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comp.graphics.algorithms Frequently Asked Questions

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Archive-name: graphics/algorithms-faq
Posting-Frequency: bi-weekly

Welcome to the FAQ for comp.graphics.algorithms!

Thanks to all who have contributed.  Corrections and contributions
(to orourke@cs.smith.edu) always welcome.  

----------------------------------------------------------------------
This article is Copyright 2003 by Joseph O'Rourke.  It may be freely 
redistributed in its entirety provided that this copyright notice is 
not removed.
----------------------------------------------------------------------

  Changed items this posting (|): 5.04
  New     items this posting (+): none

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History of Changes (approx. last six months):
----------------------------------------------------------------------
Changes in 15 Feb 03 posting:
  5.04: Fixed broken link in clipping article. [Thanks to Keith Forbes.]
Changes in  1 Feb 03 posting:
  0.04: Ashdown Radiosity back in print. [Thanks to Ian Ashdown.]
  0.06: Update BSP FAQ links [Thanks to Ken Shoemake.]
  0.07: Update CGAL links in source article.
  3.11: Broken link re course based on Perlin's Noise book. [Thanks to Mikkel Gjoel.]
  6.01: Add CGAL link to Voronoi source article. [Thanks to Andreas Fabri.]
  7.02: All contributor email addresses removed to protect them from spam.
Changes in 15 Jan 03 posting:
  0.06: Query re reality.sgi.com/bspfaq/ [Thanks to .]
  0.07: Update moved link on WINGED.ZIP. [Thanks to Ben Landon.]
  0.07: Update Ferrar's ++ 3D rendering library link. [Thanks to F.Iannarilli, Jr.]
  1.06: Added ref to AT&T Graphviz. [Thanks to Michael Meire.]
  2.08: Fix sloan ear-clipping link.  [Thanks to logicalink@juno.com.]
  5.09: Update moved link re caustics. [Thanks to Ben Landon.]
  5.18: Formula for distance between two 3D lines. [Thanks to Daniel Zwick.]
  5.27: New article on transforming normals by Ken Shoemake.
  6.08: Random points on sphere in terms of longitude & latitude [Thanks to Uffe Kousgaard.]
Changes in  1 Jul 02 posting:
  3.14: Correct GIF author info, add URL. [Thanks to Greg Roelofs.]
Changes in  1 May 02 posting:
  0.04: Errata for Watt & Watt book added. [Thanks to Jacob Marner.]
  5.14: 3D viewing revised by Ken Shoemake.
  5.23: Remove (erroneous) 3D medial axis info.
  5.25: New article on quaternions by Ken Shoemake.
  5.26: New article on camera aiming and quaternions by Ken Shoemake.
  6.01: Add (correct) 3D medial axis info.  (Thanks to Tamal Dey.)
  6.09: Plucker coordinates article revised by Ken Shoemake.
Changes in 15 Apr 02 posting:
  3.05: Scaling bitmaps revised by Ken Shoemake.
  3.09: Morphing article written by Ken Shoemake.
  6.08: Added references on random points on a sphere (Ken Shoemake).
Changes in  1 Apr 02 posting:
  1.01: 2D point rotation revised by Ken Shoemake.
  1.01: 2D segment intersection revised by Ken Shoemake.
  5.01: 3D point rotation revised by Ken Shoemake.
  0.07: Greg Ferrar's 3D rendering library no longer available.
Changes in 15 Mar 02 posting:
  2.03: Reference Dan Sunday's winding number algorithm.
  4.04: More detail on Beziers approximating a circle.
        (Thanks to William Gibbons.)
  5.22: Added NASA's "Intersect" code for intersecting triangulated
        surfaces.
  5.23: Updated Cocone software description.
Changes in 15 Feb 02 posting:
  5.03: Noted that Sutherland-Hodgman can clip against any convex polygon.
        (Thanks to Ben Landon.)
  5.15: More links on simplifying meshes. (Thanks to Stefan Krause.)
Changes in  1 Jan 02 posting:
  2.03: Fixed link to Franklin's code. (Thanks to Keith M. Briggs.)
  5.13: Update to SWIFT++; add Terdiman's collision lib.
        (Thanks to Pierre Terdiman.)
Changes in  1 Nov 01 posting:
  6.01,02,03: Update to Qhull 3.1 release (Thanks to Brad Barber.)
Changes in 15 Sep 01 posting:
  0.04: "Radiosity: A Programmer's Perspective" out of print.
  0.05: CQUANT97 link no longer available; RADBIB info updated.
        (Thanks to Ian Ashdown for both.)
  2.01: Explained indices in more efficient formula, and restored
        Sunday's version. (Thanks to Dan Sunday.)
  4.04: Link for approximating a circle via a Bezier curve
        (Thanks to John McDonald, Jr.)
  5.10: Add in link to Jules Bloomenthal's list of papers for algorithms
        that could substitute for the marching cubes algorithm.
  5.11: Refer to 5.10. (Thanks to Eric Haines for both.)
Changes in  1 Sep 01 posting:
  2.01: Fixed indices in efficient area formula 
	(Thanks to peter@Glaze.phys.dal.ca.)
  2.03: Link to classic "Point in Polygon Strategies" article.
        (Thanks to Eric Haines.)
  5.09: Additional references for caustics (Thanks to Lars Brinkhoff.)
  5.11: New links for marching cubes patent (Thanks to John Stone.)
  5.17: Stale link notice.
  5.23: New Cocone link for surface reconstruction.
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Table of Contents
----------------------------------------------------------------------

