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This category is for the theoretical side of Graphics Programming. It focuses on the algorithms and data structures used to produce visual imagery or data. This category covers topics commonly found in fields of Computer Science, such as Computer Graphics, Computer Vision, and Computer-Based Modeling.
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M Spline - A linear and fast algorithm of raster image scaling. Hugues Hoppe's Homepage - A collection of research graphics articles. Xvox demo - Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided Shadow Generation Algorithms - This page gives a link to a (compressed postscript) paper on a shadow generation algorithm. University of Florida Surflab - Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization 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. Modeling Sprite Animation Using Finite State Automata - Article by Diana Gruber on how to model sprite animation in a computer game. comp.graphics.algorithms Frequently Asked Questions - Basic computations frequently needed in graphics. VDSlib: A View-Dependent Simplification Package - Public domain package for view-dependent simplification and rendering of polygonal environments. Map Projection Overview - Everything you always wanted to know about map projections, and then some. 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). An Interactive Introduction to Splines - Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML. 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. Andrija Radovic´'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. 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. Hardware Perlin Noise Demonstration - Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware. 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. 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 Hinjnag.com - Several articles on real-time graphics rendering. Map Projection - Very basic grey page with some useful links on map projection. Ray Tracing News - An infrequent newsletter on ray tracing and general computer-graphics research and resources. Inferno Project - The research of Ray Tracing accelerated by modern Graphics Hardware (GPU). Graphics Gems Repository - The official site for source code, errata, and addenda to the Graphics Gems book series. 3D Object Intersection - A grid of intersection routines for various popular objects, pointing to resources in books and on the web. Publications by Loic Barthe - Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling. Caffeine Owl - Introduction to cubic and quadratic Bezier curves. 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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