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3D Object Intersection - http://www.realtimerendering.com/int/
A grid of intersection routines for various popular objects, pointing to resources in books and on the web. |
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Stylized Depiction - http://www.red3d.com/cwr/npr/
Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media. |
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An Interactive Introduction to Splines - http://www.ibiblio.org/e-notes/Splines/Intro.htm
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML. |
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Medical Articles Records GroundTruth - http://marg.nlm.nih.gov/index2.asp
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. |
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Ray Tracing News - http://tog.acm.org/resources/RTNews/html/
An infrequent newsletter on ray tracing and general computer-graphics research and resources. |
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Hardware Perlin Noise Demonstration - http://dunnbypaul.net/perlin/
Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware. |
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Graphics Gems Repository - http://tog.acm.org/GraphicsGems/
The official site for source code, errata, and addenda to the Graphics Gems book series. |
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Texture Mapping as a Fundamental Drawing Primitive - http://www.graficaobscura.com/texmap/
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. |
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VDSlib: A View-Dependent Simplification Package - http://vdslib.virginia.edu
Public domain package for view-dependent simplification and rendering of polygonal environments. |
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PseudoGrey - http://r0k.us/graphics/pseudoGrey.html
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. |
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University of Florida Surflab - http://www.cise.ufl.edu/research/SurfLab/
Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization |
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Levels of Detail and Polygonal Simplification - http://www.acm.org/crossroads/xrds3-4/levdet.html
"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. |
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Faster 3D Graphics by Not Drawing What Is Not Seen - http://www.acm.org/crossroads/xrds3-4/faster3d.html
Published in Crossroads, the ACM student magazine. |
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Real-time Optimally Adapting Meshes (ROAM) - http://www.llnl.gov/graphics/ROAM/
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates. |
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Ray Tracing News Index - http://tog.acm.org/resources/RTNews/html/rtn_index.html
Hand-built topic index to some of the articles. |
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Xvox demo - http://users.belgacom.net/gc610902/
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided |
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Andrija Radovicī's Algorithms - http://www.andrijar.com/algorithms/algorithms.htm
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. |
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M Spline - http://www.resampling.narod.ru/
A new linear best quality and fast algorithm of raster image scaling. |
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2D special effects - http://www.dtek.chalmers.se/~d95back/exjobb/
A master thesis about various 2D special effects, with example movies. |
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Hinjnag.com - http://www.hinjang.com/
Several articles on real-time graphics rendering. |
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Fast Line Drawing Algorithms by Po-Han Lin - http://www.edepot.com/algorithm.html
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). |
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BSP Tree FAQ - ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
How to manipulate and use binary space partition (BSP) trees. |
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The Progressive Fans Representation - http://www.terra.es/personal3/atoniman
A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes. |
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Ken Turkowski's Contributions in Computer Graphics - http://www.worldserver.com/turk/computergraphics/
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles. |