0. General Information
   0.01: Charter of comp.graphics.algorithms
   0.02: Are the postings to comp.graphics.algorithms archived?
   0.03: How can I get this FAQ?
   0.04: What are some must-have books on graphics algorithms?
   0.05: Are there any online references?
   0.06: Are there other graphics related FAQs?
   0.07: Where is all the source?

1. 2D Computations: Points, Segments, Circles, Etc.
   1.01: How do I rotate a 2D point?
   1.02: How do I find the distance from a point to a line?
   1.03: How do I find intersections of 2 2D line segments?
   1.04: How do I generate a circle through three points?
   1.05: How can the smallest circle enclosing a set of points be found?
   1.06: Where can I find graph layout algorithms?

2. 2D Polygon Computations
   2.01: How do I find the area of a polygon?
   2.02: How can the centroid of a polygon be computed?
   2.03: How do I find if a point lies within a polygon?
   2.04: How do I find the intersection of two convex polygons?
   2.05: How do I do a hidden surface test (backface culling) with 2D points?
   2.06: How do I find a single point inside a simple polygon?
   2.07: How do I find the orientation of a simple polygon?
   2.08: How can I triangulate a simple polygon?
   2.09: How can I find the minimum area rectangle enclosing a set of points?

3. 2D Image/Pixel Computations
   3.01: How do I rotate a bitmap?
   3.02: How do I display a 24 bit image in 8 bits?
   3.03: How do I fill the area of an arbitrary shape?
   3.04: How do I find the 'edges' in a bitmap?
   3.05: How do I enlarge/sharpen/fuzz a bitmap?
   3.06: How do I map a texture on to a shape?
   3.07: How do I detect a 'corner' in a collection of points?
   3.08: Where do I get source to display (raster font format)?
   3.09: What is morphing/how is it done?
   3.10: How do I quickly draw a filled triangle?
   3.11: D Noise functions and turbulence in Solid texturing.
   3.12: How do I generate realistic sythetic textures?
   3.13: How do I convert between color models (RGB, HLS, CMYK, CIE etc)?
   3.14: How is "GIF" pronounced?

4. Curve Computations
   4.01: How do I generate a Bezier curve that is parallel to another Bezier?
   4.02: How do I split a Bezier at a specific value for t?
   4.03: How do I find a t value at a specific point on a Bezier?
   4.04: How do I fit a Bezier curve to a circle?

