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Collision Detection (10)
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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.
  Map Projection http://mathworld.wolfram.com/MapProjection.html
Very basic grey page with some useful links on map projection.
  Chris Bregler's home page http://www.mrl.nyu.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
  comp.graphics.algorithms Frequently Asked Questions http://www.faqs.org/faqs/graphics/algorithms-faq/
Basic computations frequently needed in graphics.
  3D Object Intersection http://www.realtimerendering.com/intersections.html
A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
  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.
  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.
  Ray Tracing News http://tog.acm.org/resources/RTNews/html/
An infrequent newsletter on ray tracing and general computer-graphics research and resources.
  Texture Mapping as a Fundamental Drawing Primitive http://www.graficaobscura.com/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-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.
  VDSlib: A View-Dependent Simplification Package http://vdslib.virginia.edu
Public domain package for view-dependent simplification and rendering of polygonal environments.
  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.
  Graphics Gems Repository http://tog.acm.org/resources/GraphicsGems/
The official site for source code, errata, and addenda to the Graphics Gems book series.
  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.
  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
  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 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.
  Publications by Loic Barthe http://www.irit.fr/~Loic.Barthe/
Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
  Ray Tracing News Index http://tog.acm.org/resources/RTNews/html/rtn_index.html
Hand-built topic index to some of the articles.
  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.
  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.
  http://www.exaflop.org/ http://www.exaflop.org/
Technical articles on computer graphics.
  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.
  Hidden Surface Removal http://www.devmaster.net/articles/hidden-surface-removal/
Describes how to remove surfaces that are not visible with portal rendering. It also contains a detailed set of algorithms for implementing such hidden surface removal techniques.
  Xvox demo http://users.belgacom.net/gc610902/
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
  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.
  Hinjnag.com http://www.hinjang.com/
Several articles on real-time graphics rendering.
  M Spline http://www.resampling.narod.ru/
A new linear best quality and fast algorithm of raster image scaling.
  Andrija Radovicī'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.
  2D special effects http://www.dtek.chalmers.se/~d95back/exjobb/
A master thesis about various 2D special effects, with example movies.
  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.
  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.
  Caffeine Owl http://www.caffeineowl.com
Introduction to cubic and quadratic Bezier curves.
  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).
  Inferno Project http://inferno.hildebrand.cz/
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
  Binary Space Partitioning http://maven.smith.edu/~mcharley/bsp/
How to manipulate and use binary space partition (BSP) trees. Includes pseudocode and complexity analysis.
  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.
  BSP Tree FAQ ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
How to manipulate and use binary space partition (BSP) trees.
  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.
  Hugues Hoppe's Homepage http://research.microsoft.com/~hoppe/
A collection of research graphics articles.

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