Page 13

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1: Arc connection

2: Query on distance between 2D line segments

3: unwrapping a sphere

4: Gnu Scientific Library

5: a simple (hopefully) quaternion question

6: implementing a quadtree.

7: Algorithms for CSG

8: Drawing program for producing paper figures?

9: book suggestions?

10: adaptive histogram equalization

11: CFP: special issue on CGAL - the Computational Geometry Algorithms Library

12: Circle pass through 3points in xyz

13: Antsoft Best domain software

14: Scanning Lines to remove them

15: bilinear zoom

16: Image enhancement: contrast

17: 3D engine questions

18: BMP-Threshold-8bit-->2 bit-problem-image writing

19: Geometric packing algorithm/code help needed

20: Collision detection for deformable objects (Surgical simulation)

21: liquids and flow motion

22: Convert IGES "NURB" curve into polyline??

23: Log-Polar transform...

24: realtime radiosity

25: Problem - a broken line "corridor"

26: 3d texture generation/finding

27: Closest point on 2D triangle from 2D point

28: Adjusting images for LCD display?

29: "Many Digits" Friendly Competition 2005

30: find close points in a point cloud

31: Cross Correlation..

32: local coordinate systems to one global

33: about graph-algos, everyone here says "go to comp.theory!". BUT:

34: 'Extra' Simultaneous Equaltions in the Thin-Plate Spline problem

35: Compare trajectories

36: slope on triangle mesh

37: 3D object slicer

38: Visual Computing

39: opengl question (translation/rot/scaling framework in c++)

40: Smoother camera speed transitions

41: Mapping points between two surfaces

42: Constraining cloth to character

43: how to search the topology of a mesh

44: Question about joint rotational limits.

45: 2D to 3D coordinate conversion

46: Projective transform (homography?) algorithm needed

47: Rapid Stable Fluid Dynamics Kass and Miller

48: exponential map in optimisation based IK

49: Dobkin-Kirkpatrick Hierarchical Representation creation problem

50: Gnu Scientific Library Please Post any of the workspaces or dsp, dsw files

51: How make even-odd polygon from none-zero one

52: tight cocone

53: 2x2 smoothing algorithm.

54: Errata list for: Sedgedwick, algorithms in c++, ed. 1992

55: phong shading, should I interpolate direction to light as well?

56: rock

57: SIMD

58: Postdoc position in shape indexing

59: Metaball with semi solid body for animation.

60: Search for papers

61: diffusion of particles

62: Can I get the very same STL file if it is converted to VRML file and then converted to STL file again?

63: CMYK/RGB conversion

64: anyone? algos for calculating good contact info for solids

65: delaunay

66: 3d ocean

67: data structure for FAST nearest neighbor search in 3D

68: Gray scale and motion detection, why?

69: R-trees, R+-trees and R*-trees

70: Point on Line Segment in 2D. Which code is faster ? Can you improve it ?

71: test for neighbour coordinate, cell neighbour algorithm

72: Efficient data structure for representing 2d grid

73: Package unit calculation problem

74: Ease-in/ease-out motion

75: fast edge list building

76: Vectorial non-zero fill filter

77: Determining the type of the graph

78: Three point determinant simplification

79: The easiest way to get free cash!

80: Source/Algorithm for square root with rational numbers/fractions ?

81: Phong and Lewis shaders

82: Point in Polygon 3D

83: "PICASA-SWAP" ON GOOGLE!

84: Map rectangular image to 4-sided polygon

85: fix surface normals

86: 'Extra' Simultaneous Equaltions in the Thin-Plate Spline problem

87: looking for an article: image warp around 4 points?

88: Benefits of quad processing in pixel shader

89: Euclidean geometry -- isometries or similarities?

90: code for geodesic shortest path on a mesh

91: Pattern matching and its applications

92: Trapezoids, Bezier Curves, Incremental Antialising (prefiltering)

93: Efficient algorithms for multidimensional points

94: Overlapping records

95: Finding crossing of Bezie curves

96: Are the points considered part of the line segment or not ?