5. 3D computations
   5.01: How do I rotate a 3D point?
   5.02: What is ARCBALL and where is the source?
   5.03: How do I clip a polygon against a rectangle?
   5.04: How do I clip a polygon against another polygon?
   5.05: How do I find the intersection of a line and a plane?
   5.06: How do I determine the intersection between a ray and a triangle?
   5.07: How do I determine the intersection between a ray and a sphere?
   5.08: How do I find the intersection of a ray and a Bezier surface?
   5.09: How do I ray trace caustics?
   5.10: What is the marching cubes algorithm?
   5.11: What is the status of the patent on the "marching cubes" algorithm?
   5.12: How do I do a hidden surface test (backface culling) with 3D points?
   5.13: Where can I find algorithms for 3D collision detection?
   5.14: How do I perform basic viewing in 3D?
   5.15: How do I optimize/simplify a 3D polygon mesh?
   5.16: How can I perform volume rendering?
   5.17: Where can I get the spline description of the famous teapot etc.?
   5.18: How can the distance between two lines in space be computed?
   5.19: How can I compute the volume of a polyhedron?
   5.20: How can I decompose a polyhedron into convex pieces?
   5.21: How can the circumsphere of a tetrahedron be computed?
   5.22: How do I determine if two triangles in 3D intersect?
   5.23: How can a 3D surface be reconstructed from a collection of points?
   5.24: How can I find the smallest sphere enclosing a set of points in 3D? 
   5.25: What's the big deal with quaternions?
   5.26: How can I aim a camera in a specific direction?
   5.27: How can I transform normals?


6. Geometric Structures and Mathematics
   6.01: Where can I get source for Voronoi/Delaunay triangulation?
   6.02: Where do I get source for convex hull?
   6.03: Where do I get source for halfspace intersection?
   6.04: What are barycentric coordinates?
   6.05: How do I generate a random point inside a triangle?
   6.06: How do I evenly distribute N points on (tesselate) a sphere?
   6.07: What are coordinates for the vertices of an icosohedron?
   6.08: How do I generate random points on the surface of a sphere?
   6.09: What are Plucker coordinates?

7. Contributors
   7.01: How can you contribute to this FAQ?
   7.02: Contributors.  Who made this all possible.

Search e.g. for "Section 6" to find that section.
Search e.g. for "Subject 6.04" to find that item.
----------------------------------------------------------------------
Section 0. General Information
----------------------------------------------------------------------
Subject 0.01: Charter of comp.graphics.algorithms

    comp.graphics.algorithms is an unmoderated newsgroup intended as a forum
    for the discussion of the algorithms used in the process of generating
    computer graphics.  These algorithms may be recently proposed in
    published journals or papers, old or previously known algorithms, or
    hacks used incidental to the process of computer graphics.  The scope of
    these algorithms may range from an efficient way to multiply matrices,
    all the way to a global illumination method incorporating raytracing,
    radiosity, infinite spectrum modeling, and perhaps even mirrored balls
    and lime jello.

    It is hoped that this group will serve as a forum for programmers and
    researchers to exchange ideas and ask questions on recent papers or
    current research related to computer graphics.

    comp.graphics.algorithms is not:

     - for requests for gifs, or other pictures
     - for requests for image translator or processing software; see
            alt.binaries.pictures* FAQ  
            alt.binaries.pictures.utilities [now degenerated to pic postings]
            alt.graphics.pixutils (image format translation)
            comp.sources.misc (image viewing source code)
            sci.image.processing
            comp.graphics.apps.softimage
            fj.comp.image
     - for requests for compression software; for these try:
            alt.comp.compression
            comp.compression
            comp.compression.research
     - specifically for game development; for this try:
            comp.games.development.programming.misc
            comp.games.development.programming.algorithms


----------------------------------------------------------------------
Subject 0.02: Are the postings to comp.graphics.algorithms archived?

    Archives may be found at: http://www.faqs.org/

----------------------------------------------------------------------
Subject 0.03: How can I get this FAQ?

    The FAQ is posted on the 1st and 15th of every month.  The easiest
    way to get it is to search back in your news reader for the most
    recent posting, with Subject: 
          comp.graphics.algorithms Frequently Asked Questions
    It is posted to comp.graphics.algorithms, and cross-posted to
    news.answers and comp.answers.  

    If you can't find it on your newsreader,
    you can look at a recent HTML version at the "official" FAQ archive site:
      http://www.faqs.org/
    The maintainer also keeps a copy of the raw ASCII, always the
    latest version, accessible via http://cs.smith.edu/~orourke/FAQ.html .

