Bresenham is applicable to other conic sections and functions.
I proved this back as an undergrad: i used Bresenham to plot the y = K/x hyperbolic curve.
I had this idea that since 1/x can be interpolated with Bresenham without doing division, somehow that could be applicable to the perspective transformation when walking over texture maps in 3D rendering.
Hehe. That's so cool, this is something I did without knowing any of the formal math behind it when writing a small 3D game engine (after seeing Doom). It seemed to be the shortest path to a solution and it worked very well.
Then, after getting it to work I replaced the interpolator with a bunch of assembly starting from the intermediary representation the compiler output.
I unfortunately didn't date that source file but I do remember I was living in Amstelveen when I wrote it so this was about 23 years ago, summer of '94.
We made the textures with one of the first affordable and commercially available digital cameras:
I proved this back as an undergrad: i used Bresenham to plot the y = K/x hyperbolic curve.
I had this idea that since 1/x can be interpolated with Bresenham without doing division, somehow that could be applicable to the perspective transformation when walking over texture maps in 3D rendering.