Page 2

view full version: back to formated view

1: computation of area

2: computer desktop and laptop

3: Algorithm of merging polygons

4: Is there an easy solution to implement add-blend for pixel in one draw call but not with the background.

5: Cornell Data Spectrum to RGB

6: bounding cylinder

7: Help optimize

8: Convert CMYK to RGB/YCbCr and back, as lossless as possible?

9: follow edge why parallel

10: fast frustum - convex hull intersection test

11: drop shadow algorithm

12: image registration

13: Surface parameterization for intersection of confocal ellipsoids

14: Image compression...

15: ambient occlusion map

16: projective space

17: fast cliping of bounding volumes

18: Clip aligned box with a half-space and bound again

19: Change the Saturation

20: Is a polygon convex?

21: line-segment ordering; need algorithm

22: Symposium 揅omputational Methods for Image Process ing and Analysis?within the 30?CILAMCE, Brazil - Announ ce & Call for Papers

23: Orienting a vector to a matrix?

24: Diagonal vectors for BSP trees

25: intersection between a line segment and a triangle

26: Removing polygon hole cut line

27: classifying images by complexity

28: source code for interpolation (linear, cubic) in 3D

29: affine vs perspective reconstruction

30: Filtering kernel width

31: [distance point to line] how to differentiate real from virtual piece of line

32: [distance point to line] how to differentiate real from virtual piece of line

33: [OT] integral name

34: About computer information

35: CFP Extension - Applied Computing 2009: submissions until 31 July 2009

36: computer short cut keys and tips

37: Computer soft & hard

38: covering points by a rectangle

39: Deadline extension: Optical SuperComputing Workshop 2009

40: faq?

41: From Points Cloud to surface.

42: how to differentiate real from virtual piece of line

43: kdtree k nearest neighbours

44: Opencv with mjpeg

45: Quaternion to Euler (ZXY order)

46: Science.Medical.Imaging SDK Open Source now

47: textures and patterns recognition

48: AT&T Usenet Netnews Service Shutting Down

49: Call for Papers: International Conference on Internet and Multimedia Technologies ICIMT 2009

50: CFP: Optical SuperComputing Workshop 2009

51: CIAC 2010 - Call For Papers: 7th International Confe rence on Algorithms燼nd燙omplexity

52: computer shortcuts

53: does anyone recognise this shape?

54: ENTERTAINMENT LIFE

55: EURASIP JASP - Special issue on Signal Processing in Advanced Nondestructive Materials Inspection - Announce & Call for papers

56: Graphics Programming Textbook?

57: High-Speed Diamond-Tipped Electric Engraver Pen - Writes on Any Surface - As Easy to Use As a Pen -

58: Hoover U6634-900 Self Propelled Windtunnel Bagless Upright Vacuum

59: Job offer: Fluid implementation

60: Job offer: Fluid implementation (quicktime plugin crashes any solutions ?)

61: Kirby Hepa Bags (9 Pack)ult G, Diamond, Sentria & G4-g6

62: Kutmaster 91-KM30CP Marine Designer Vented Liner Lock Knife

63: Least squares in Bolin frequency ray tracer

64: modelling diffuse surface

65: OpenGL and CSG

66: Physical Sunlight and the rendering equation

67: SIG in graphic (Denmark)

68: Signed distance of primitives

69: Stanley 30-456 8m/26 x 1-Inch Stanley Tape Rule (cm Graduation)

70: Walking on triangle net

71: WHEN YOU'RE LOKING FOR SOMETHING THAT WILL WORK FOR YOU , YOU TRY OUT WHAT HAS WORKED FOR 1000.s OF OTHERS

72: "Complex Algorithm R&D: Harder Than Many Think" article published

73: Animation scheme for articulated figure

74: Applied Computing 2009: 2nd CFP until 21 September

75: Beam Clipping

76: Book: Zen of Assembly Programming

77: building a 3d model

78: c

79: Call For Participation: WORLDCOMP'09 (The 2009 World Congress in Computer Science, Computer Engineering, and Applied Computing), USA, July 13-16, 2009

80: Choosing a place to publish

81: CompIMAGE, Buffalo-Niagara, May 5-7, 2010 - Announce & Call for papers

82: complex polygon -> simple polygon.

