is relative to
          the unit circle -- this makes the intersection calculation
          much easier than doing rotated ellipse intersection
          directly).

          This uses the "line intersecting a circle" algorithm from:

            Vince, John.  Geometry for Computer Graphics: Formulae,
            Examples & Proofs.  London: Springer-Verlag, 2005.

          2. The angles of each of the intersection points are
          calculated.

          3. Proceeding counterclockwise starting in the positive
          x-direction, each of the visible arc-segments between the
          pairs of vertices are drawn using the bezier arc
          approximation technique implemented in Path.arc().


Cheers,
Mike


Ted Drain wrote:
All of these sound like good ideas to me. Just for some history: the original reason we worked w/ John to get an Ellipse primitive in (vs a normal line plot of sampled points) were to:
- improve ellipse plotting speeds (we plot a LOT of them at once)
- improve post script output

Ted

At 08:53 AM 12/10/2007, Michael Droettboom wrote:
John Hunter wrote:
On Dec 10, 2007 10:25 AM, Ted Drain <[EMAIL PROTECTED]> wrote:

I don't know if the current MPL architecture can support this but it
would be nice if it worked that way.  We have people making decisions
based on what these plots show that affect spacecraft worth hundreds
of millions of dollars so it's important that we're plotting
things accurately.
We can support this, but I think we would do this with an arc class
rather than an ellipse class, and write a special case class that is
viewlim aware.
I agree -- I think there are two uses cases for ellipse that are in
conflict here.  One is these large ellipses, the other is for things
like scatter plots, where speed and file size is more important than
accuracy.  My mind was probably stuck on the latter as I've worked along
the transforms branch.

A simple example of a line that has analogous
behavior is examples/clippedline.py, which clips the points outside
the viewport and draws in a different style according to the
resolution of the viewlim.   The reason I think it would be preferable
to use an arc here is because we won't have to worry about filling the
thing when we only approximate a section of it.  You could feed in a
360 degree elliptical arc and then zoom into a portion of it.

With the 8 point ellipse as is, and the addition of an arc class that
does 4 or 8 point approximation within the zoom limits, should that
serve your requirements?
As a possible starting point, the transforms branch already has
arc-approximation-by-cubic-bezier-spline code.  It determines the number
of splines to use based on the radians included in the arc, which is
clearly not what we want here.  But it should be reasonably
straightforward to make that some fixed number and draw the arc between
the edges of the axes.  Or, alternatively, (and maybe this is what John
is suggesting), the arc could be approximated by line segments (with the
number of segments something like the number of pixels across the axes).
  To my naive mind, that seems more verifiable -- or at least it puts
the responsibility of getting this right all in one place.

IMHO, these spline approximation tricks are all just with the aim of
pushing curve rendering deeper into the backends for speed and file size
improvements.  But obviously there needs to be a way around it when it
matters.

Cheers,
Mike

--
Michael Droettboom
Science Software Branch
Operations and Engineering Division
Space Telescope Science Institute
Operated by AURA for NASA

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Michael Droettboom
Science Software Branch
Operations and Engineering Division
Space Telescope Science Institute
Operated by AURA for NASA

<<inline: ellipse.png>>

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