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Algorithms and Data Structures
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A wealth of programming links, including 3D/2D math, fractals, optimization, compression, video cards, graphics file formats.
http://thorkildsen.no/faqsys
Implementing and Using BSP Trees: Fast 3-D sorting
http://www.ddj.com/ddj/1995/1995.07/dwyer.htm
Very basic grey page with some useful links on map projection.
http://www.astro.virginia.edu/~eww6n/math/MapProjection.html
Hand-built topic index to some of the articles.
http://www.acm.org/tog/resources/RTNews/html/rtn_index.html
A collection of research graphics articles.
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Hugues Hoppe's home page Surfaces in graphics are commonly represented using irregular meshes, since these approximate many shapes using fewer vertices. However, their flexible connectivity comes at a price, since most mesh operations require random memory accesses and filter kernels must handle arbitrary neighborhoods....The official site for source code, errata, and addenda to the Graphics Gems book series.
http://www.acm.org/tog/GraphicsGems/
This article describes how you can use a 3x3 matrix and a vector to represent a camera in a 3D viewing system.
http://crystal.sourceforge.net/csdocs/camera.html
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
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Xvox demo Us equipped with vertex shader processors, new ways of doing things have been made possible. Displacement mapping and depth-adaptive tessellation are some of the newest developments in hardware accelerated 3D graphics. They represent the equivalent of bump mapping and higher...Published in Crossroads, the ACM student magazine.
http://www.acm.org/crossroads/xrds3-4/faster3d.html
A website with information, explanations, and source code about 3D graphics.
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STEEL's Programming Resource Page This page provides various resources for programmers, such as tutorials, libraries, 3D, game, demo and general graphics programming links. You can also find info about my 3d engine, and a demo. Note: This page used to be DJGPP oriented, but...This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
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Shadow Generation Algorithms The following is not a complete list, by a long shot. Tomas Moller, Chalmers U of Tech, Sweden, see part 4 of his Licenciate thesis, which describes a shadow algorithm that builds on our work. Tom McReynolds and David Blythe,..."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.
http://www.acm.org/crossroads/xrds3-4/levdet.html
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
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ROAM Home Page Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic,...3D modeling using implicit surfaces blended based on a CSG tree. Publications on the theory, picture gallery, and links.
http://lbarthe.free.fr/
A master thesis about various 2D special effects, with example movies.
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2D SPECIAL EFFECTS We have created a number of special effects for After Effects. The following effects have been investigated and implemented: Smoothing filters Fast blur Gauss blur Spin blur Zoom blur Time blend Time blend fx Distortion effects (image warping Displacement map...Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
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SurfLab Homepage Lab investigates efficient and exact computer geometry. We specialize in research in geometric modeling and its application to areas such as Rapid design of complex geometry Graphics Reconstruction Scientific computing GPU techniques Visualization For more in-depth information, you can download...Personal graphical signet for your internet site and/or HTML email.
http://www.zime.de
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).
http://www.mpi-sb.mpg.de/~mutzel/dfgdraw/dfgdraw1eng.html
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
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Computer Graphics la Ken Turkowski Graphics from the viewpoint of Ken Turkowski Papers Other Computer Graphics Pages Gamma Correction Resampling Kernels Open Source Links to Other Computer Graphics Pages My QuickTime VR Page My Rsum My Home Page QuickTime VR Home Page QuickTime Home Page...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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Stylized Depiction: Non-Photorealistic, Painterly and Toon Rendering Rendering an annotated survey of online resources by Craig Reynolds News The 3rd International Symposium on Non-Photorealistic Animation and Rendering NPAR 2004 June 7-9, 2004 in Annecy, France Paper submission deadline: October 23, 2003 Sections within this page Investigations of...Article by Diana Gruber on how to model sprite animation in a computer game.
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Modeling Sprite Animation by Diana Gruber This article was published as Automata Animation PC Techniques, Vol. 6, No. 1 Apr/May 1995, page 44 What appears here is the original manuscript, as submitted to Jeff Duntemann. Any changes in the published version are due to Jeff's expert...Basic computations frequently needed in graphics.
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comp.graphics.algorithms Frequently Asked Questions There are reader questions on this topic!Help others by sharing your knowledge From: orourke@cs.smith.edu (Joseph O'Rourke) Newsgroups: comp.graphics.algorithms Subject: comp.graphics.algorithms Frequently Asked Questions Date: Sat, 15 Feb 2003 16:16:44 +0000 (UTC) Sender: orourke@grendel.csc.smith.edu Message-ID: graphics/algorithms-faq-1-1045325804@cs.smith.edu Reply-To: orourke@cs.smith.edu (Joseph O'Rourke) Keywords:...Public domain package for view-dependent simplification and rendering of polygonal environments.
