| Subcategories found in Algorithms and Data Structures: |
| » Collision Detection | |
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| 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/ |
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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 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. http://www.andrijar.com/algorithms/algorithms.htm |
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. 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/ |
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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/ |