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Steve's Computer Graphics Index

This page is my old collection of topics related to computer graphics. At this point many of the links may no longer work, and I'd suggest that you just use your favorite search engine to find information. I'm leaving it up here for now for historical purposes.

Steve Hollasch 2007 November 4

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z


A

Acronyms
Adaptive Distance Fields
Introduction to ADFs at MERL
Algorithms (General)
comp.graphics.algorithms FAQ
Pólya's Craft of Discovery
The Stony Brook Algorithm Repository
Matt Ward's WPI Class Notes
Animation
Animation Tricks, Jim Blinn
Angles
Finding the Angle Between Two Vectors
Fowler Angles (comparing angles without using trig functions)
Arc Length
Cubic Bezier Arc Length
Area
Calculating Polygon Area
Arithmetic
IEEE Standard 754 Floating Point
Portable Encoding of Floating-Point Values
Artificial Plants
See L-systems
Association for Computing Machinery (ACM)
Autonomous Characters
See Behavioral Animation

B

B-Spline
Spline Surface (in 3D)
See also Bezier Curves
Barycentric Coordinates
Usenet Excerpts
Behavioral Animation
Craig Reynold's Boids: Background and Update
Craig Reynold's page on Behavioral Animation
Criag Reynold's Steering Behaviors for Autonomous Characters
Bezier Curves
Bezier Curves
Converting Cubic Bezier Curves to Quadratic Splines
Cubic Bezier Arc Length
Bibliographies
CG Notes Bibliography
Ray Tracing Bibliography
Blobbies
See Metaballs
Boids
See Behavioral Animation
BSP Tree FAQ

C

Catmull-Rom Splines
CMYK
The CMYK Color Scheme
Color
The CMYK Color Scheme
Color Blindness, Theory and Simulation
Converting Temperature to Color
Frequency-RGB Conversion
List of Colors and Their RGB Equivalents
sRGB: A Standard Default Color Space for the Internet
Charles Poynton's GammaFAQ and ColorFAQ
See also gamma correction
Computational Geometry
Computational Geometry Algorithms Library
Directory of Computational Geometry Software
Searchable Computational Geometry Database
Compilations
Ray Tracing News
Convex Hull
Qhull - Convex Hulls and Related Structures
Coordinates
Barycentric Coordinates (Usenet excerpts)
Right-handed vs. left-handed
Transforming One Vector Onto Another (Usenet excerpts)
Crumpling
Geometric Crumpling
Curves
See also Bezier Curves, CAGD, Splines

D

Delaunay Triangulation
Depth-Of-Field
A Multifocus Method for Controlling Depth of Field
Direction Cosines
Distance
between a Point and a Plane
between a Point and a Line
Dithering
Usenet comments on dithering
Dynamics
Rigid Body Dynamics, Chris Hecker

E

Euler Numbers
Euler Numbers and Closed Surfaces

F

4D Graphics
See N-Dimensional Graphics
Fixed-Point Arithmetic
John Hamer's Notes
File Formats
FLI
GIF and LZW Explained
Movie.byu
OFF (3D Object File Format)
PNG Image File Format
Sun Rasterfile
Graphics Formats at NCSA
GFF Home Page
Floating-Point Arithmetic
IEEE Standard 754 Floating Point
Portable Encoding of Floating-Point Values
"Let's Get to the (Floating) Point", Chris Hecker
Flocking
See Behavioral Animation
Flood-Filling
Fowler Angles
Frequency
Frequency-RGB Conversion

G

Gamma Correction
A Note on Gamma Correction and Images, Graeme W. Gill
Collection of papers on gamma
Charles Poynton's GammaFAQ and ColorFAQ
Global Illumination
Global Illumination Compendium
RADBIB — A comprehensive bibliography of radiosity and related global illumination papers, theses, articles, and books.
Graphics Gems, Online Source Archive
Grids
Detecting and Converting Topological Grids from Indexed Trilists to Tristrips (C Source)
Mesh & Grid Generation

H

Herding
See Behavioral Animation
Hologram
Creating CG Holograms

I

Illumination Equation
Thoughts on Using Color Factors for All Illumination Components
Imaging
A Multifocus Method for Controlling Depth of Field
Automatic Panoramic Image Merging
Image Processing By Interpolation and Extrapolation
Matrix Operations for Image Processing
Synthetic Lighting for Photography, Paul Haeberli
Implicit Surfaces
See Metaballs
Intersection
Dave Eberly's Intersection Sample Code
Line-Line Intersection (2D)
Line-Line Intersection (3D)
Line-Plane Intersection
Line-Sphere (or Circle) Intersection
Ray-Torus Intersection
Fast, Minimum Storage Ray-Triangle Intersection

J


K


L

L-systems (Lindenmayer Systems)
Dynamical Systems and Fractals
L-systems Tutorial
Lgrammar
Two-Dimensional L-systems
Three-Dimensional L-systems
Left-Handed Coordinates
Right-handed vs. left-handed
Lighting
Synthetic Lighting for Photography, Paul Haeberli
Lighting Design Glossary
Lighting Resources
Linear Programming FAQ

M

Mandelbrot
The Mandelbrot Set
Marching Cubes
The Patent on Marching Cubes
Mathematics
Eric Weisstein's World of Mathematics
Guide to Available Mathematical Software
The Math Forum
Pólya's Craft of Discovery
Matrices and Matrix Math
Inverse of Affine Orthogonal Matrices
Column vs. Row Vectors
Matrix Inversion Code (C Source)
Matrix Operations for Image Processing
Transforming One Vector Onto Another (Usenet excerpts)
See also Transforms
Meshes & Meshing
Converting Triangle Lists to Triangle Strips (C Source)
Detecting and Converting Topological Grids from Indexed Trilists to Tristrips (C Source)
Mesh & Grid Generation
Metaballs (also called blobbies or implicit surfaces)
Intro to Metaballs
Paul Bourke's Notes
Morphogenesis
Visual Models of Morphogenesis: A Guided Tour