    Finally, you can ftp the FAQ from several sites, including:

      ftp://rtfm.mit.edu/pub/faqs/graphics/algorithms-faq
      ftp://mirror.seas.gwu.edu/pub/rtfm/comp/graphics/algorithms/comp.graphics.algorithms_Frequently_Asked_Questions

    The (busy) rtfm.mit.edu site lists many alternative "mirror" sites.
    Also can reach the FAQ from http://www.geom.umn.edu/software/cglist/,
    which is worth visiting in its own right.

----------------------------------------------------------------------
Subject 0.04: What are some must-have books on graphics algorithms?

    The keywords in brackets are used to refer to the books in later
    questions.  They generally refer to the first author except where
    it is necessary to resolve ambiguity or in the case of the Gems.


    Basic computer graphics, rendering algorithms,
    ----------------------------------------------

    [Foley]
    Computer Graphics: Principles and Practice (2nd Ed.),
    J.D. Foley, A. van Dam, S.K. Feiner, J.F. Hughes, Addison-Wesley
    1990, ISBN 0-201-12110-7;
    Computer Graphics: Principles and Practice, C version
    J.D. Foley,  A. van Dam, S.K. Feiner, J.F. Hughes, Addison-Wesley 
    ISBN: 0-201-84840-6, 1996, 1147 pp.

    [Rogers:Procedural]
    Procedural Elements for Computer Graphics, Second Edition
    David F. Rogers, WCB/McGraw Hill 1998, ISBN 0-07-053548-5

    [Rogers:Mathematical]
    Mathematical Elements for Computer Graphics 2nd Ed.,
    David F. Rogers and J. Alan Adams, McGraw Hill 1990, ISBN
    0-07-053530-2

    [Watt:3D]
    _3D Computer Graphics, 2nd Edition_,
    Alan Watt, Addison-Wesley 1993, ISBN 0-201-63186-5

    [Glassner:RayTracing]
    An Introduction to Ray Tracing,
    Andrew Glassner (ed.), Academic Press 1989, ISBN 0-12-286160-4

    [Gems I]
    Graphics Gems,
    Andrew Glassner (ed.), Academic Press 1990, ISBN 0-12-286165-5
    http://www.graphicsgems.org/ for all the Gems.

    [Gems II]
    Graphics Gems II,
    James Arvo (ed.), Academic Press 1991, ISBN 0-12-64480-0

    [Gems III]
    Graphics Gems III,
    David Kirk (ed.), Academic Press 1992, ISBN 0-12-409670-0 (with
    IBM disk) or 0-12-409671-9 (with Mac disk)
    See also "AP Professional Graphics CD-ROM Library,"
    Academic Press,  ISBN 0-12-059756-X, which contains Gems I-III.

    [Gems IV]
    Graphics Gems IV,
    Paul S. Heckbert (ed.), Academic Press 1994, ISBN 0-12-336155-9
    (with IBM disk) or 0-12-336156-7 (with Mac disk)

    [Gems V]
    Graphic Gems V,
    Alan W. Paeth (ed.), Academic Press 1995, ISBN 0-12-543455-3
    (with IBM disk)

    [Watt:Animation]
    Advanced Animation and Rendering Techniques,
    Alan Watt, Mark Watt, Addison-Wesley 1992, ISBN 0-201-54412-1
    (Unofficial) errata: http://www.rolemaker.dk/other/AART/

    [Bartels]
    An Introduction to Splines for Use in Computer Graphics and
        Geometric Modeling,
    Richard H. Bartels, John C. Beatty, Brian A. Barsky, 1987, ISBN
    0-934613-27-3

    [Farin]
    Curves and Surfaces for Computer Aided Geometric Design:
    A Practical Guide, 4th Edition, Gerald E. Farin, Academic Press
    1996. ISBN 0122490541.