97: algo to check equality of images under rotation

98: Raycasting sprites

99: How do I smoothly warp an image width based on control points?

100: Drawing A Line with Bresenhams

101: color space division

102: Detail: problem with FitCurves.c code from Graphics Gems by Philip J. Schneider

103: Spectral color

104: 2D Delaunay Triangulation Query

105: test to confirm vanishing points are orthogonal

106: combining of triangular meshes

107: need SW algorithm for depth sort problem

108: How to convert RGB values to CMYK values

109: AfterEffects Temporal Curve

110: faq

111: Projecting segment with normals

112: Monochrome draw scaled bitmap source

113: Vertex skinning algorithms

114: 3d maze

115: Polyarc offset

116: GPC Polygon Clipper

117: Uniform sampling of a sphere

118: Bresenham type algorithm for ellipses not aligned with axes

119: Maya IFF images

120: Registering 3D to 2D coordinates

121: transforming AABB

122: Determining which polygon is one point inside

123: constructing an N dimensional grid/mesh.

124: JPEG decoding with only 1 quantization table??

125: Bezier Bounding Box

126: FFT pseudo code or C++.Net?

127: Packing and Unpacking

128: XYZ Color Multiplication

129: question about new algorithm for boolean operations on polygons.

130: Quantization the bottleneck?

131: CFP: IEEE In co-operated International Conference on Computational Intelligence for Modelling, Control and Automation

132: YUV filter

133: AE & AW Algorithms

134: coloring fractals

135: a question about paper submission

136: Question - Boxfilter

137: Hermite Curve in Javascript

138: Vector implementation

139: Detail: problem with FitCurves.c code from Graphics Gems byPhilip J. Schneider

140: Windows's Polygon routine causing some kind of access violation

141: Utility to UN_Corrupt the Corrupted Picture File. Please help !

142: Object recognition

143: Generate iso contours from blurred polygons

144: Quaternions to Euler

145: Cubic interpolation for animation

146: perlin legalities

147: Cross Correlation: Can someone point me in the right direction?

148: Retexturing cube inner textures from user-drawn input

149: Implementing map/subdivision overlay

150: convert obj 3d format to matlab mat file?

151: DCEL and overlay

152: finding a word

153: Cracking ICe

154: Generating smoothing groups

155: building a global edge list from a mesh

156: Help with algorithm

157: inverse-transpose

158: Converting a curve to arcs

159: Companion question to polygon winding rule

160: cubemap -> spheremap

161: cone fitting

162: What do the status numbers returned by djpeg mean?

163: [ANN]: ActiveSolid 1.6 adds powerful polygon offset and auto roof/wall/house creation tools

164: Wavelet Encoder Lib

165: Sliding collision question

166: Building polygons from user-drawn lines?

167: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges

168: optical flow estmation algorithm

169: Graphic Data structures for object Grapics

170: 3D shapes as 2D outlines

171: Divisibility testing by digit summing

172: Function approximation

173: infinite desert

174: slot machine feedback

175: [ot?] specifics

176: circle fitting

177: Joining 2d points

178: Need octree helper

179: OBB point of intersection (wrt. Eberly's 3D Game Engine Design)

180: perspective projection matrix and planes

181: Edge Detection

182: Spatial hierarchical set clustering

183: Utility to identify picture files ? Please help !!

184: frustum-circle or frustum-quad intersection

185: GNU Triangulated surface library

186: Find octahedra in a regular lattice

187: software rasterizer for 3d pool/billiard balls

188: Error Metric Between Two Meshes Made of Different Amount of Vertices

189: [announce]: Amanith 0.1.1 released.

190: Inverse Kinematic as Non-linear optimisation problem

191: AN: GuruGram #56

192: Point distance from Bezier - variation on the problem

193: Polygon filling? Winding rule?

194: bsplines question

195: Normal of a point inside a triangle.

196: Sepia again, will pay

197: Moving Robot Hunt

198: Dave Eberly not yet fired from MKP

199: Volume of Intersection of sphere and tetrahedra?

