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Algorithms and Data Structures
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Collision Detection
(10)
BSP Tree FAQ
How to manipulate and use binary space partition (BSP) trees.
Hardware Perlin Noise Demonstration
Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
Inferno Project
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
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.
Map Projection
Very basic grey page with some useful links on map projection.
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.
Hugues Hoppe's Homepage
A collection of research graphics articles.
Xvox demo
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
VDSlib: A View-Dependent Simplification Package
Public domain package for view-dependent simplification and rendering of polygonal environments.
Faster 3D Graphics by Not Drawing What Is Not Seen
Published in Crossroads, the ACM student magazine.
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.
Graphics Gems Repository
The official site for source code, errata, and addenda to the Graphics Gems book series.
Ray Tracing News
An infrequent newsletter on ray tracing and general computer-graphics research and resources.
Ray Tracing News Index
Hand-built topic index to some of the articles.
Andrija Radovic“'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.
University of Florida Surflab
Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
Map Projection Overview
Everything you always wanted to know about map projections, and then some.
Shadow Generation Algorithms
This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
2D special effects
A master thesis about various 2D special effects, with example movies.
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).
Exaflop
Articles of interest to computer graphics.
comp.graphics.algorithms Frequently Asked Questions
Basic computations frequently needed in graphics.
Modeling Sprite Animation Using Finite State Automata
Article by Diana Gruber on how to model sprite animation in a computer game.
STEEL's Programming Resource Page
A website with information, explanations, and source code about 3D graphics.
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.
HiEnd3D
Dedicated to all kinds of innovations in interactive 3D graphics. It's all about new interesting ideas, useful programming tricks and enjoyable visual experience.
Hinjnag.com
Several articles on real-time graphics rendering.
An Interactive Introduction to Splines
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
Real-time Optimally Adapting Meshes (ROAM)
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
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
3D Object Intersection
A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
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.
M Spline
A new linear best quality and fast algorithm of raster image scaling.
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.
The Progressive Fans Representation
A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
Ken Turkowski's Contributions in Computer Graphics
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
Zime: archaic ornament and data encoding vehicle
Personal graphical signet for your internet site and/or HTML email.
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