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The library is fairly stable and a number of people have used it for useful work. However, changes are being made and version 2.0 is well underway. This version will shift the API significantly; the new version will be written...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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Project links are moved here....Everything you always wanted to know about map projections, and then some.
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Map Projections ...A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
http://www.terra.es/personal3/atoniman
How to manipulate and use binary space partition (BSP) trees.
ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.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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Algorithms at edepot.com Lin and a link to http www.edepot.com/algorithm.html is provided in source code (whether released to public or not) and the credit and link URL can be seen in running compiled executable. Commercial applications please inquire about licensing the algorithms. Thanks...Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder
http://graphics.stanford.edu/~bregler
This document describes how you can render a set of 3D polygons using the portal technique.
http://crystal.sourceforge.net/csdocs/portal.html
2D and 3D Java graphics programming articles.
http://www.javacoding.net/articles/gfxprogramming/
Several articles on real-time graphics rendering.
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hinjang.com gfx Correct rendering of this page requires a JavaScript-aware user agent gfx Home Antialiasing 1.0.1 Sampling 1.0.2 Filtering 1.0.3 Supersampling 1.0.3.1 Stochastic Sampling 1.0.3.2 Stratified Sampling 1.0.3.3 Interleaved Sampling 1.0.4 Multisampling 1.0.5 Intellisampling 1.1 Source Code 1.2 Gamma Correction 1.3 References...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.
http://www.sgi.com/grafica/texmap/
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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HiEnd3D Some improvements of the algorithm for hq2x and hq4x filters. New binaries. September 25, 2003. Added hq2x and hq4x image magnification filters. August 05, 2003. Added C only version of the source code for hq3x Filter demo. July 25, 2003....A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
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3D Object Intersection This page gives a grid of intersection routines for various popular objects, pointing to resources in books and on the web. Guide to source abbreviations: 3DG 3D Games: Real-time Rendering and Software Technology, Alan Watt and Fabio Policarpo, Addison-Wesley, 2001....The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
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The Inferno Project research of realtime ray-tracing on programmable graphics hardware (GPUs) Box releasedproject log updated25.05.2004project log updated10.05.2004project log updated06.05.2004project log updated03.05.2004project log updated29.03.2004project log updated links updatedINFERNO INTRODUCTIONWelcome to the Inferno Project homepage.What ?Research of Ray Tracing Accelerated by modern Graphics Hardware.Who ?Antonin Hildebrand also known as Woid.He is a student...Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
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An Interactive Introduction to Splines Bezier spline and basis functions. Proof of the deCasteljau algorithm. More Bezier splines Math Affine invariance. Convex hull. Linear precision. Differentiation of the Bezier curve. Deriving the deCasteljau algorithm. Two remarks. Interpolating Lagrange curve Interpolating curves. Lagrange polynomials. Knots. Aitken...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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Ground Truth Data for Biomedical Journals The data has been reviewed and corrected to establish its ground truth. Research in document image analysis and understanding is greatly facilitated by such respositories for the design, training, and testing of algorithms for data identification and extraction. What is...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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PseudoGrey: 1786 Shades of Grey Possiblities probably more than you ever wanted to know about pseudoGrey (but we do gots lotsa pictures) ibmJavaGrey.png This image appealed to me, so I, uh, borrowed it from the Java marketing pages at IBM. The original was a slightly...Several articles on advanced graphics programming, mostly 3D-related.
http://xarch.tu-graz.ac.at/home/...cs.algorithms/gfx/gfx_index.html
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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Algorithms This web page contains algorithms that I had been developing over the years and that were publishes in my book mentioned on the C.V. page. The algorithms belong to the domain of Computer Raster Graphics, Integer Computations and Numerical Analysis....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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Andrew's Stereogram Pages I document the development of a top quality algorithm for generating stereograms, and conclude by offering a ready-to-run Windows software package for you to download. You'll also find a few examples of my stereograms as well as hints and tips...Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
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Hardware Perlin Noise Demonstration Perlin noise can be used to make some very impressive looking cloud effects, but at a substantial cost of processing power. Here is some code that I wrote after experimenting with Perlin noise. I realized that by using the texture...