83: Compressive Sensing

84: computer short cut keys and interview skills

85: degree of freedom for b-splines

86: DLI Image Compression v1.3

87: ellipsoid question

88: How To Desgine Mail Server!

89: kNN algorithm applied to images -- please help!

90: Pretty fricking cool.

91: rotating heightmap

92: Sun tanning

93: Understanding k-mean++

94: Question about iterative least square

95: (Optimal 3D texture dimensions for graphics cards ?)

96: [Job] Embedded Developer at Global CyberSoft, Vietnam

97: [OT] Turn vertex points on/off, so fragment points turn on/off

98: ~~~~~ DOG GROOMING ~~~~~

99: ~~~~~ FIREFOX DOWNLOAD ~~~~~

100: ~~~~~ FREE VOYEUR ~~~~~

101: ~~~~~ HAIRY GIRLS ~~~~~

102: ~~~~~ HONDA CIVIC ~~~~~

103: ~~~~~ QUEEN LATIFAH ~~~~~

104: ~~~~~ SPANISH WORDS ~~~~~

105: ~~~~~ TV GUIDE ~~~~~

106: ~~~~~ WEIGHT LOSS ~~~~~

107: 10 Reasons Why YOU Should Join Us

108: 138503 Answers to your Computer question! 20

109: 3d to 2d vertex shader not working ?

110: A "reference" software-only 3D renderer (GPL)

111: A possible solution for using BWT (especially wheeler transform) in video decoders/playback.

112: american weather

113: Any Infos on Microvoxels somewhere?

114: arrays of floats or array of structures for opengl ?

115: AVI Parser source code

116: Bangalore to Play Host to India Game Developer Summit 2010

117: Basic texture example (texture+sampler+vertex shader+pixel shader) for FX Composer 2.5 (cgfx)

118: Basic Vertex Shader and Basic Pixel Shader

119: BBox of a partial sphere ?

120: Bitmap Basics in win32/C++

121: bounding rectangle for a 2D arc

122: Call for Papers & Sessions: The 2010 International Conference on Computer Graphics and Virtual Reality (CGVR'10), USA, July 2010

123: Call for Papers & Sessions: The 2010 International Conference on Modeling, Simulation, and Visualization Methods (MSV'10), USA, July 2010

124: Call for Papers & Sessions: The 2010 International Conference on Software Engineering Research and Practice (SERP'10), USA, July 2010

125: Call for Papers Reminder (extended): IAENG International Conference on Internet Computing and Web Services (ICICWS 2010)

126: Call for Papers Reminder (extended): International MultiConference of Engineers and Computer Scientists IMECS 2010

127: Call for Papers Reminder (submission deadline extended): International MultiConference of Engineers and Computer Scientists IMECS 2010

128: Call for Papers: The 2010 International Conference on Computer Graphics and Virtual Reality, USA, July 2010

129: Call for Papers: The 2010 International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE'10), USA, July 2010

130: Call for Papers: The 2010 International Conference on Foundations of Computer Science (FCS'10), USA, July 2010

131: Call for Papers: IAENG International Conference on Computer Science (ICCS 2010)

132: Call for Papers: International MultiConference of Engineers and Computer Scientists IMECS 2010

133: called running lime

134: CFP CGVCVIP 2010: submissions until 19 February 2010

135: CFP WEB3DW 2010: submissions until 19 February 2010

136: CFP: The 2010 International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE'10), USA, July 2010

137: CFP: The 2010 International Conference on Foundations of Computer Science (FCS'10), USA, July 2010

138: CFP: The 2010 International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS'10), USA, July 2010

139: CFP: The 2010 International Conference on Software Engineering Research and Practice (SERP'10), USA, July 2010

140: CGAL 3.5 Released, Computational Geometry Algorithms Library

141: Choose correct pixel (Intertesting problem)

142: Choose OpenGL (texture) format API ?

143: CIAC 2010 - Call for Papers: 7th International Conference on Algorithms and Complexity

144: CIAC 2010 - LAST CALL FOR PAPERS

145: Cinderella

146: click this all u now one new thing

147: Closest point which is within an pie-slice (2d).

