# Directory of Algorithms and Data Structures Resources

This category is for the theoretical side of Graphics Programming. It focuses on the algorithms and data structures used to produce visual imagery or data. This category covers topics commonly found in fields of Computer Science, such as Computer Graphics, Computer Vision, and Computer-Based Modeling.

## Resources in This Category

• #### 3D Object Intersection

http://www.realtimerendering.com/intersections.html
A grid of intersection routines for various popular objects, pointing to resources in books and on the web.

• #### An Interactive Introduction to Splines

http://www.ibiblio.org/e-notes/Splines/Intro.htm
Bezier, B-spline, NURBS, and many other spline curves and surfaces with interactive 2D Java applets and VRML.

• #### Andrew's Autostereogram Pages

http://www.techmind.org/stereo/stereo.html
A detailed development of a stereogram-generation algorithm is presented, complete with a ready-to-run Windows program to download and experiment with.

http://www.andrijar.com/algorithms/algorithms.htm
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.

• #### Caffeine Owl

http://www.caffeineowl.com/
Introduction to cubic and quadratic Bezier curves.

http://www.mrl.nyu.edu/~bregler/
Research and recent papers on video-based capture of human movements. The main applications are feature animation, video games, and analyzing Movement Disorder

• #### comp.graphics.algorithms Frequently Asked Questions

http://www.faqs.org/faqs/graphics/algorithms-faq/
Basic computations frequently needed in graphics.

• #### Fast Line Drawing Algorithms by Po-Han Lin

http://www.edepot.com/algorithm.html
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).

• #### Graphics Gems Repository

http://tog.acm.org/resources/GraphicsGems/
The official site for source code, errata, and addenda to the Graphics Gems book series.

• #### Hardware Perlin Noise Demonstration

http://dunnbypaul.net/perlin/
Article by Paul R. Dunn. Describes a fast way to generate perlin noise by using 3D texture blending hardware.

• #### Hinjnag.com

http://hinjang.com/
Several articles on real-time graphics rendering.

• #### Hugues Hoppe's Homepage

http://research.microsoft.com/~hoppe/
A collection of research graphics articles.

• #### Inferno Project

http://inferno.hildebrand.cz/
The research of Ray Tracing accelerated by modern Graphics Hardware (GPU).

• #### M Spline

http://www.resampling.narod.ru/
A linear and fast algorithm of raster image scaling.

• #### Map Projection

http://mathworld.wolfram.com/MapProjection.html
Very basic grey page with some useful links on map projection.

• #### Map Projection Overview

Everything you always wanted to know about map projections, and then some.

• #### Modeling Sprite Animation Using Finite State Automata

http://www.fastgraph.com/fsm.html
Article by Diana Gruber on how to model sprite animation in a computer game.

• #### PseudoGrey

http://r0k.us/graphics/pseudoGrey.html
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.

• #### Publications by Loic Barthe

http://www.irit.fr/~Loic.Barthe/
Comprehensive list of publications by L. Barthe on modelling from sketching, point based modelling, subdivision surfaces and implicit modelling.

• #### Ray Tracing News

http://tog.acm.org/resources/RTNews/html/
An infrequent newsletter on ray tracing and general computer-graphics research and resources.

• #### Real-time Optimally Adapting Meshes (ROAM)

https://graphics.llnl.gov/ROAM/
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.

• #### Stylized Depiction

http://www.red3d.com/cwr/npr/
Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.

• #### Texture Mapping as a Fundamental Drawing Primitive

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

• #### University of Florida Surflab

http://www.cise.ufl.edu/research/SurfLab/
Research in geometric modeling and its application to areas such as Rapid design of complex geometry, 3D Graphics, Scientific Visualization

• #### VDSlib: A View-Dependent Simplification Package

http://vdslib.virginia.edu/
Public domain package for view-dependent simplification and rendering of polygonal environments.

• #### Xvox demo

http://users.belgacom.net/gc610902/
Trilinear displacement mapping and depth addaptive tessellation with DX8. Terrain rendering example provided

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