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Computers Programming Graphics Algorithms and Data Structures
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.
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A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
A detailed development of a stereogram-generation algorithm is presented, complete with a ready-to-run Windows program to download and experiment with.
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.
Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder
Basic computations frequently needed in graphics.
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).
The official site for source code, errata, and addenda to the Graphics Gems book series.
Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
Several articles on real-time graphics rendering.
A collection of research graphics articles.
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
A linear and fast algorithm of raster image scaling.
Very basic grey page with some useful links on map projection.
Article by Diana Gruber on how to model sprite animation in a computer game.
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.
Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
An infrequent newsletter on ray tracing and general computer-graphics research and resources.
This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.
Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
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. (June 01, 1993)
A linear and fast algorithm of raster image scaling.
Several articles on real-time graphics rendering.
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
The official site for source code, errata, and addenda to the Graphics Gems book series.
An infrequent newsletter on ray tracing and general computer-graphics research and resources.
Very basic grey page with some useful links on map projection.
Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder
A collection of research graphics articles.
Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
Basic computations frequently needed in graphics.
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.
Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.
A detailed development of a stereogram-generation algorithm is presented, complete with a ready-to-run Windows program to download and experiment with.
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).
Article by Diana Gruber on how to model sprite animation in a computer game.
This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
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.
Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.
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. (June 01, 1993)
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December 17, 2022 at 18:45:11 UTC
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