200: Simple question about BRDFs implementation

201: New design site

202: Quadtree: splitting an n-dim square into 2^n equal cells.

203: Calculating points on a conic section??

204: Confusion about CSO / NFP

205: Errata of a book from Gino van den Bergen ?

206: Voice Puppetry

207: Rectangular to Map Lat/Longitude Conversion

208: volumetric deformation due to interior forces

209: area of common part of 2 polygons in 2D

210: Ray tracing implementation question

211: Simulation of Dispersion by Raytracing

212: AN: GuruGram #55 ...

213: Wavelet Noise

214: Table-driven parsing

215: kd-trees

216: How can i compute PVS calculation (or use an alternative)?

217: AN: Bullet continuous collision detection and physics library

218: scanline converting with ET and AET and zbuffer

219: blurring/edging algorithm

220: What is a good scanning program?

221: Question on concave to convexs converting alorithm

222: Grouping adjacent black pixels into areas.

223: Stupid question about wavelets

224: CornerPin (was Map rectangular image to 4-sided polygon)

225: Edge Swap Algorithm

226: Normalised Cross Correlation and FFT in Pixel Shader.

227: 3D Frustum Clipping

228: comp. geo. exercise

229: Intersecting curved patched

230: The comp.graphics.algorithms FAQ wiki is now online

231: Verlet elasticity

232: Realtime image processing with Cg ?

233: "Wavelet Noise" and the Fourier Slice Theorem

234: Software release for smoothing point clouds, and normal and feature estimations

235: I/O and rendering

236: minimum enclosing circle - variation

237: Sepia

238: Hidden Line Removal

239: surface curvature AND mesh sizing

240: Smudge how to?

241: Updated Web pages

242: VerificationProgram0.09 for PointOnLineSegmentIn2D =D

243: Subdivision surfaces without recursion

244: Parser, BNF..

245: 2D to 3D coordinate conversion and Euclidean distance measure.

246: Numerisk integration af bev鎔else, men kun f鴕ste led

247: Best QuadTree for VLSI layout?

248: ray tracer

249: q: point quadtree speed

250: constructing a "corner-pin" matrix

251: "CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 90"

252: 2D Iterative Convex Hull

253: 3D image stitch problem

254: image 3D transformation

255: Gaussian 255

256: Raycasting floor/ceiling

257: transformation question

258: valid point

259: globe trotting?

260: 2D circle-triangle intersection test

261: [announce] GPC Polygon Clipper

262: polygon normals and spherical co-ordinate systems

263: Sampling / interpolating HDR images

264: Lighting / Normal problem in 1-sheet hyperboloid

265: how to search mesh topology

266: MediaUtil 1.0 Released

267: a obfuscation about trackball implementation for a long time, who can help me???

268: how to use wm3 lib

269: Philip J Schneider's FitCurve.c from Graphics Gems

270: Bezier Curves

271: probably simple: bsp issues

272: rotate (1,0,0) to (x,y,z)

273: Graph Plotting and Data Reduction

274: Intuitive Crop

275: Solid modelling algorithms ...

276: how autocad or similar cads do panning?

277: GuruGram #56

278: CFP: IEEE in cooperated International Conference on Intelligent Agents, Web Technologiesand Internet Commerce

279: help with triangle coding

280: color gradient reverse engineering

281: equivalent graphics?

282: Free C++ 3D Mesh Library

283: alpha rendering equation for more than two buffers

284: Sphere viewable surface

285: surface preserving algorithm

286: A GREAT way to get FREE cash !!

287: quadratic offseting

288: GLFW: splitview.c

289: Detail: problem with FitCurves.c code from Graphics GemsbyPhilip J. Schneider

290: [announce] Amanith v0.1 framework released

291: Tesselation of text

292: arvos algorithm

293: Projection of a 3D polyline

294: Graph layout algorithm/pointers

295: representing curved lines

296: Quadtrees and convex polytopes.