148: Color reduction and preservation of border values

149: CompIMAGE 2010: Call for Short Communications

150: CompIMAGE'10, Buffalo-Niagara, May 5-7, 2010 ?Sub mission Period Extended

151: Compression Libraries for 3D Data

152: Computational Geometry Groups

153: Computing 3d coordinates from texture coordinates

154: computing fractal surface dimension of proteins using the planar slices algorithm

155: Conclusions for corewar/redcode simulator on gpu... (highly interesting possibility, many local vars)

156: Conclusions for corewar/redcode simulator on gpu... (highly interesting possibility, many local vars, performance could be super !)

157: Conclusions for corewar/redcode simulator on gpu... (probably miserable performance on gpu)

158: Conclusions for corewar/redcode simulator on gpu... and possible cpu streaming idea.

159: Confused about pixel format for glTexImage2D (for gpgpu programming)

160: Constructing New Meshes (WebMesh)

161: Construction Document Management Services and its Purpose

162: Construction Management | Design Build Firms |Design Build Contracts

163: Converting a floating point texture to a rgba texture so it's ready to be flipped to the screen ?! ;)

164: Counting red pixels in an image

165: CPU can't do stream processing it seems...

166: Creating of convex hull

167: Debugging problem.

168: Delaunay triangulation part of sphere

169: Distributing N items into a 3D bar

170: Distributing N items into a Texture 3D ;)

171: Distributing N items into X rectangles with the same size. (Goal: least ammount of space wasted)

172: Draw a figure of a graph(data structure)

173: ECCM2010 Mini-Symposium on Image Processing and Visualization

174: ECCOMAS CFD 2010 Mini-Symposium on Image Processing and Visualization

175: Embedding text in images

176: Evolving - stationary test suite (slight update about light casting idea included (graphics subject) :);))

177: explicit normal

178: FX Composer 2.5 Render to Texture ?

179: Global Warming and what you can do to against it

180: Graphical Search Engine

181: help! Tips on how to write a robust CSG algorithm!

182: Hidden Line Removal?

183: How to check if a polygon is in another polygon

184: How to get unnormalized texture coordinates ?

185: How to get unnormalized texture coordinates ? (Concepts explained though still something weird about it ;))

186: How to get unnormalized texture coordinates ? (Finally mystery truely solved ! ;) :) api call order is important)

187: How to get unnormalized texture coordinates ? (GL_TEXTURE_2D not working anymore as well)

188: How to get unnormalized texture coordinates ? (GL_TEXTURE_2D working againl)

189: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB only for render to texture maybe ?)

190: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working ! (weird vertical line (left) remains if using TexCoord0 as input)

191: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working ! Colors corrected, weird vert line remains)

192: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working !l)

193: How to get unnormalized texture coordinates ? (Incorrect color mystery related to floating point format, problem solved ?!)

194: How to get unnormalized texture coordinates ? (It's related to coordinate system)

195: How to get unnormalized texture coordinates ? (New mystery with render to texture)

196: How to get unnormalized texture coordinates ? (ok some parameters are screwing it up)

197: How to get unnormalized texture coordinates ? (Quad concept clearified)

198: How to know when OpenGL is done ?

199: Image Analysis and RGB Histogram

200: Implementing Dividing Cubes

201: Interactive high quality volumetric ray-tracing/casting

202: International Journal of Mathematics and Computation (IJMC).

203: Intersections of two lines - limited precision problem

204: ISA 2010: submissions until 25 January 2010

205: It would be greatly appreciated if this announcement could be shared

206: Joining wide lines

207: Last Call for Papers: 2010 IEEE International Symposium on Biomedical Imaging (ISBI)

208: least squares planes grouping

209: Live US TV available anywhere in the world

210: Looking for fast 3D Ray tracing engine

211: Looking for GLOD and VDSLib packages

212: Looking for high performance FFT/IFFT codes in open source

213: make your computer money making machine8

214: Making a Disconnected Mesh Connected

215: Mixet.se?- International Business Advertising

216: More that 2800 Solutions manuals (Part 2)

217: More that 2800 Solutions manuals (Part 3)

218: Multiple colors/pixels/outputs per pixel for pixel shaders on DirectX9 graphics cards (OpenGL 3.0) ?