    [Prusinkiewicz]
    The Algorithmic Beauty of Plants,
    Przemyslaw W. Prusinkiewicz, Aristid Lindenmayer, Springer-Verlag,
    1990, ISBN 0-387-97297-8, ISBN 3-540-97297-8

    [Oliver]
    Tricks of the Graphics Gurus,
    Dick Oliver, et al. (2) 3.5 PC disks included, $39.95 SAMS Publishing

    [Hearn]
    Introduction to computer graphics,
    Hearn & Baker

    [Cohen]
    Radiosity and Realistic Imange Sythesis,
    Michael F. Cohen, John R. Wallace, Academic Press Professional
    1993, ISBN 0-12-178270-0 [limited reprint 1999]

    [Ashdown]
    Radiosity: A Programmer's Perspective
    Ian Ashdown, John Wiley & Sons 1994, ISBN 0-471-30444-1, 498 pp.
    Back in print, Jan 2003.  See www.helios32.com.

    [sillion]
    Radiosity & Global Illumination
    Francois X. Sillion snd Claude Puech, Morgan Kaufmann 1994, ISBN
    1-55860-277-1, 252 pp.

    [Ebert]
    Texturing and Modeling - A Procedural Approach (2nd Ed.)
    David S. Ebert (ed.), F. Kenton Musgrave, Darwyn Peachey, Ken Perlin,
    Steven Worley, Academic Press 1998, ISBN 0-12-228730-4, Includes CD-ROM.

    [Schroeder]
    Visualization Toolkit, 2nd Edition, The: An Object-Oriented Approach to
    3-D Graphics (Bk/CD) (Professional Description)
    William J. Schroeder,  Kenneth Martin, and Bill Lorensen,
    Prentice-Hall 1998, ISBN: 0-13-954694-4
    See Subject 0.07 for source.

    [Anderson]
    PC Graphics Unleashed
    Scott Anderson. SAMS Publishing, ISBN 0-672-30570-4

    [Ammeraal]
    Computer Graphics for Java Programmers,
    Leen Ammeraal, John Wiley 1998, ISBN 0-471-98142-7.
    Additional information at http://home.wxs.nl/~ammeraal/ .

    [Eberly]
    3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics.
    David Eberly, Morgan Kaufmann/Academic Press, 2001.

    For image processing,
    ---------------------

    [Barnsley]
    Fractal Image Compression,
    Michael F. Barnsley and Lyman P. Hurd, AK Peters, Ltd, 1993 ISBN
    1-56881-000-8

    [Jain]
    Fundamentals of Image Processing,
    Anil K. Jain, Prentice-Hall 1989, ISBN 0-13-336165-9

    [Castleman]
    Digital Image Processing,
    Kenneth R. Castleman, Prentice-Hall 1996, ISBN(Cloth): 0-13-211467-4
    (Description and errata at: "http://www.phoenix.net/~castlman")

    [Pratt]
    Digital Image Processing, Second Edition,
    William K. Pratt, Wiley-Interscience 1991, ISBN 0-471-85766-1

    [Gonzalez]
    Digital Image Processing (3rd Ed.),
    Rafael C. Gonzalez, Paul Wintz, Addison-Wesley 1992, ISBN
    0-201-50803-6

    [Russ]
    The Image Processing Handbook (3rd Ed.),
    John C. Russ, CRC Press and IEEE Press 1998, ISBN 0-8493-2532-3
    [Russ & Russ]
    The Image Processing Tool Kit v. 3.0
    Chris Russ and John Russ, Reindeer Games Inc. 1999, ISBN 1-928808-00-X


    [Wolberg]
    Digital Image Warping,
    George Wolberg, IEEE Computer Society Press Monograph 1990, ISBN
    0-8186-8944-7


    Computational geometry
    ----------------------

    [Bowyer]
    A Programmer's Geometry,
    Adrian Bowyer, John Woodwark, Butterworths 1983, 
    ISBN 0-408-01242-0 Pbk
    Out of print, but see:
    Introduction to Computing with Geometry,
    Adrian Bowyer and John Woodwark, 1993
    ISBN 1-874728-03-8.  Available in PDF:
       http://www.inge.com/pubs/index.htm

    [Farin & Hansford]
    The Geometry Toolbox for Graphics and Modeling
    by Gerald E. Farin, Dianne Hansford
    A K Peters Ltd; ISBN: 1568810741 

    [O'Rourke (C)]
    Computational Geometry in C (2nd Ed.)
    Joseph O'Rourke, Cambridge University Press 1998, 
    ISBN 0-521-64010-5 Pbk, ISBN 0-521-64976-5 Hbk
    Additional information and code at http://cs.smith.edu/~orourke/ .