297: Hue/saturation adjustments

298: [ANN]: ActiveSolid 1.6 adds polygon offset, auto house/roof/wall creation tools

2: Query on distance between 2D line segments

3: unwrapping a sphere

4: Gnu Scientific Library

5: a simple (hopefully) quaternion question

6: implementing a quadtree.

7: Algorithms for CSG

8: Drawing program for producing paper figures?

9: book suggestions?

10: adaptive histogram equalization

11: CFP: special issue on CGAL - the Computational Geometry Algorithms Library

12: Circle pass through 3points in xyz

13: Antsoft Best domain software

14: Scanning Lines to remove them

15: bilinear zoom

16: Image enhancement: contrast

17: 3D engine questions

18: BMP-Threshold-8bit-->2 bit-problem-image writing

19: Geometric packing algorithm/code help needed

20: Collision detection for deformable objects (Surgical simulation)

21: liquids and flow motion

22: Convert IGES "NURB" curve into polyline??

23: Log-Polar transform...

24: realtime radiosity

25: Problem - a broken line "corridor"

26: 3d texture generation/finding

27: Closest point on 2D triangle from 2D point

28: Adjusting images for LCD display?

29: "Many Digits" Friendly Competition 2005

30: find close points in a point cloud

31: Cross Correlation..

32: local coordinate systems to one global

33: about graph-algos, everyone here says "go to comp.theory!". BUT:

34: 'Extra' Simultaneous Equaltions in the Thin-Plate Spline problem

35: Compare trajectories

36: slope on triangle mesh

37: 3D object slicer

38: Visual Computing

39: opengl question (translation/rot/scaling framework in c++)

40: Smoother camera speed transitions

41: Mapping points between two surfaces

42: Constraining cloth to character

43: how to search the topology of a mesh

44: Question about joint rotational limits.

45: 2D to 3D coordinate conversion

46: Projective transform (homography?) algorithm needed

47: Rapid Stable Fluid Dynamics Kass and Miller

48: exponential map in optimisation based IK

49: Dobkin-Kirkpatrick Hierarchical Representation creation problem

50: Gnu Scientific Library Please Post any of the workspaces or dsp, dsw files

51: How make even-odd polygon from none-zero one

52: tight cocone

53: 2x2 smoothing algorithm.

54: Errata list for: Sedgedwick, algorithms in c++, ed. 1992

55: phong shading, should I interpolate direction to light as well?

56: rock

57: SIMD

58: Postdoc position in shape indexing

59: Metaball with semi solid body for animation.

60: Search for papers

61: diffusion of particles

62: Can I get the very same STL file if it is converted to VRML file and then converted to STL file again?

63: CMYK/RGB conversion

64: anyone? algos for calculating good contact info for solids

65: delaunay

66: 3d ocean

67: data structure for FAST nearest neighbor search in 3D

68: Gray scale and motion detection, why?

69: R-trees, R+-trees and R*-trees

70: Point on Line Segment in 2D. Which code is faster ? Can you improve it ?

71: test for neighbour coordinate, cell neighbour algorithm

72: Efficient data structure for representing 2d grid

73: Package unit calculation problem

74: Ease-in/ease-out motion

75: fast edge list building

76: Vectorial non-zero fill filter

77: Determining the type of the graph

78: Three point determinant simplification

79: The easiest way to get free cash!

80: Source/Algorithm for square root with rational numbers/fractions ?

81: Phong and Lewis shaders

82: Point in Polygon 3D

83: "PICASA-SWAP" ON GOOGLE!

84: Map rectangular image to 4-sided polygon

85: fix surface normals

86: 'Extra' Simultaneous Equaltions in the Thin-Plate Spline problem

87: looking for an article: image warp around 4 points?

88: Benefits of quad processing in pixel shader

89: Euclidean geometry -- isometries or similarities?

90: code for geodesic shortest path on a mesh

91: Pattern matching and its applications

92: Trapezoids, Bezier Curves, Incremental Antialising (prefiltering)

93: Efficient algorithms for multidimensional points

94: Overlapping records

95: Finding crossing of Bezie curves

96: Are the points considered part of the line segment or not ?