219: Nahkapaloja

220: NetKeys algorithm. Evolve spanning trees.

221: Newbie-Alert Polygons

222: newbie-alert! Polygons

223: Newsgroup moderation (was: Very important documentation for CgFx missing ?!)

224: On Demand Tekla Detailers for Steel Detailing & Structural Drawings

225: OpenGL performance benchmarking ! ;)

226: Other performance tips.

227: OTK VIDEOS

228: Pastel library

229: PCX Monochrome algorithm

230: pollution ocean

231: Polyboolean Library Issue

232: polygon clip algorithm/code

233: positive adjust maximum

234: Programming contest: Distributing N items into a 3D bar with size constraints ;)

235: Programming contest: Distributing N items into a 3D bar with size constraints ;) (bug fix for 0.02)

236: Programming contest: Distributing N items into a 3D bar with size constraints ;) (ratio idea implemented, further waste relaxations (probably) required)

237: Programming contest: Distributing N items into a 3D bar with size constraints ;) (waste percentage idea version 0.03)

238: Quadratic patches

239: Rectangle and Circle

240: Removing internal (non-visible) structure

241: Rendering training

242: Science or not science ?

243: Smallest circle covering set of points

244: Solution for debugging.

245: Some more interesting opengl techniques to investigate ;)

246: Special Session SS5 on 揟he Virtual Physiological Human project and Imaging in Biomechanics?at CMBBE2010, V alencia

247: Splitting a plane to diskrete patches

248: Strange vertical line.(texture mapping test).

249: Strange vertical line.(texture mapping test). (corrected for now, still need to do normalizing myself).

250: Strange vertical line.(texture mapping test). (gpgpu tutorial has interesting section).

251: STRESS DISORDER

252: surface interpolation?

253: Symposium 揑mage Processing and Analysis?within the ICCES'10 USA - Announce & Call for Contributions

254: Testing for circle overlapping a pie slice.

255: tex1D range limitation ? maximum texture size in bytes or pixels/texels ?

256: tex1D range limitation ? maximum texture size in bytes or pixels/texels ? (firexfox could be vunerable to webgl attack ;) :) )

257: Texture example for GPGPU for FX Composer 2.5 required ?!

258: The gradient of general quadratic equation

259: the near and far plane

260: the opposite of mesh fairing/smoothing

261: Things are being more clear relating to glTexImage2D whatever :)

262: this group hijacked, is there any other forum?

263: tilting an image

264: TMFCS-10 Call for papers

265: triangle count of a simple tesselation with holes

266: triangle packer

267: triangle-point triangle-line segment and triangle-triangle closes point question

268: triangle-point triangle-line segment and triangle-triangle closest point question

269: Turn vertex points on/off, so fragment points turn on/off

270: Turn vertex points on/off, so fragment points turn on/off (Vertex buffer/array + Render to it)

271: undoing rotations and translations

272: Unknown operator

273: Updating only a few pixels on a texture, is there a super fast way ?

274: Updating only a few pixels on a texture, is there a super fast way ?

275: Updating only a few pixels on a texture, is there a super fast way ? (Render to multiple texture might work ?! but is it fast ?!? ;))

276: Vertex shaders might be able to do scatter.

277: Very important documentation for CgFx missing ?!

278: Visualizing rotation data over time

279: Volume of a polyhedron

280: WCCM / APCOM2010 Mini-Symposium on Computational Methods in Image Processing and Analysis

281: What is this 'Compression' called?

282: Whatever became of "D'Faqs"? Any chance of getting him back on?

283: Who is the best?

284: Who is the first person to suggest alpha blending?

285: Workshop 揗edical Imaging Systems?within EUROME DIA 2010 ?Announce & Call for Papers

286: cheap new style crown holder men jeans clothing for 2009.

287: cheap new style ed hardy men hoody for 2009.

288: EARN 100$ PER HOUR THROUGH THE SIMPLE WORK....................