    [O'Rourke (A)]
    Art Gallery Theorems and Algorithms
    Joseph O'Rourke, Oxford University Press 1987,
    ISBN 0-19-503965-3.

    [Goodman & O'Rourke]
    Handbook of Discrete and Computational Geometry
    J. E. Goodman and J. O'Rourke, editors.
    CRC Press LLC, July 1997.
    ISBN:0-8493-8524-5
    Additional information at http://cs.smith.edu/~orourke/ .

    [Samet:Application]
    Applications of Spatial Data Structures:  Computer Graphics, 
    Image Processing, and GIS, 
    Hanan Samet, Addison-Wesley, Reading, MA, 1990.
    ISBN 0-201-50300-0.

    [Samet:Design & Analysis]
    The Design and Analysis of Spatial Data Structures,
    Hanan Samet, Addison-Wesley, Reading, MA, 1990.
    ISBN 0-201-50255-0.

    [Mortenson]
    Geometric Modeling,
    Michael E. Mortenson, Wiley 1985, ISBN 0-471-88279-8

    [Preparata]
    Computational Geometry: An Introduction,
    Franco P. Preparata, Michael Ian Shamos, Springer-Verlag 1985,
    ISBN 0-387-96131-3

    [Okabe]
    Spatial Tessellations: Concepts and Applications of Voronoi Diagrams,
    A. Okabe and B. Boots and K. Sugihara,
    John Wiley, Chichester, England, 1992.

    [Overmars]
    Computational Geometry: Algorithms and Applications
    M. de Berg and M. van Kreveld and M. Overmars and O. Schwarzkopf
    Springer-Verlag, Berlin, 1997.

    [Stolfi]
    Oriented Projective Geometry: A Framework for Geometric Computations
    Academic Press, 1991.

    [Hodge]
    Methods of Algebraic Geometry, Volume 1
    W.V.D. Hodge and D. Pedoe, Cambridge, 1994.
    ISBN 0-521-469007-4 Paperback

    [Tamassia et al 199?]
    Graph Drawing: Algorithms for the Visualization of Graphs
    Prentice Hall; ISBN: 0133016153

    Algorithms books with chapters on computational geometry
    --------------------------------------------------------

    [Cormen et al.]
    Introduction to Algorithms,
    T. H. Cormen, C. E. Leiserson, R. L. Rivest,
    The MIT Press, McGraw-Hill, 1990.

    [Mehlhorn]
    Data Structures and Algorithms,
    K. Mehlhorn,
    Springer-Verlag, 1984.

    [Sedgewick]
    R. Sedgewick,
    Algorithms,
    Addison-Wesley, 1988.

    Solid Modelling
    ---------------

    [Mantyla]
    Introduction to Solid Modeling
    Martti Mantyla, Computer Science Press 1988,
    ISBN 07167-8015-1

----------------------------------------------------------------------
Subject 0.05: Are there any online references?

    The computational geometry community maintains its own
    bibliography of publications in or closely related to that
    subject.  Every four months, additions and corrections are
    solicited from users, after which the database is updated and
    released anew.  As of 7 Nov 200, it contained 13485 bib-tex
    entries.  See Jeff Erickson's page on "Computational Geometry
    Bibliographies": 
      http://compgeom.cs.uiuc.edu/~jeffe/compgeom/biblios.html#geombib
    The bibliography can be retrieved from:

    ftp://ftp.cs.usask.ca/pub/geometry/geombib.tar.gz - bibliography proper
    ftp://ftp.cs.usask.ca/pub/geometry/o-cgc19.ps.gz  - overview published
        in '93 in SIGACT News and the Internat. J. Comput.  Geom. Appl.
    ftp://ftp.cs.usask.ca/pub/geometry/ftp-hints      - detailed retrieval info

    Universitat Politecnica de Catalunya maintains a search engine at:
       http://www-ma2.upc.es/~geomc/geombibe.html

    The ACM SIGGRAPH Online Bibliography Project, by
    Stephen Spencer (biblio@siggraph.org).
    The database is available for anonymous FTP from the
    ftp://siggraph.org/publications/bibliography directory.  Please
    download and examine the file READ_ME in that directory for more
    specific information concerning the database.

