Top : Graphics : Algorithms-and-Data-Structures
Collision_Detection____________________
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FAQSYS http://thorkildsen.no/faqsys A wealth of programming links, including 3D/2D math, fractals, optimization, compression, video cards, graphics file formats. |
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DDJ, July 1995: BSP Trees http://www.ddj.com/ddj/1995/1995.07/dwyer.htm Implementing and Using BSP Trees: Fast 3-D sorting |
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Map Projection http://www.astro.virginia.edu/~eww6n/math/MapProjection.html Very basic grey page with some useful links on map projection. |
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Ray Tracing News Index http://www.acm.org/tog/resources/RTNews/html/rtn_index.html Hand-built topic index to some of the articles. |
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Ray Tracing News http://www.acm.org/tog/resources/RTNews/html/ An infrequent newsletter on ray tracing and general computer-graphics research and resources. |
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Exaflop http://www.exaflop.org/ Articles of interest to computer graphics. |
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Hugues Hoppe's Homepage http://research.microsoft.com/~hoppe/ A collection of research graphics articles. |
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Graphics Gems Repository http://www.acm.org/tog/GraphicsGems/ The official site for source code, errata, and addenda to the Graphics Gems book series. |
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Representing a Camera in a 3D Real-time Engine http://crystal.sourceforge.net/csdocs/camera.html This article describes how you can use a 3x3 matrix and a vector to represent a camera in a 3D viewing system. |
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Xvox demo http://users.belgacom.net/gc610902/ Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided |
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3D Coding Blackhole http://pages.infinit.net/jstlouis/3dbhole/ 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. |
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Faster 3D Graphics by Not Drawing What Is Not Seen http://www.acm.org/crossroads/xrds3-4/faster3d.html Published in Crossroads, the ACM student magazine. |
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STEEL's Programming Resource Page http://www.geocities.com/SiliconValley/Park/9784/ A website with information, explanations, and source code about 3D graphics. |
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Shadow Generation Algorithms http://www.cs.cmu.edu/~ph/shadow.html This page gives a link to a (compressed postscript) paper on a shadow generation algorithm. |
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Levels of Detail and Polygonal Simplification http://www.acm.org/crossroads/xrds3-4/levdet.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 m |
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Real-time Optimally Adapting Meshes (ROAM) http://www.llnl.gov/graphics/ROAM/ A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates. |
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Implicit Surfaces http://lbarthe.free.fr/ 3D modeling using implicit surfaces blended based on a CSG tree. Publications on the theory, picture gallery, and links. |
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2D special effects http://www.dtek.chalmers.se/~d95back/exjobb/ A master thesis about various 2D special effects, with example movies. |
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University of Florida Surflab http://www.cise.ufl.edu/research/SurfLab/ Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization |
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Zime: archaic ornament and data encoding vehicle http://www.zime.de Personal graphical signet for your internet site and/or HTML email. |
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A project on Graph Drawing: AGD-Library http://www.mpi-sb.mpg.de/~mutzel/dfgdraw/dfgdraw1eng.html 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). |
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Ken Turkowski's Contributions in Computer Graphics http://www.worldserver.com/turk/computergraphics/ Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles. |
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Stylized Depiction http://www.red3d.com/cwr/npr/ Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media. |
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Modeling Sprite Animation Using Finite State Automata http://www.fastgraph.com/fsm.html Article by Diana Gruber on how to model sprite animation in a computer game. |
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comp.graphics.algorithms Frequently Asked Questions http://www.faqs.org/faqs/graphics/algorithms-faq/ Basic computations frequently needed in graphics. |
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VDSlib: A View-Dependent Simplification Package http://vdslib.virginia.edu Public domain package for view-dependent simplification and rendering of polygonal environments. |
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Modeling Ocean Waves using IFFTs http://www.markhilgart.com/code/waves/ A practical tutorial on using the Inverse Fast Fourier Transform to generate and animate a deep ocean wave heightfield. Includes source and demo. |
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Map Projection Overview http://www.colorado.Edu/geography/gcraft/notes/mapproj/mapproj_f.html Everything you always wanted to know about map projections, and then some. |
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The Progressive Fans Representation http://www.terra.es/personal3/atoniman A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes. |
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BSP Tree FAQ ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html How to manipulate and use binary space partition (BSP) trees. |
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Fast Line Drawing Algorithms by Po-Han Lin http://www.edepot.com/algorithm.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). |
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Chris Bregler's home page http://graphics.stanford.edu/~bregler Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder |
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Portal Technique for Real-time 3D Engines http://crystal.sourceforge.net/csdocs/portal.html This document describes how you can render a set of 3D polygons using the portal technique. |
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GFX http://www.hinjang.com/gfx/ Several articles on real-time graphics rendering. |
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Texture Mapping as a Fundamental Drawing Primitive http://www.sgi.com/grafica/texmap/ 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 |
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HiEnd3D http://www.hiend3d.com/ Dedicated to all kinds of innovations in interactive 3D graphics. It's all about new interesting ideas, useful programming tricks and enjoyable visual experience. |
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3D Object Intersection http://www.realtimerendering.com/int/ A grid of intersection routines for various popular objects, pointing to resources in books and on the web. |
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Inferno Project http://inferno.hildebrand.cz/ The research of Ray Tracing accelerated by modern Graphics Hardware (GPU). |
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An Interactive Introduction to Splines http://www.ibiblio.org/e-notes/Splines/Intro.htm Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML. |
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Medical Articles Records GroundTruth http://marg.nlm.nih.gov/index2.asp 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. |
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PseudoGrey http://r0k.us/graphics/pseudoGrey.html 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. |
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GFX: Computer Graphics Programming http://xarch.tu-graz.ac.at/home/rurban/news/comp.graphics.algorithms/gfx/gfx_index.html Several articles on advanced graphics programming, mostly 3D-related. |
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Andrija Radovic“'s Algorithms http://www.andrijar.com/algorithms/algorithms.htm 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. |
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Andrew's Autostereogram Pages http://www.techmind.org/stereo/stereo.html A detailed development of a stereogram-generation algorithm is presented, complete with a ready-to-run Windows program to download and experiment with. |
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Hardware Perlin Noise Demonstration http://dunnbypaul.net/perlin/ Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware. |
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M Spline http://www.resampling.narod.ru/ A new linear best quality and fast algorithm of raster image scaling. |