289: hai

290: Work at Home - Make $ 50 Per Hour , 100% Guaranteed

2: computer desktop and laptop

3: Algorithm of merging polygons

4: Is there an easy solution to implement add-blend for pixel in one draw call but not with the background.

5: Cornell Data Spectrum to RGB

6: bounding cylinder

7: Help optimize

8: Convert CMYK to RGB/YCbCr and back, as lossless as possible?

9: follow edge why parallel

10: fast frustum - convex hull intersection test

11: drop shadow algorithm

12: image registration

13: Surface parameterization for intersection of confocal ellipsoids

14: Image compression...

15: ambient occlusion map

16: projective space

17: fast cliping of bounding volumes

18: Clip aligned box with a half-space and bound again

19: Change the Saturation

20: Is a polygon convex?

21: line-segment ordering; need algorithm

22: Symposium 揅omputational Methods for Image Process ing and Analysis?within the 30?CILAMCE, Brazil - Announ ce & Call for Papers

23: Orienting a vector to a matrix?

24: Diagonal vectors for BSP trees

25: intersection between a line segment and a triangle

26: Removing polygon hole cut line

27: classifying images by complexity

28: source code for interpolation (linear, cubic) in 3D

29: affine vs perspective reconstruction

30: Filtering kernel width

31: [distance point to line] how to differentiate real from virtual piece of line

32: [distance point to line] how to differentiate real from virtual piece of line

33: [OT] integral name

34: About computer information

35: CFP Extension - Applied Computing 2009: submissions until 31 July 2009

36: computer short cut keys and tips

37: Computer soft & hard

38: covering points by a rectangle

39: Deadline extension: Optical SuperComputing Workshop 2009

40: faq?

41: From Points Cloud to surface.

42: how to differentiate real from virtual piece of line

43: kdtree k nearest neighbours

44: Opencv with mjpeg

45: Quaternion to Euler (ZXY order)

46: Science.Medical.Imaging SDK Open Source now

47: textures and patterns recognition

48: AT&T Usenet Netnews Service Shutting Down

49: Call for Papers: International Conference on Internet and Multimedia Technologies ICIMT 2009

50: CFP: Optical SuperComputing Workshop 2009

51: CIAC 2010 - Call For Papers: 7th International Confe rence on Algorithms燼nd燙omplexity

52: computer shortcuts

53: does anyone recognise this shape?

54: ENTERTAINMENT LIFE

55: EURASIP JASP - Special issue on Signal Processing in Advanced Nondestructive Materials Inspection - Announce & Call for papers

56: Graphics Programming Textbook?

57: High-Speed Diamond-Tipped Electric Engraver Pen - Writes on Any Surface - As Easy to Use As a Pen -

58: Hoover U6634-900 Self Propelled Windtunnel Bagless Upright Vacuum

59: Job offer: Fluid implementation

60: Job offer: Fluid implementation (quicktime plugin crashes any solutions ?)

61: Kirby Hepa Bags (9 Pack)ult G, Diamond, Sentria & G4-g6

62: Kutmaster 91-KM30CP Marine Designer Vented Liner Lock Knife

63: Least squares in Bolin frequency ray tracer

64: modelling diffuse surface

65: OpenGL and CSG

66: Physical Sunlight and the rendering equation

67: SIG in graphic (Denmark)

68: Signed distance of primitives

69: Stanley 30-456 8m/26 x 1-Inch Stanley Tape Rule (cm Graduation)

70: Walking on triangle net

71: WHEN YOU'RE LOKING FOR SOMETHING THAT WILL WORK FOR YOU , YOU TRY OUT WHAT HAS WORKED FOR 1000.s OF OTHERS

72: "Complex Algorithm R&D: Harder Than Many Think" article published

73: Animation scheme for articulated figure

74: Applied Computing 2009: 2nd CFP until 21 September

75: Beam Clipping

76: Book: Zen of Assembly Programming

77: building a 3d model

78: c

79: Call For Participation: WORLDCOMP'09 (The 2009 World Congress in Computer Science, Computer Engineering, and Applied Computing), USA, July 13-16, 2009

80: Choosing a place to publish

81: CompIMAGE, Buffalo-Niagara, May 5-7, 2010 - Announce & Call for papers

82: complex polygon -> simple polygon.

