Algorithms and Data Structures
Home Page > Computers > Programming > Graphics > Algorithms and Data Structures >


 
Subcategories found in Algorithms and Data Structures:
» Collision Detection
 

Web Sites
  • 2D special effects
    A master thesis about various 2D special effects, with example movies.
    http://www.dtek.chalmers.se/~d95back/exjobb/
     
  • 2D special effects
    A master thesis about various 2D special effects, with example movies.
    http://www.dtek.chalmers.se/~d95back/exjobb/
     
  •  

     
  • 3D Object Intersection
    A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
    http://www.realtimerendering.com/intersections.html
     
  • 3D Object Intersection
    A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
    http://www.realtimerendering.com/intersections.html
     
  • An Interactive Introduction to Splines
    Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
    http://www.ibiblio.org/e-notes/Splines/Intro.htm
     
  • An Interactive Introduction to Splines
    Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
    http://www.ibiblio.org/e-notes/Splines/Intro.htm
     
  • 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.
    http://www.techmind.org/stereo/stereo.html
     
  • 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.
    http://www.techmind.org/stereo/stereo.html
     
  • Andrija RadovicĀ“'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.
    http://www.andrijar.com/algorithms/algorithms.htm
     
  • Andrija RadovicĀ“'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.
    http://www.andrijar.com/algorithms/algorithms.htm
     
  • Binary Space Partitioning
    How to manipulate and use binary space partition (BSP) trees. Includes pseudocode and complexity analysis.
    http://maven.smith.edu/~mcharley/bsp/
     
  • Binary Space Partitioning
    How to manipulate and use binary space partition (BSP) trees. Includes pseudocode and complexity analysis.
    http://maven.smith.edu/~mcharley/bsp/
     
  •  

     
  • BSP Tree FAQ
    How to manipulate and use binary space partition (BSP) trees.
    ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
     
  • BSP Tree FAQ
    How to manipulate and use binary space partition (BSP) trees.
    ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
     
  • Caffeine Owl
    Introduction to cubic and quadratic Bezier curves.
    http://www.caffeineowl.com
     
  • Caffeine Owl
    Introduction to cubic and quadratic Bezier curves.
    http://www.caffeineowl.com
     
  • 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
    http://www.mrl.nyu.edu/~bregler/
     
  • 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
    http://www.mrl.nyu.edu/~bregler/
     
  • comp.graphics.algorithms Frequently Asked Questions
    Basic computations frequently needed in graphics.
    http://www.faqs.org/faqs/graphics/algorithms-faq/
     
  • comp.graphics.algorithms Frequently Asked Questions
    Basic computations frequently needed in graphics.
    http://www.faqs.org/faqs/graphics/algorithms-faq/
     
  • Exaflop
    Technical articles on computer graphics.
    http://www.exaflop.org/
     
  • Exaflop
    Technical articles on computer graphics.
    http://www.exaflop.org/
     
  • 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).
    http://www.edepot.com/algorithm.html
     
  • 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).
    http://www.edepot.com/algorithm.html
     
  • Faster 3D Graphics by Not Drawing What Is Not Seen
    Published in Crossroads, the ACM student magazine.
    http://www.acm.org/crossroads/xrds3-4/faster3d.html
     
  • Faster 3D Graphics by Not Drawing What Is Not Seen
    Published in Crossroads, the ACM student magazine.
    http://www.acm.org/crossroads/xrds3-4/faster3d.html
     
  • Graphics Gems Repository
    The official site for source code, errata, and addenda to the Graphics Gems book series.
    http://tog.acm.org/resources/GraphicsGems/
     
  • Graphics Gems Repository
    The official site for source code, errata, and addenda to the Graphics Gems book series.
    http://tog.acm.org/resources/GraphicsGems/
     
  • Hardware Perlin Noise Demonstration
    Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
    http://dunnbypaul.net/perlin/
     
  • Hardware Perlin Noise Demonstration
    Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
    http://dunnbypaul.net/perlin/
     
  • 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.
    http://www.devmaster.net/articles/hidden-surface-removal/
     
  • 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.
    http://www.devmaster.net/articles/hidden-surface-removal/
     
  • Hinjnag.com
    Several articles on real-time graphics rendering.
    http://www.hinjang.com/
     
  • Hinjnag.com
    Several articles on real-time graphics rendering.
    http://www.hinjang.com/
     
  • Hugues Hoppe's Homepage
    A collection of research graphics articles.
    http://research.microsoft.com/~hoppe/
     
  • Hugues Hoppe's Homepage
    A collection of research graphics articles.
    http://research.microsoft.com/~hoppe/
     
  • Inferno Project
    The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
    http://inferno.hildebrand.cz/
     
  • Inferno Project
    The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
    http://inferno.hildebrand.cz/
     
