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/intersections.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

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

Andrija Radovicī'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

Caffeine Owl

Introduction to cubic and quadratic Bezier curves.

http://www.caffeineowl.com/

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/

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

Graphics Gems Repository

The official site for source code, errata, and addenda to the Graphics Gems book series.

http://tog.acm.org/resources/GraphicsGems/

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/

Hinjnag.com

Several articles on real-time graphics rendering.

http://hinjang.com/

Hugues Hoppe's Homepage

A collection of research graphics articles.

http://research.microsoft.com/~hoppe/

Inferno Project

The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).

http://inferno.hildebrand.cz/

M Spline

A new linear best quality and fast algorithm of raster image scaling.

http://www.resampling.narod.ru/

Map Projection

Very basic grey page with some useful links on map projection.

http://mathworld.wolfram.com/MapProjection.html

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

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

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

Publications by Loic Barthe

Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.

http://www.irit.fr/~Loic.Barthe/

Ray Tracing News

An infrequent newsletter on ray tracing and general computer-graphics research and resources.

http://tog.acm.org/resources/RTNews/html/

Real-time Optimally Adapting Meshes (ROAM)

A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.

https://graphics.llnl.gov/ROAM/

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

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/

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.

http://www.graficaobscura.com/texmap/

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/

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/