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Contents  > Computers  > Programming  > Graphics  > Algorithms and Data Structures

    See also:

      Andrew's Autostereogram Pages
      A detailed development of a stereogram-generation algorithm is presented, complete with a ready-to-run Windows program to download and experiment with.
      http://www.techmind.org/stereo/stereo.html
      Andrija Radovicī's Algorithms
      Several unique algorithms for fast and optimal computations with integer numbers and graphics suitable for hardware implementation: dividing, square rooting, line drawing, ellipse drawing, Haiku plot routine.
      http://www.andrijar.com/algorithms/algorithms.htm
      Binary Space Partitioning
      How to manipulate and use binary space partition (BSP) trees. Includes pseudocode and complexity analysis.
      http://maven.smith.edu/~mcharley/bsp/
      BSP Tree FAQ
      How to manipulate and use binary space partition (BSP) trees.
      ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
      Caffeine Owl
      Introduction to cubic and quadratic Bezier curves.
      http://www.caffeineowl.com
      Chris Bregler's home page
      Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder
      http://www.mrl.nyu.edu/~bregler/
      comp.graphics.algorithms Frequently Asked Questions
      Basic computations frequently needed in graphics.
      http://www.faqs.org/faqs/graphics/algorithms-faq/
      3D Object Intersection
      A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
      http://www.realtimerendering.com/intersections.html
      2D special effects
      A master thesis about various 2D special effects, with example movies.
      http://www.dtek.chalmers.se/~d95back/exjobb/
      Exaflop
      Technical articles on computer graphics.
      http://www.exaflop.org/
      Fast Line Drawing Algorithms by Po-Han Lin
      Contains sources for graphical algorithms to draw lines. Included are the popular Bresenham algorithm, the Wu's Symmetric Double-Step, and the fastest non-cpu dependent algorithm, the Extremely Fast Line Algorithm (EFLA).
      http://www.edepot.com/algorithm.html
      Faster 3D Graphics by Not Drawing What Is Not Seen
      Published in Crossroads, the ACM student magazine.
      http://www.acm.org/crossroads/xrds3-4/faster3d.html
      Graphics Gems Repository
      The official site for source code, errata, and addenda to the Graphics Gems book series.
      http://tog.acm.org/resources/GraphicsGems/
      Hardware Perlin Noise Demonstration
      Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
      http://dunnbypaul.net/perlin/
      Hidden Surface Removal
      Describes how to remove surfaces that are not visible with portal rendering. It also contains a detailed set of algorithms for implementing such hidden surface removal techniques.
      http://www.devmaster.net/articles/hidden-surface-removal/
      Hinjnag.com
      Several articles on real-time graphics rendering.
      http://www.hinjang.com/
      Hugues Hoppe's Homepage
      A collection of research graphics articles.
      http://research.microsoft.com/~hoppe/
      Inferno Project
      The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
      http://inferno.hildebrand.cz/
      An Interactive Introduction to Splines
      Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
      http://www.ibiblio.org/e-notes/Splines/Intro.htm
      Ken Turkowski's Contributions in Computer Graphics
      Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
      http://www.worldserver.com/turk/computergraphics/
      Levels of Detail and Polygonal Simplification
      "This paper covers the techniques of Polygonal Simplification in order to produce Levels of Detail (LODs). The problem of creating LODs is a complex one: how can simpler versions of a model be created? How can the approximation error be measured? How can the visual degradation be estimated? Can all this be done automatically? After exposing the basic aims and principles of polygonal simplification, we compare recent algorithms and state their various qualities and weaknesses. " Published in Crossroads, the ACM student magazine.
      http://www.acm.org/crossroads/xrds3-4/levdet.html
      M Spline
      A new linear best quality and fast algorithm of raster image scaling.
      http://www.resampling.narod.ru/
      Map Projection
      Very basic grey page with some useful links on map projection.
      http://mathworld.wolfram.com/MapProjection.html
      Map Projection Overview
      Everything you always wanted to know about map projections, and then some.
      http://www.colorado.edu/geography/gcraft/notes/mapproj/mapproj_f.html
      Medical Articles Records GroundTruth
      This site contains ground truth data for biomedical images to help develop algorithms to automatically extract information from the printed page. There is also a visual tool and analysis tool called Rover to aid researchers with their algorithms.
      http://marg.nlm.nih.gov/index2.asp
      Modeling Sprite Animation Using Finite State Automata
      Article by Diana Gruber on how to model sprite animation in a computer game.
      http://www.fastgraph.com/fsm.html
      The Progressive Fans Representation
      A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
      http://www.terra.es/personal3/atoniman
      PseudoGrey
      Algorithm allows accurate encoding and decoding of 1786 levels of grey within a 24-bit image; text overview, sample images, and a Java test program can be found at this site.
      http://r0k.us/graphics/pseudoGrey.html
      Publications by Loic Barthe
      Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
      http://www.irit.fr/~Loic.Barthe/
      Ray Tracing News
      An infrequent newsletter on ray tracing and general computer-graphics research and resources.
      http://tog.acm.org/resources/RTNews/html/
      Ray Tracing News Index
      Hand-built topic index to some of the articles.
      http://tog.acm.org/resources/RTNews/html/rtn_index.html
      Real-time Optimally Adapting Meshes (ROAM)
      A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
      http://www.llnl.gov/graphics/ROAM/
      Shadow Generation Algorithms
      This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
      http://www.cs.cmu.edu/~ph/shadow.html
      Stylized Depiction
      Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.
      http://www.red3d.com/cwr/npr/
      University of Florida Surflab
      Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
      http://www.cise.ufl.edu/research/SurfLab/
      VDSlib: A View-Dependent Simplification Package
      Public domain package for view-dependent simplification and rendering of polygonal environments.
      http://vdslib.virginia.edu
      Xvox demo
      Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
      http://users.belgacom.net/gc610902/

      Texture Mapping as a Fundamental Drawing Primitive
      Article by Paul Haeberli and Mark Segal. Survey of applications of texture mapping including simple texture mapping, projective textures, and image warping; description of texture mapping techniques for drawing anti-aliased lines, air-brushes, and anti-aliased text; and show of how texture mapping may be used as a fundamental graphics primitive for volume rendering, environment mapping, color interpolation, and contouring. (June, 1993)
      http://www.graficaobscura.com/texmap/

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