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See also:
  • 3D Object Intersection - A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
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  • 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.
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  • Andrija RadovicĀ“'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.
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  • Caffeine Owl - Introduction to cubic and quadratic Bezier curves.
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  • 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
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  • comp.graphics.algorithms Frequently Asked Questions - Basic computations frequently needed in graphics.
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  • 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).
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  • Graphics Gems Repository - The official site for source code, errata, and addenda to the Graphics Gems book series.
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  • Hardware Perlin Noise Demonstration - Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
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  • Hinjnag.com - Several articles on real-time graphics rendering.
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  • Hugues Hoppe's Homepage - A collection of research graphics articles.
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  • Inferno Project - The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
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  • An Interactive Introduction to Splines - Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
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  • M Spline - A new linear best quality and fast algorithm of raster image scaling.
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  • Map Projection - Very basic grey page with some useful links on map projection.
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  • Map Projection Overview - Everything you always wanted to know about map projections, and then some.
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  • 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.
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  • Modeling Sprite Animation Using Finite State Automata - Article by Diana Gruber on how to model sprite animation in a computer game.
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  • 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.
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  • Publications by Loic Barthe - Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
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  • Ray Tracing News - An infrequent newsletter on ray tracing and general computer-graphics research and resources.
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  • Ray Tracing News Index - Hand-built topic index to some of the articles.
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  • Real-time Optimally Adapting Meshes (ROAM) - A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
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  • Shadow Generation Algorithms - This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
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  • 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.
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  • University of Florida 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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  • VDSlib: A View-Dependent Simplification Package - Public domain package for view-dependent simplification and rendering of polygonal environments.
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  • Xvox demo - Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
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  • 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 01, 1993)
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Last update: December 16, 2014 at 20:34:12 UTC - edit