DMOZ

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See also:
  • - A grid of intersection routines for various popular objects, pointing to resources in books and on the web.
  • - Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.
  • - 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.
  • - How to manipulate and use binary space partition (BSP) trees. Includes pseudocode and complexity analysis.
  • - Introduction to cubic and quadratic Bezier curves.
  • - Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder
  • - Technical articles on computer 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.
  • - Describes how to remove surfaces that are not visible with portal rendering. It also contains a detailed set of algorithms for implementing such hidden surface removal techniques.
  • - Several articles on real-time graphics rendering.
  • - A collection of research graphics articles.
  • - The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).
  • - A new linear best quality and fast algorithm of raster image scaling.
  • - Very basic grey page with some useful links on map projection.
  • - Everything you always wanted to know about map projections, and then some.
  • - 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.
  • - 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.
  • - Hand-built topic index to some of the articles.
  • - A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
  • - 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.
  • - A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
  • - Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization
  • - Public domain package for view-dependent simplification and rendering of polygonal environments.
  • - Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided
  • - Basic computations frequently needed in graphics.
  • - 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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