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Map Projection Overview - http://www.colorado.edu/geography/gcraft/notes/mapproj/mapproj_f.html
Everything you always wanted to know about map projections, and then some. |
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Hugues Hoppe's Homepage - http://research.microsoft.com/~hoppe/
A collection of research graphics articles. |
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Chris Bregler's home page - 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 |
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comp.graphics.algorithms Frequently Asked Questions - http://www.faqs.org/faqs/graphics/algorithms-faq/
Basic computations frequently needed in graphics. |
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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. |
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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. |
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VDSlib: A View-Dependent Simplification Package - http://vdslib.virginia.edu
Public domain package for view-dependent simplification and rendering of polygonal environments. |
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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. |
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Levels of Detail and Polygonal Simplification - http://www.acm.org/crossroads/xrds3-4/levdet.html
"This paper covers the techniques of Polygonal Simplification in order to produce Levels of Detail (LODs). The problem of creating LODs is a complex one: how can simpler versions of a model be created? How can the approximation error be measured? How can the visual degradation be estimated? Can all this be done automatically? After exposing the basic aims and principles of polygonal simplification, we compare recent algorithms and state their various qualities and weaknesses. " Published in Crossroads, the ACM student magazine. |
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Faster 3D Graphics by Not Drawing What Is Not Seen - http://www.acm.org/crossroads/xrds3-4/faster3d.html
Published in Crossroads, the ACM student magazine. |
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Shadow Generation Algorithms - http://www.cs.cmu.edu/~ph/shadow.html
This page gives a link to a (compressed postscript) paper on a shadow generation algorithm. |
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Ken Turkowski's Contributions in Computer Graphics - http://www.worldserver.com/turk/computergraphics/
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles. |
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Real-time Optimally Adapting Meshes (ROAM) - http://www.llnl.gov/graphics/ROAM/
A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates. |
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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. |
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HiEnd3D - http://www.hiend3d.com/
Dedicated to all kinds of innovations in interactive 3D graphics. It's all about new interesting ideas, useful programming tricks and enjoyable visual experience. |