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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.

DDJ, July 1995: BSP Trees
http://www.ddj.com/ddj/1995/1995.07/dwyer.htm

Implementing and Using BSP Trees: Fast 3-D sorting

Map Projection
http://www.astro.virginia.edu/~eww6n/math/MapProjection.html

Very basic grey page with some useful links on map projection.

Ray Tracing News Index
http://www.acm.org/tog/resources/RTNews/html/rtn_index.html

Hand-built topic index to some of the articles.

Ray Tracing News
http://www.acm.org/tog/resources/RTNews/html/

An infrequent newsletter on ray tracing and general computer-graphics research and resources.

Exaflop
http://www.exaflop.org/

Articles of interest to computer graphics.

Hugues Hoppe's Homepage
http://research.microsoft.com/~hoppe/

A collection of research graphics articles.

Graphics Gems Repository
http://www.acm.org/tog/GraphicsGems/

The official site for source code, errata, and addenda to the Graphics Gems book series.

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.

Xvox demo
http://users.belgacom.net/gc610902/

Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided

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.

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.

STEEL's Programming Resource Page
http://www.geocities.com/SiliconValley/Park/9784/

A website with information, explanations, and source code about 3D graphics.

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.

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

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.

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.

2D special effects
http://www.dtek.chalmers.se/~d95back/exjobb/

A master thesis about various 2D special effects, with example movies.

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

Zime: archaic ornament and data encoding vehicle
http://www.zime.de

Personal graphical signet for your internet site and/or HTML email.

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).

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.

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.

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.

comp.graphics.algorithms Frequently Asked Questions
http://www.faqs.org/faqs/graphics/algorithms-faq/

Basic computations frequently needed in graphics.

VDSlib: A View-Dependent Simplification Package
http://vdslib.virginia.edu

Public domain package for view-dependent simplification and rendering of polygonal environments.

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.

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.

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.

BSP Tree FAQ
ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html

How to manipulate and use binary space partition (BSP) trees.

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).

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

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.

GFX
http://www.hinjang.com/gfx/

Several articles on real-time graphics rendering.

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

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.

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.

Inferno Project
http://inferno.hildebrand.cz/

The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).

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.

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.

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.

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.

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.

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.

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.

M Spline
http://www.resampling.narod.ru/

A new linear best quality and fast algorithm of raster image scaling.

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