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Knowledge: algorithms and data structures
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Links
- 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.
- Xvox demo
 http://users.belgacom.net/gc610902/
- Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
- 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 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.
- 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.
- 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.
- 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.
- 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).
- 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.
- 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.
- 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.
- 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
- Hinjnag.com
 http://www.hinjang.com/
- Several articles on real-time graphics rendering.
- Map Projection
 http://mathworld.wolfram.com/MapProjection.html
- Very basic grey page with some useful links on map projection.
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