83: Compressive Sensing

84: computer short cut keys and interview skills

85: degree of freedom for b-splines

86: DLI Image Compression v1.3

87: ellipsoid question

88: How To Desgine Mail Server!

89: kNN algorithm applied to images -- please help!

90: Pretty fricking cool.

91: rotating heightmap

92: Sun tanning

93: Understanding k-mean++

94: Question about iterative least square

95: (Optimal 3D texture dimensions for graphics cards ?)

96: [Job] Embedded Developer at Global CyberSoft, Vietnam

97: [OT] Turn vertex points on/off, so fragment points turn on/off

98: ~~~~~ DOG GROOMING ~~~~~

99: ~~~~~ FIREFOX DOWNLOAD ~~~~~

100: ~~~~~ FREE VOYEUR ~~~~~

101: ~~~~~ HAIRY GIRLS ~~~~~

102: ~~~~~ HONDA CIVIC ~~~~~

103: ~~~~~ QUEEN LATIFAH ~~~~~

104: ~~~~~ SPANISH WORDS ~~~~~

105: ~~~~~ TV GUIDE ~~~~~

106: ~~~~~ WEIGHT LOSS ~~~~~

107: 10 Reasons Why YOU Should Join Us

108: 138503 Answers to your Computer question! 20

109: 3d to 2d vertex shader not working ?

110: A "reference" software-only 3D renderer (GPL)

111: A possible solution for using BWT (especially wheeler transform) in video decoders/playback.

112: american weather

113: Any Infos on Microvoxels somewhere?

114: arrays of floats or array of structures for opengl ?

115: AVI Parser source code

116: Bangalore to Play Host to India Game Developer Summit 2010

117: Basic texture example (texture+sampler+vertex shader+pixel shader) for FX Composer 2.5 (cgfx)

118: Basic Vertex Shader and Basic Pixel Shader

119: BBox of a partial sphere ?

120: Bitmap Basics in win32/C++

121: bounding rectangle for a 2D arc

122: Call for Papers & Sessions: The 2010 International Conference on Computer Graphics and Virtual Reality (CGVR'10), USA, July 2010

123: Call for Papers & Sessions: The 2010 International Conference on Modeling, Simulation, and Visualization Methods (MSV'10), USA, July 2010

124: Call for Papers & Sessions: The 2010 International Conference on Software Engineering Research and Practice (SERP'10), USA, July 2010

125: Call for Papers Reminder (extended): IAENG International Conference on Internet Computing and Web Services (ICICWS 2010)

126: Call for Papers Reminder (extended): International MultiConference of Engineers and Computer Scientists IMECS 2010

127: Call for Papers Reminder (submission deadline extended): International MultiConference of Engineers and Computer Scientists IMECS 2010

128: Call for Papers: The 2010 International Conference on Computer Graphics and Virtual Reality, USA, July 2010

129: Call for Papers: The 2010 International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE'10), USA, July 2010

130: Call for Papers: The 2010 International Conference on Foundations of Computer Science (FCS'10), USA, July 2010

131: Call for Papers: IAENG International Conference on Computer Science (ICCS 2010)

132: Call for Papers: International MultiConference of Engineers and Computer Scientists IMECS 2010

133: called running lime

134: CFP CGVCVIP 2010: submissions until 19 February 2010

135: CFP WEB3DW 2010: submissions until 19 February 2010

136: CFP: The 2010 International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government (EEE'10), USA, July 2010

137: CFP: The 2010 International Conference on Foundations of Computer Science (FCS'10), USA, July 2010

138: CFP: The 2010 International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS'10), USA, July 2010

139: CFP: The 2010 International Conference on Software Engineering Research and Practice (SERP'10), USA, July 2010

140: CGAL 3.5 Released, Computational Geometry Algorithms Library

141: Choose correct pixel (Intertesting problem)

142: Choose OpenGL (texture) format API ?

