Top/Computers/Programming/Graphics/Algorithms and Data Structures
Algorithms and Data Structures :
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.
Associated Categories for Algorithms and Data Structures
Collision Detection

48 web sites matced for Algorithms and Data Structures
FAQSYS
A wealth of programming links, including 3D/2D math, fractals, optimization, compression, video cards, graphics file formats.

DDJ, July 1995: BSP Trees
Implementing and Using BSP Trees: Fast 3-D sorting

Map Projection
Very basic grey page with some useful links on map projection.

Ray Tracing News Index
Hand-built topic index to some of the articles.

Ray Tracing News
An infrequent newsletter on ray tracing and general computer-graphics research and resources.

Hugues Hoppe's Homepage
A collection of research graphics articles.

Graphics Gems Repository
The official site for source code, errata, and addenda to the Graphics Gems book series.

Representing a Camera in a 3D Real-time Engine
This article describes how you can use a 3x3 matrix and a vector to represent a camera in a 3D viewing system.

Xvox demo
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided

3D Coding Blackhole
A tutorial series discussing several aspects of 3D graphics programming, in C. Topics include mathematical background, transformations, polygon filling, clipping, hidden surface removal, texture mapping, and shading.

Faster 3D Graphics by Not Drawing What Is Not Seen
Published in Crossroads, the ACM student magazine.

STEEL's Programming Resource Page
A website with information, explanations, and source code about 3D graphics.

Shadow Generation Algorithms
This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.

Levels of Detail and Polygonal Simplification
"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)
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.

Implicit Surfaces
3D modeling using implicit surfaces blended based on a CSG tree. Publications on the theory, picture gallery, and links.

2D special effects
A master thesis about various 2D special effects, with example movies.

University of Florida 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
Personal graphical signet for your internet site and/or HTML email.

A project on Graph Drawing: AGD-Library
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).

Ken Turkowski's Contributions in Computer Graphics
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.

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.

Modeling Ocean Waves using IFFTs
A practical tutorial on using the Inverse Fast Fourier Transform to generate and animate a deep ocean wave heightfield. Includes source and demo.

Map Projection Overview
Everything you always wanted to know about map projections, and then some.

The Progressive Fans Representation
A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.

BSP Tree FAQ
How to manipulate and use binary space partition (BSP) trees.

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).

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

Portal Technique for Real-time 3D Engines
This document describes how you can render a set of 3D polygons using the portal technique.

GFX
Several articles on real-time graphics rendering.

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.

HiEnd3D
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
A grid of intersection routines for various popular objects, pointing to resources in books and on the web.

Inferno Project
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).

An Interactive Introduction to Splines
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.

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.

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.

GFX: Computer Graphics Programming
Several articles on advanced graphics programming, mostly 3D-related.

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.

M Spline
A new linear best quality and fast algorithm of raster image scaling.

Ray Tracing News Guide
Lots of information on ray tracing. Updated once or twice a year.

3D Coding BlackHole
Great site on DJGPP 3D programming. Includes example 3D engine.

M Spline
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