97: algo to check equality of images under rotation

98: Raycasting sprites

99: How do I smoothly warp an image width based on control points?

100: Drawing A Line with Bresenhams

101: color space division

102: Detail: problem with FitCurves.c code from Graphics Gems by Philip J. Schneider

103: Spectral color

104: 2D Delaunay Triangulation Query

105: test to confirm vanishing points are orthogonal

106: combining of triangular meshes

107: need SW algorithm for depth sort problem

108: How to convert RGB values to CMYK values

109: AfterEffects Temporal Curve

110: faq

111: Projecting segment with normals

112: Monochrome draw scaled bitmap source

113: Vertex skinning algorithms

114: 3d maze

115: Polyarc offset

116: GPC Polygon Clipper

117: Uniform sampling of a sphere

118: Bresenham type algorithm for ellipses not aligned with axes

119: Maya IFF images

120: Registering 3D to 2D coordinates

121: transforming AABB

122: Determining which polygon is one point inside

123: constructing an N dimensional grid/mesh.

124: JPEG decoding with only 1 quantization table??

125: Bezier Bounding Box

126: FFT pseudo code or C++.Net?

127: Packing and Unpacking

128: XYZ Color Multiplication

129: question about new algorithm for boolean operations on polygons.

130: Quantization the bottleneck?

131: CFP: IEEE In co-operated International Conference on Computational Intelligence for Modelling, Control and Automation

132: YUV filter

133: AE & AW Algorithms

134: coloring fractals

135: a question about paper submission

136: Question - Boxfilter

137: Hermite Curve in Javascript

138: Vector implementation

139: Detail: problem with FitCurves.c code from Graphics Gems byPhilip J. Schneider

140: Windows's Polygon routine causing some kind of access violation

141: Utility to UN_Corrupt the Corrupted Picture File. Please help !

142: Object recognition

143: Generate iso contours from blurred polygons

144: Quaternions to Euler

145: Cubic interpolation for animation

146: perlin legalities

147: Cross Correlation: Can someone point me in the right direction?

148: Retexturing cube inner textures from user-drawn input

149: Implementing map/subdivision overlay

150: convert obj 3d format to matlab mat file?

151: DCEL and overlay

152: finding a word

153: Cracking ICe

154: Generating smoothing groups

155: building a global edge list from a mesh

156: Help with algorithm

157: inverse-transpose

158: Converting a curve to arcs

159: Companion question to polygon winding rule

160: cubemap -> spheremap

161: cone fitting

162: What do the status numbers returned by djpeg mean?

163: [ANN]: ActiveSolid 1.6 adds powerful polygon offset and auto roof/wall/house creation tools

164: Wavelet Encoder Lib

165: Sliding collision question

166: Building polygons from user-drawn lines?

167: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges

168: optical flow estmation algorithm

169: Graphic Data structures for object Grapics

170: 3D shapes as 2D outlines

171: Divisibility testing by digit summing

172: Function approximation

173: infinite desert

174: slot machine feedback

175: [ot?] specifics

176: circle fitting

177: Joining 2d points

178: Need octree helper

179: OBB point of intersection (wrt. Eberly's 3D Game Engine Design)

180: perspective projection matrix and planes

181: Edge Detection

182: Spatial hierarchical set clustering

183: Utility to identify picture files ? Please help !!

184: frustum-circle or frustum-quad intersection

185: GNU Triangulated surface library

186: Find octahedra in a regular lattice

187: software rasterizer for 3d pool/billiard balls

188: Error Metric Between Two Meshes Made of Different Amount of Vertices

189: [announce]: Amanith 0.1.1 released.

190: Inverse Kinematic as Non-linear optimisation problem

191: AN: GuruGram #56

192: Point distance from Bezier - variation on the problem

193: Polygon filling? Winding rule?

194: bsplines question

195: Normal of a point inside a triangle.

196: Sepia again, will pay

197: Moving Robot Hunt

198: Dave Eberly not yet fired from MKP

199: Volume of Intersection of sphere and tetrahedra?