143: CIAC 2010 - Call for Papers: 7th International Conference on Algorithms and Complexity

144: CIAC 2010 - LAST CALL FOR PAPERS

145: Cinderella

146: click this all u now one new thing

147: Closest point which is within an pie-slice (2d).

148: Color reduction and preservation of border values

149: CompIMAGE 2010: Call for Short Communications

150: CompIMAGE'10, Buffalo-Niagara, May 5-7, 2010 ?Sub mission Period Extended

151: Compression Libraries for 3D Data

152: Computational Geometry Groups

153: Computing 3d coordinates from texture coordinates

154: computing fractal surface dimension of proteins using the planar slices algorithm

155: Conclusions for corewar/redcode simulator on gpu... (highly interesting possibility, many local vars)

156: Conclusions for corewar/redcode simulator on gpu... (highly interesting possibility, many local vars, performance could be super !)

157: Conclusions for corewar/redcode simulator on gpu... (probably miserable performance on gpu)

158: Conclusions for corewar/redcode simulator on gpu... and possible cpu streaming idea.

159: Confused about pixel format for glTexImage2D (for gpgpu programming)

160: Constructing New Meshes (WebMesh)

161: Construction Document Management Services and its Purpose

162: Construction Management | Design Build Firms |Design Build Contracts

163: Converting a floating point texture to a rgba texture so it's ready to be flipped to the screen ?! ;)

164: Counting red pixels in an image

165: CPU can't do stream processing it seems...

166: Creating of convex hull

167: Debugging problem.

168: Delaunay triangulation part of sphere

169: Distributing N items into a 3D bar

170: Distributing N items into a Texture 3D ;)

171: Distributing N items into X rectangles with the same size. (Goal: least ammount of space wasted)

172: Draw a figure of a graph(data structure)

173: ECCM2010 Mini-Symposium on Image Processing and Visualization

174: ECCOMAS CFD 2010 Mini-Symposium on Image Processing and Visualization

175: Embedding text in images

176: Evolving - stationary test suite (slight update about light casting idea included (graphics subject) :);))

177: explicit normal

178: FX Composer 2.5 Render to Texture ?

179: Global Warming and what you can do to against it

180: Graphical Search Engine

181: help! Tips on how to write a robust CSG algorithm!

182: Hidden Line Removal?

183: How to check if a polygon is in another polygon

184: How to get unnormalized texture coordinates ?

185: How to get unnormalized texture coordinates ? (Concepts explained though still something weird about it ;))

186: How to get unnormalized texture coordinates ? (Finally mystery truely solved ! ;) :) api call order is important)

187: How to get unnormalized texture coordinates ? (GL_TEXTURE_2D not working anymore as well)

188: How to get unnormalized texture coordinates ? (GL_TEXTURE_2D working againl)

189: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB only for render to texture maybe ?)

190: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working ! (weird vertical line (left) remains if using TexCoord0 as input)

191: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working ! Colors corrected, weird vert line remains)

192: How to get unnormalized texture coordinates ? (GL_TEXTURE_RECTANGLE_ARB working !l)

193: How to get unnormalized texture coordinates ? (Incorrect color mystery related to floating point format, problem solved ?!)

194: How to get unnormalized texture coordinates ? (It's related to coordinate system)

195: How to get unnormalized texture coordinates ? (New mystery with render to texture)

196: How to get unnormalized texture coordinates ? (ok some parameters are screwing it up)

197: How to get unnormalized texture coordinates ? (Quad concept clearified)

198: How to know when OpenGL is done ?

199: Image Analysis and RGB Histogram

200: Implementing Dividing Cubes

201: Interactive high quality volumetric ray-tracing/casting

202: International Journal of Mathematics and Computation (IJMC).

203: Intersections of two lines - limited precision problem

204: ISA 2010: submissions until 25 January 2010

205: It would be greatly appreciated if this announcement could be shared

206: Joining wide lines

207: Last Call for Papers: 2010 IEEE International Symposium on Biomedical Imaging (ISBI)

208: least squares planes grouping

209: Live US TV available anywhere in the world

210: Looking for fast 3D Ray tracing engine

211: Looking for GLOD and VDSLib packages

212: Looking for high performance FFT/IFFT codes in open source

213: make your computer money making machine8

214: Making a Disconnected Mesh Connected

215: Mixet.se?- International Business Advertising

216: More that 2800 Solutions manuals (Part 2)

217: More that 2800 Solutions manuals (Part 3)

218: Multiple colors/pixels/outputs per pixel for pixel shaders on DirectX9 graphics cards (OpenGL 3.0) ?

