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Algorithms and Data Structures (58)Categories:
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Implementing and Using BSP Trees: Fast 3-D sorting http://www.ddj.com/ddj/1995/1995.07/dwyer.htm Very basic grey page with some useful links on map projection. http://www.astro.virginia.edu/~eww6n/math/MapProjection.html Hand-built topic index to some of the articles. http://www.acm.org/tog/resources/RTNews/html/rtn_index.html An infrequent newsletter on ray tracing and general computer-graphics research and resources. http://www.acm.org/tog/resources/RTNews/html/ A collection of research graphics articles. http://research.microsoft.com/~hoppe/ The official site for source code, errata, and addenda to the Graphics Gems book series. http://www.acm.org/tog/GraphicsGems/ This article describes how you can use a 3x3 matrix and a vector to represent a camera in a 3D viewing system. http://crystal.sourceforge.net/csdocs/camera.html Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided http://users.belgacom.net/gc610902/ A tutorial series discussing several aspects of 3D graphics programming, in C. Topics include mathematical background, transformations, polygon filling, clipping, hidden surface removal, texture mapping, and shading. http://pages.infinit.net/jstlouis/3dbhole/ Published in Crossroads, the ACM student magazine. http://www.acm.org/crossroads/xrds3-4/faster3d.html A website with information, explanations, and source code about 3D graphics. http://www.geocities.com/SiliconValley/Park/9784/ This page gives a link to a (compressed postscript) paper on a shadow generation algorithm. http://www.cs.cmu.edu/~ph/shadow.html "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 measu http://www.acm.org/crossroads/xrds3-4/levdet.html A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates. http://www.llnl.gov/graphics/ROAM/ 3D modeling using implicit surfaces blended based on a CSG tree. Publications on the theory, picture gallery, and links. http://lbarthe.free.fr/ A master thesis about various 2D special effects, with example movies. http://www.dtek.chalmers.se/~d95back/exjobb/ 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/ Personal graphical signet for your internet site and/or HTML email. http://www.zime.de The aim of our project is to develop efficient algorithms for automatic graph drawing that are integrated in a library (AGD-Library), and that can be used within a new flexible graph editor (Graphlet). http://www.mpi-sb.mpg.de/~mutzel/dfgdraw/dfgdraw1eng.html Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles. http://www.worldserver.com/turk/computergraphics/ 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/ Article by Diana Gruber on how to model sprite animation in a computer game. http://www.fastgraph.com/fsm.html Basic computations frequently needed in graphics. http://www.faqs.org/faqs/graphics/algorithms-faq/ Public domain package for view-dependent simplification and rendering of polygonal environments. http://vdslib.virginia.edu A practical tutorial on using the Inverse Fast Fourier Transform to generate and animate a deep ocean wave heightfield. Includes source and demo. http://www.markhilgart.com/code/waves/ Everything you always wanted to know about map projections, and then some. http://www.colorado.Edu/geography/gcraft/notes/mapproj/mapproj_f.html A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes. http://www.terra.es/personal3/atoniman How to manipulate and use binary space partition (BSP) trees. ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html 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 Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder http://graphics.stanford.edu/~bregler This document describes how you can render a set of 3D polygons using the portal technique. http://crystal.sourceforge.net/csdocs/portal.html 2D and 3D Java graphics programming articles. http://www.javacoding.net/articles/gfxprogramming/ 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-al http://www.sgi.com/grafica/texmap/ Dedicated to all kinds of innovations in interactive 3D graphics. It's all about new interesting ideas, useful programming tricks and enjoyable visual experience. http://www.hiend3d.com/ A grid of intersection routines for various popular objects, pointing to resources in books and on the web. http://www.realtimerendering.com/int/ The research of Ray Tracing accelerated by modern Graphics Hardware (GPU). http://inferno.hildebrand.cz/ 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 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 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 Several articles on advanced graphics programming, mostly 3D-related. http://xarch.tu-graz.ac.at/home/rurban/news/comp.graphics.algorithms/gfx/gfx_index.html 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 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 Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware. http://dunnbypaul.net/perlin/ |
Last Updated: 2005-01-10 20:02:24
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