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Map Projection -
Very basic grey page with some useful links on map projection.
http://mathworld.wolfram.com/MapProjection.html Hugues Hoppe's Homepage -
A collection of research graphics articles.
http://research.microsoft.com/~hoppe/ 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 Ray Tracing News Index -
Hand-built topic index to some of the articles.
http://tog.acm.org/resources/RTNews/html/rtn_index.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/ 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 Ray Tracing News -
An infrequent newsletter on ray tracing and general computer-graphics research and resources.
http://tog.acm.org/resources/RTNews/html/ 2D special effects -
A master thesis about various 2D special effects, with example movies.
http://www.dtek.chalmers.se/~d95back/exjobb/ Zime: archaic ornament and data encoding vehicle -
Personal graphical signet for your internet site and/or HTML email.
http://www.zime.de 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 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/ 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/ 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/ 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 Exaflop -
Articles of interest to computer graphics.
http://www.exaflop.org/ 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 Hinjnag.com -
Several articles on real-time graphics rendering.
http://www.hinjang.com/ Graphics Gems Repository -
The official site for source code, errata, and addenda to the Graphics Gems book series.
http://tog.acm.org/GraphicsGems/ 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.
http://www.hiend3d.com/ 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/int/ 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 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 Inferno Project -
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
http://inferno.hildebrand.cz/ BSP Tree FAQ -
How to manipulate and use binary space partition (BSP) trees.
ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.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 STEEL's Programming Resource Page -
A website with information, explanations, and source code about 3D graphics.
http://www.geocities.com/SiliconValley/Park/9784/ 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.
http://www.acm.org/crossroads/xrds3-4/levdet.html M Spline -
A new linear best quality and fast algorithm of raster image scaling.
http://www.resampling.narod.ru/ 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/ 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. <small>(June, 1993)</small>
http://www.graficaobscura.com/texmap/ 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 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/ 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/ 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 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
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