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Top 20 Directory:
Top : Computers : Programming : Graphics : Algorithms_and_Data_Structures
  • Collision Detection

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  • FAQSYS: A wealth of programming links, including 3D/2D math, fractals, optimization, compression, video cards, graphics file formats.
  • 2D special effects: A master thesis about various 2D special effects, with example movies.
  • 3D Object Intersection: A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
  • 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).
  • An Interactive Introduction to Splines: Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
  • 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.
  • 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.
  • BSP Tree FAQ: How to manipulate and use binary space partition (BSP) trees.
  • 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
  • comp.graphics.algorithms Frequently Asked Questions: Basic computations frequently needed in graphics.
  • Exaflop: Articles of interest to computer graphics.
  • 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).
  • Faster 3D Graphics by Not Drawing What Is Not Seen: Published in Crossroads, the ACM student magazine.
  • GFX: Several articles on real-time graphics rendering.
  • GFX: Computer Graphics Programming: Several articles on advanced graphics programming, mostly 3D-related.
  • Graphics Gems Repository: The official site for source code, errata, and addenda to the Graphics Gems book series.
  • Hardware Perlin Noise Demonstration: Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
  • 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.
  • Hugues Hoppe's Homepage: A collection of research graphics articles.
  • Implicit Surfaces: 3D modeling using implicit surfaces blended based on a CSG tree. Publications on the theory, picture gallery, and links.
  • Inferno Project: The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
  • Ken Turkowski's Contributions in Computer Graphics: Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
  • 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.
  • M Spline: A new linear best quality and fast algorithm of raster image scaling.
  • Map Projection: Very basic grey page with some useful links on map projection.
  • Map Projection Overview: Everything you always wanted to know about map projections, and then some.
  • 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.
  • Modeling Sprite Animation Using Finite State Automata: Article by Diana Gruber on how to model sprite animation in a computer game.
  • Portal Technique for Real-time 3D Engines: This document describes how you can render a set of 3D polygons using the portal technique.
  • 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.
  • Ray Tracing News: An infrequent newsletter on ray tracing and general computer-graphics research and resources.
  • Ray Tracing News Index: Hand-built topic index to some of the articles.
  • Real-time Optimally Adapting Meshes (ROAM): A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
  • 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.
  • Shadow Generation Algorithms: This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
  • STEEL's Programming Resource Page: A website with information, explanations, and source code about 3D graphics.
  • 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.
  • 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.
  • The Progressive Fans Representation: A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
  • University of Florida Surflab: Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
  • VDSlib: A View-Dependent Simplification Package: Public domain package for view-dependent simplification and rendering of polygonal environments.
  • Xvox demo: Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
  • Zime: archaic ornament and data encoding vehicle: Personal graphical signet for your internet site and/or HTML email.


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