219: Nahkapaloja

220: NetKeys algorithm. Evolve spanning trees.

221: Newbie-Alert Polygons

222: newbie-alert! Polygons

223: Newsgroup moderation (was: Very important documentation for CgFx missing ?!)

224: On Demand Tekla Detailers for Steel Detailing & Structural Drawings

225: OpenGL performance benchmarking ! ;)

226: Other performance tips.

227: OTK VIDEOS

228: Pastel library

229: PCX Monochrome algorithm

230: pollution ocean

231: Polyboolean Library Issue

232: polygon clip algorithm/code

233: positive adjust maximum

234: Programming contest: Distributing N items into a 3D bar with size constraints ;)

235: Programming contest: Distributing N items into a 3D bar with size constraints ;) (bug fix for 0.02)

236: Programming contest: Distributing N items into a 3D bar with size constraints ;) (ratio idea implemented, further waste relaxations (probably) required)

237: Programming contest: Distributing N items into a 3D bar with size constraints ;) (waste percentage idea version 0.03)

238: Quadratic patches

239: Rectangle and Circle

240: Removing internal (non-visible) structure

241: Rendering training

242: Science or not science ?

243: Smallest circle covering set of points

244: Solution for debugging.

245: Some more interesting opengl techniques to investigate ;)

246: Special Session SS5 on 揟he Virtual Physiological Human project and Imaging in Biomechanics?at CMBBE2010, V alencia

247: Splitting a plane to diskrete patches

248: Strange vertical line.(texture mapping test).

249: Strange vertical line.(texture mapping test). (corrected for now, still need to do normalizing myself).

250: Strange vertical line.(texture mapping test). (gpgpu tutorial has interesting section).

251: STRESS DISORDER

252: surface interpolation?

253: Symposium 揑mage Processing and Analysis?within the ICCES'10 USA - Announce & Call for Contributions

254: Testing for circle overlapping a pie slice.

255: tex1D range limitation ? maximum texture size in bytes or pixels/texels ?

256: tex1D range limitation ? maximum texture size in bytes or pixels/texels ? (firexfox could be vunerable to webgl attack ;) :) )

257: Texture example for GPGPU for FX Composer 2.5 required ?!

258: The gradient of general quadratic equation

259: the near and far plane

260: the opposite of mesh fairing/smoothing

261: Things are being more clear relating to glTexImage2D whatever :)

262: this group hijacked, is there any other forum?

263: tilting an image

264: TMFCS-10 Call for papers

265: triangle count of a simple tesselation with holes

266: triangle packer

267: triangle-point triangle-line segment and triangle-triangle closes point question

268: triangle-point triangle-line segment and triangle-triangle closest point question

269: Turn vertex points on/off, so fragment points turn on/off

270: Turn vertex points on/off, so fragment points turn on/off (Vertex buffer/array + Render to it)

271: undoing rotations and translations

272: Unknown operator

273: Updating only a few pixels on a texture, is there a super fast way ?

274: Updating only a few pixels on a texture, is there a super fast way ?

275: Updating only a few pixels on a texture, is there a super fast way ? (Render to multiple texture might work ?! but is it fast ?!? ;))

276: Vertex shaders might be able to do scatter.

277: Very important documentation for CgFx missing ?!

278: Visualizing rotation data over time

279: Volume of a polyhedron

280: WCCM / APCOM2010 Mini-Symposium on Computational Methods in Image Processing and Analysis

281: What is this 'Compression' called?

282: Whatever became of "D'Faqs"? Any chance of getting him back on?

283: Who is the best?

284: Who is the first person to suggest alpha blending?

285: Workshop 揗edical Imaging Systems?within EUROME DIA 2010 ?Announce & Call for Papers

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