  • Ken Turkowski's Contributions in Computer Graphics
    Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
    http://www.worldserver.com/turk/computergraphics/
     
  • Ken Turkowski's Contributions in Computer Graphics
    Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
    http://www.worldserver.com/turk/computergraphics/
     
  • M Spline
    A new linear best quality and fast algorithm of raster image scaling.
    http://www.resampling.narod.ru/
     
  • M Spline
    A new linear best quality and fast algorithm of raster image scaling.
    http://www.resampling.narod.ru/
     
  • Map Projection
    Very basic grey page with some useful links on map projection.
    http://mathworld.wolfram.com/MapProjection.html
     
  • Map Projection
    Very basic grey page with some useful links on map projection.
    http://mathworld.wolfram.com/MapProjection.html
     
  • Map Projection Overview
    Everything you always wanted to know about map projections, and then some.
    http://www.colorado.edu/geography/gcraft/notes/mapproj/mapproj_f.html
     
  • Map Projection Overview
    Everything you always wanted to know about map projections, and then some.
    http://www.colorado.edu/geography/gcraft/notes/mapproj/mapproj_f.html
     
  • 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.
    http://marg.nlm.nih.gov/index2.asp
     
  • 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.
    http://marg.nlm.nih.gov/index2.asp
     
  • Modeling Sprite Animation Using Finite State Automata
    Article by Diana Gruber on how to model sprite animation in a computer game.
    http://www.fastgraph.com/fsm.html
     
  • Modeling Sprite Animation Using Finite State Automata
    Article by Diana Gruber on how to model sprite animation in a computer game.
    http://www.fastgraph.com/fsm.html
     
  • 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.
    http://r0k.us/graphics/pseudoGrey.html
     
  • 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.
    http://r0k.us/graphics/pseudoGrey.html
     
  • Publications by Loic Barthe
    Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
    http://www.irit.fr/~Loic.Barthe/
     
  • Publications by Loic Barthe
    Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
    http://www.irit.fr/~Loic.Barthe/
     
  • Ray Tracing News
    An infrequent newsletter on ray tracing and general computer-graphics research and resources.
    http://tog.acm.org/resources/RTNews/html/
     
  • Ray Tracing News
    An infrequent newsletter on ray tracing and general computer-graphics research and resources.
    http://tog.acm.org/resources/RTNews/html/
     
  • Ray Tracing News Index
    Hand-built topic index to some of the articles.
    http://tog.acm.org/resources/RTNews/html/rtn_index.html
     
  • Ray Tracing News Index
    Hand-built topic index to some of the articles.
    http://tog.acm.org/resources/RTNews/html/rtn_index.html
     
  • Real-time Optimally Adapting Meshes (ROAM)
    A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
    http://www.llnl.gov/graphics/ROAM/
     
  • Real-time Optimally Adapting Meshes (ROAM)
    A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
    http://www.llnl.gov/graphics/ROAM/
     
  • Shadow Generation Algorithms
    This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
    http://www.cs.cmu.edu/~ph/shadow.html
     
  • Shadow Generation Algorithms
    This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
    http://www.cs.cmu.edu/~ph/shadow.html
     
  • 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.
    http://www.red3d.com/cwr/npr/
     
  • 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.
    http://www.red3d.com/cwr/npr/
     
  • 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.
    http://www.graficaobscura.com/texmap/
     
  • 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.
    http://www.graficaobscura.com/texmap/
     
  • The Progressive Fans Representation
    A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
    http://www.terra.es/personal3/atoniman
     
  • The Progressive Fans Representation
    A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
    http://www.terra.es/personal3/atoniman
     
  • University of Florida Surflab
    Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
    http://www.cise.ufl.edu/research/SurfLab/
     
  • University of Florida Surflab
    Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
    http://www.cise.ufl.edu/research/SurfLab/
     
  • VDSlib: A View-Dependent Simplification Package
    Public domain package for view-dependent simplification and rendering of polygonal environments.
    http://vdslib.virginia.edu
     
  • VDSlib: A View-Dependent Simplification Package
    Public domain package for view-dependent simplification and rendering of polygonal environments.
    http://vdslib.virginia.edu
     
  • Xvox demo
    Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
    http://users.belgacom.net/gc610902/
     
  • Xvox demo
    Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
    http://users.belgacom.net/gc610902/
     
  •  

    Help build the largest human-edited directory on the web.
    Submit a Site - Open Directory Project - Become an Editor

    Modified by Submission.it
    Visit Our Network: Indicizzato.it - Posizionamento.com - Travel Directory - Business Directory
    Partner Sites: AccommodationZ.com - Accommodation in Venice - Accommodation in Rome - Greece Hotel Reservation - Hotels in Italy