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    Algorithms and Data Structures Graphics Programming














Algorithms and Data Structures Graphics Programming


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.

  
    Top: Computers: Programming: Graphics: Algorithms and Data Structures

See Also:

  • Map Projection Overview - Everything you always wanted to know about map projections, and then some.
  • Hugues Hoppe's Homepage - A collection of research graphics articles.
  • BSP Tree FAQ - How to manipulate and use binary space partition programming (BSP) trees.
  • 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.
  • Ken Turkowski's Contributions in Computer Graphics - Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical programming computation, open source articles.
  • The Progressive Fans Representation - A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
  • Hardware Perlin Noise Demonstration - Article by Paul R. Dunn. Describes a fast way to graphics generate perlin noise by using 3D texture blending hardware.
  • Andrija RadovicĀ“'s Algorithms - Several unique algorithms for fast and optimal computations algorithms and data structures with integer numbers and graphics suitable for hardware algorithms and data structures implementation: dividing, square rooting, line drawing, ellipse drawing, algorithms and data structures Haiku plot routine.
  • An Interactive Introduction to Splines - Bezier, B-spline, NURBS, and many other spline curves and surfaces algorithms and data structures with interactive 2D Java applets and VRML.
  • STEEL's Programming Resource Page - A website with information, explanations, and source code programming about 3D programming graphics.
  • 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.
  • 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 programming and resources.
  • Map Projection - Very basic grey page with some useful links algorithms and data structures on map projection.
  • 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-al
  • University of Florida Surflab - Research in geometric modeling and its application to areas such graphics as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
  • Fast Line Drawing Algorithms by Po-Han Lin - Contains sources for graphical algorithms to draw lines. algorithms and data algorithms and data structures structures Included are the popular Bresenham algorithm, algorithms and algorithms and data structures data structures the Wu\\'s Symmetric Double-Step, and the fastest non-cpu algorithms algorithms and data structures and data structures dependent algorithm, the Extremely Fast Line Algorithm (EFLA).
  • Graphics Gems Repository - The official site for source code, errata, and addenda to graphics the Graphics Gems book series.
  • Modeling Sprite Animation Using Finite State Automata - Article by Diana Gruber on how to model programming sprite animation algorithms and data structures in a computer game.
  • 3D Object Intersection - A grid of intersection routines for various popular algorithms and data graphics structures objects, pointing to resources in books and on algorithms and graphics data structures the web.
  • PseudoGrey - Algorithm allows accurate encoding and decoding of 1786 levels of programming grey within a 24-bit image; text overview, sample images, and programming a Java test program can be found at this site.
  • Chris Bregler's home page - Research and recent papers on video-based capture of programming human movements. algorithms and data structures The main applications are feature animation, programming video games, and analyzing algorithms and data structures Movement Disorder
  • comp.graphics.algorithms Frequently Asked Questions - Basic computations frequently needed in graphics.
  • Faster 3D Graphics by Not Drawing What Is Not Seen - Published in Crossroads, the ACM student magazine.
  • 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.
  • Exaflop - Articles of interest to computer graphics.
  • 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 measu
  • VDSlib: A View-Dependent Simplification Package - Public domain package for view-dependent simplification and rendering graphics of polygonal environments.
  • Andrew's Autostereogram Pages - A detailed development of a stereogram-generation algorithm is graphics presented, complete with a ready-to-run Windows program to graphics download and experiment with.
  • M Spline - A new linear best quality and fast algorithm of raster image scaling.
  • Hinjnag.com - Several articles on real-time graphics rendering.
  • 2D special effects - A master thesis about various 2D special effects, with example graphics movies.
  • Shadow Generation Algorithms - This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
  • Real-time Optimally Adapting Meshes (ROAM) - A paper describing a method for continuously maintaining programming view-dependent triangular meshes to achieve desired frame rates.


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