    'netlib' is a useful source for algorithms, member inquiries for
    SIAM, and bibliographic searches.  For information, send mail to
    netlib@ornl.gov, with "send index" in the body of the mail
    message.

    You can also find free sources for numerical computation in C via
    ftp://ftp.usc.edu/pub/C-numanal/ . In particular, grab
    numcomp-free-c.gz in that directory.

    Check out Nick Fotis's computer graphics resources FAQ -- it's
    packed with pointers to all sorts of great computer graphics
    stuff.  This FAQ is posted biweekly to comp.graphics.

    This WWW page contains links to a large number
    of computer graphic related pages:
    http://www.dataspace.com:84/vlib/comp-graphics.html

    There's a Computer Science Bibliography Server at:
    http://glimpse.cs.arizona.edu:1994/bib/
    with Computer Graphics, Vision and Radiosity sections

    A comprehensive bibliography of color quantization papers and articles 
    (CQUANT97) was available at http://www.ledalite.com/library-/cgis.htm.
    [Link no longer available -- replacement? --JOR]

    Modelling physically based systems for animation:
    http://www.cc.gatech.edu/gvu/animation/Animation.html

    The University of Manchester NURBS Library:
    ftp://unix.hensa.ac.uk/pub/misc/unix/nurbs/

    For an implementation of Seidel's algorithm for fast trapezoidation
    and triangulation of polygons. You can get the code from:
    ftp://ftp.cs.unc.edu/pub/users/narkhede/triangulation.tar.gz

    Ray tracing bibliography:
    http://www.acm.org/tog/resources/bib/

    Quaternions and other comp sci curiosities:
    ftp://ftp.netcom.com/pub/hb/hbaker/hakmem/hakmem.html

    Directory of Computational Geometry Software,
    collected by Nina Amenta (nina@cs.utexas.edu)
    Nina Amenta is maintaining a WWW directory to computational 
    geometry software. The directory lives at The Geometry Center. 
    It has pointers to lots of convex hull and voronoi diagram programs, 
    triangulations, collision detection, polygon intersection, smallest 
    enclosing ball of a point set and other stuff.
    http://www.geom.umn.edu/software/cglist/

    A compact reference for real-time 3D computer graphics programming:
    http://www.math.mcgill.ca/~loisel/

    RADBIB is a comprehensive bibliography of radiosity and
    related global illumination papers, articles, and
    books. It currently includes 1,972 references.
    This bibliography is available in BibTex format 
    (with a release date of 15 Jul 01) from:
      http://www.helios32.com/   under "Resources."

    The "Electronic Visualization Library" (EVlib) is a domain-
    secific digital library for Scientific Visualization and 
    Computer Graphics:  http://visinfo.zib.de/

    3D Object Intersection: http://www.realtimerendering.com/int/ 
    This page presents information about a wide variety of 3D object/object
    intersection tests. Presented in grid form, each axis lists ray, plane,
    sphere, triangle, box, frustum, and other objects. For each combination
    (e.g. sphere/box), references to articles, books, and online resources
    are given.

    Ray Tracing News, ed. Eric Haines:  http://www.raytracingnews.com .

----------------------------------------------------------------------
Subject 0.06: Are there other graphics related FAQs?

    BSP Tree FAQ by Bretton Wade
 	http://www.andrew.cmu.edu/~rrost/bsp/
 	ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
 	ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.txt
     and see
 	ftp://ftp.sgi.com/other/bspfaq/

    Gamma and Color FAQs by Charles A. Poynton has
        ftp://ftp.inforamp.net/pub/users/poynton/doc/colour/
        http://www.inforamp.net/~poynton/

    The documents are mirrored in Darmstadt, Germany at
        ftp://ftp.igd.fhg.de/pub/doc/colour/

----------------------------------------------------------------------
Subject 0.07: Where is all the source?