200: Simple question about BRDFs implementation

201: New design site

202: Quadtree: splitting an n-dim square into 2^n equal cells.

203: Calculating points on a conic section??

204: Confusion about CSO / NFP

205: Errata of a book from Gino van den Bergen ?

206: Voice Puppetry

207: Rectangular to Map Lat/Longitude Conversion

208: volumetric deformation due to interior forces

209: area of common part of 2 polygons in 2D

210: Ray tracing implementation question

211: Simulation of Dispersion by Raytracing

212: AN: GuruGram #55 ...

213: Wavelet Noise

214: Table-driven parsing

215: kd-trees

216: How can i compute PVS calculation (or use an alternative)?

217: AN: Bullet continuous collision detection and physics library

218: scanline converting with ET and AET and zbuffer

219: blurring/edging algorithm

220: What is a good scanning program?

221: Question on concave to convexs converting alorithm

222: Grouping adjacent black pixels into areas.

223: Stupid question about wavelets

224: CornerPin (was Map rectangular image to 4-sided polygon)

225: Edge Swap Algorithm

226: Normalised Cross Correlation and FFT in Pixel Shader.

227: 3D Frustum Clipping

228: comp. geo. exercise

229: Intersecting curved patched

230: The comp.graphics.algorithms FAQ wiki is now online

231: Verlet elasticity

232: Realtime image processing with Cg ?

233: "Wavelet Noise" and the Fourier Slice Theorem

234: Software release for smoothing point clouds, and normal and feature estimations

235: I/O and rendering

236: minimum enclosing circle - variation

237: Sepia

238: Hidden Line Removal

239: surface curvature AND mesh sizing

240: Smudge how to?

241: Updated Web pages

242: VerificationProgram0.09 for PointOnLineSegmentIn2D =D

243: Subdivision surfaces without recursion

244: Parser, BNF..

245: 2D to 3D coordinate conversion and Euclidean distance measure.

246: Numerisk integration af bev鎔else, men kun f鴕ste led

247: Best QuadTree for VLSI layout?

248: ray tracer

249: q: point quadtree speed

250: constructing a "corner-pin" matrix

251: "CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 90"

252: 2D Iterative Convex Hull

253: 3D image stitch problem

254: image 3D transformation

255: Gaussian 255

256: Raycasting floor/ceiling

257: transformation question

258: valid point

259: globe trotting?

260: 2D circle-triangle intersection test

261: [announce] GPC Polygon Clipper

262: polygon normals and spherical co-ordinate systems

263: Sampling / interpolating HDR images

264: Lighting / Normal problem in 1-sheet hyperboloid

265: how to search mesh topology

266: MediaUtil 1.0 Released

267: a obfuscation about trackball implementation for a long time, who can help me???

268: how to use wm3 lib

269: Philip J Schneider's FitCurve.c from Graphics Gems

270: Bezier Curves

271: probably simple: bsp issues

272: rotate (1,0,0) to (x,y,z)

273: Graph Plotting and Data Reduction

274: Intuitive Crop

275: Solid modelling algorithms ...

276: how autocad or similar cads do panning?

277: GuruGram #56

278: CFP: IEEE in cooperated International Conference on Intelligent Agents, Web Technologiesand Internet Commerce

279: help with triangle coding

280: color gradient reverse engineering

281: equivalent graphics?

282: Free C++ 3D Mesh Library

283: alpha rendering equation for more than two buffers

284: Sphere viewable surface

285: surface preserving algorithm

286: A GREAT way to get FREE cash !!

287: quadratic offseting

288: GLFW: splitview.c

289: Detail: problem with FitCurves.c code from Graphics GemsbyPhilip J. Schneider

290: [announce] Amanith v0.1 framework released

291: Tesselation of text

292: arvos algorithm

293: Projection of a 3D polyline

294: Graph layout algorithm/pointers

295: representing curved lines

296: Quadtrees and convex polytopes.

297: Hue/saturation adjustments

298: [ANN]: ActiveSolid 1.6 adds polygon offset, auto house/roof/wall creation tools