    Graphics Gems source code.
    http://www.graphicsgems.org
    This site is now the offical distribution site for Graphics Gems code.

    Master list of Computational Geometry software:
    http://www.geom.umn.edu/software/cglist
    Described in [Goodman & O'Rourke], Chap. 52.

    Jeff Erikson's software list:
    http://compgeom.cs.uiuc.edu/~jeffe/compgeom/compgeom.html

    Dave Eberly's extensive collection of free geometry, graphics,
    and image processing software:
    http://www.magic-software.com/

    General 'stuff'
    ftp://wuarchive.wustl.edu/graphics/graphics

    There are a number of interesting items in
    http://graphics.lcs.mit.edu/~seth including:
    - Code for 2D Voronoi, Delaunay, and Convex hull
    - Mike Hoymeyer's implementation of Raimund Seidel's
      O( d! n ) time linear programming algorithm for
      n constraints in d dimensions
    - geometric models of UC Berkeley's new computer science
      building

    Sources to "Computational Geometry in C", by J. O'Rourke
    can be found at http://cs.smith.edu/~orourke/books/compgeom.html
    or ftp://cs.smith.edu/pub/compgeom .

    Greg Ferrar's C++ 3D rendering library is available at
    http://www.flowerfire.com/ferrar/Graph3D.html  

    TAGL is a portable and extensible library that provides a subset
    of Open-GL functionalities.
    ftp://sunsite.unc.edu/pub/packages/programming/graphics/tagl21.tgz

    Try ftp://x2ftp.oulu.fi  for /pub/msdos/programming/docs/graphpro.lzh by
    Michael Abrash. His XSharp package has an implementation of Xiaoulin
    Wu's anti-aliasing algorithm (in C).

    Example sources for BSP tree algorithms can be found at
    http://reality.sgi.com/bspfaq/, item 24.

    Mel Slater (mel@dcs.qmw.ac.uk) also made some implementations of
    BSP trees and shadows for static scenes using shadow volumes
    code available
    http://www.dcs.qmw.ac.uk/~mel/BSP.html
    ftp://ftp.dcs.qmw.ac.uk/people/mel/BSP

    The Visualization Toolkit (A visualization textbook, C++ library 
    and Tcl-based interpreter) (see [Schroeder]): 
    http://www.kitware.com/vtk.html

    WINGED.ZIP, a C++ implementation of Baumgart's winged-edge data structure:
    ftp://ftp.ledalite.com/pub/winged.zip   

    CGAL, the Computational Geometry Algorithms Library, is written in C++ 
    and is available at http://www.cgal.org.  
    CGAL contains algorithms and data structures for 2D computations
    (convex hull, Delaunay, constrained Delaunay, Voronoi diagram, 
    regular traingulation, (weighted) Alpha shapes, polytope distance, 
    boolean operations on polygons, decomposition of polygons in
    monotone or convex parts, arrangements, etc.), 3D, and arbitrary
    dimensions.

    A C++ NURBS library written by Lavoie Philippe. Version 2.1. 
    Results may be exported as POV-Ray, RIB (renderman) or VRML files.
    It also offers wrappers to OpenGL:
       http://yukon.genie.uottawa.ca/~lavoie/software/nurbs/

    Paul Bourke has code for several problems, including isosurface 
    generation and Delauney triangulation, at:
       http://www.swin.edu.au/astronomy/pbourke/geometry/
       http://www.swin.edu.au/astronomy/pbourke/modeling/

    A nearly comprehensive list of available 3D engines 
    (most with source code):
       http://cg.cs.tu-berlin.de/~ki/engines.html

    See also 5.17: 
        Where can I get the spline description of the famous teapot etc.?

    Interactive Geometry Software called "Cinderella":
        http://www.cinderella.de

----------------------------------------------------------------------
Section 1. 2D Computations: Points, Segments, Circles, Etc.
----------------------------------------------------------------------
Subject 1.01: How do I rotate a 2D point?

    In 2D, you make (X,Y) from (x,y) with a rotation by angle t so:

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