N

N-Dimensional Graphics
Four-Space Visualization of 4D Objects
Noise
Perlin Noise
Perlin's Original C Source
Computing Noise (Usenet Excerpts)
Perlin Noise Archive
Non-Photorealistic Rendering
Assessing the Effect of Non-photorealistic Rendered Images in CAD
Brown University / Real-Time Non-photorealistic Rendering
Interactive Rendering and Non-photorealistic Rendering
Stylized Depiction in Computer Graphics
Normals
Calculating Surface Normals for a Triangulated Mesh
Inside/Outside Surface Determination
NURBS
University of Manchester NURBS Library

O

Omnimax
Rendering for an Omnimax Screen (Usenet excerpts)
OpenGL
OpenGL.org
Organizations
The ACM (Association for Computing Machinery)
The IEEE (The Institute of Electrical and Electronics Engineers, Inc.)
SIAM (The Society for Industrial and Applied Mathematics)
SIGGRAPH (Special Interest Group for Computer Graphics)

P

Panorama
Automatic Panoramic Image Merging
Perlin Noise
See Noise
Phong Shading
Quick Phong Calculation
Platonic Solids
Equations For
Properties and Notes
Planes
Plane Equations
Plants
See L-systems
Pluecker Coordinates
Tutorial
Point in
Point In Tetrahedron Test
Point In Polygon
Polygons
Calculating Polygon Area
Flood-Filling
gpc - a free library for polygon set operations
Triangulation: See Polygon Triangulation
Polygon Triangulation
Fast Polygon Triangulation base on Seidel's Algorithm
Fast Industrial-Strength Triangulation
A Two-Dimensional Quality Mesh Generator and Delaunay Triangulator
Polyhedra
Usenet Discussion on Polyhedra Intersection
Definitions for Platonic Solids
Polynomials
Finding the Roots of a Cubic Polynomial (C Source)
Finding the Roots of a Quadratic Polynomial
Problem Solving
Pólya's Craft of Discovery
Publications
Computer Graphics and Applications
Journal of Graphics Tools
Ray Tracing News
Transactions on Graphics

Q

Quaternions
Rotating One Vector About Another (Usenet excerpts)

R

Radiosity
RADIANCE Synthetic Imaging System
RADBIB — A comprehensive bibliography of radiosity and related global illumination papers, theses, articles, and books.
See also Global Illumination
Ray Intersection
See Intersection
Ray Tracing
Realtime Raytracing
Intensity of Reflected/Refracted Light (Usenet excerpt)
Ray-Torus Intersection
Reaction-Diffusion
Refraction
Calculating Refraction Vectors
Intensity of Reflected/Refracted Light (Usenet excerpt)
Reflection
Intensity of Reflected/Refracted Light (Usenet excerpt)
Rendering
Rendering for an Omnimax Screen (Usenet excerpts)
Thoughts on Using Color Factors for All Illumination Components
Resources Online
Computational Geometry Database (Netlib)
Computational Geometry in C, errata and sources
Directory of Computational Geometry Software
Graphics Gems
Guide to Available Mathematical Software
Mesh & Grid Generation
See also Bibliographies, Computer Graphics Compilations
Right-Handed Coordinates
Right-handed vs. left-handed
Rigid Body Dynamics
See dynamics
Roots
Finding the Roots of a Cubic Polynomial (C Source)
Finding the Roots of a Quadratic Polynomial
Computing the Cube Root
See also Square Roots
Rotation
Rotating One Vector About Another (Usenet excerpts)
Rotation about an Arbitrary Axis
See also Quaternions

S

SIGGRAPH
Main SIGGRAPH Home Page
Satirical SIGGRAPH Conference Announcement
Solid Modeling
Euler Numbers and Closed Surfaces
Spatial Subdivision
BSP Tree FAQ
Specular Reflection
Intensity of Reflected/Refracted Light (Usenet excerpt)
Quick Phong Calculation
Spheres
3D Sphere Scan Conversion
Finding a Sphere from Four Points
Tessellation (C Source)
See also Uniform Distribution of Points on a Sphere
Splines
Catmull-Rom Splines
Converting Cubic Bezier Curves to Quadratic Splines
Square Roots
Computing the Integer Square Root
Using Pythagorean Sums to Compute the Square Root
Steering
See Behavioral Animation
Strips
See Triangle Strips
Stylized Rendering
See Non-Photorealistic Rendering
Surfaces
Inside/Outside Surface Determination
See also Bezier Surfaces, CAGD, Splines
Surfels
Introduction to surfels at MERL

T

Teapot
Source for The Famous Newell Teapot (shell archive)
The History of the Teapot, Steve Baker
Tetrahedron
Point In Tetrahedron Test
Texture Maps
Making Tiled Textures
Texture Mapping as a Fundamental Drawing Primitive
Torus
Ray-Torus Intersection
Transforms
Transforming One Vector Onto Another (Usenet excerpts)
Triangle Strips
Converting Triangle Lists to Triangle Strips (C Source)
Detecting and Converting Topological Grids from Indexed Trilists to Tristrips (C Source)
Trigonometry
Incremental Sine/Cosine Generation
A Nice Diagram of Trigonometric Functions (Usenet excerpt)
See also Angles

U

Uniform Distribution of Points on a Sphere
Anton Sherwood's collection of links
Distributing Points on a Sphere, Paul Bourke
FAQ from The Mathematical Atlas
Ken Perlin's Java applet
Usenet Thread, circa 1993

V

Vectors
Rotating One Vector About Another (Usenet excerpts)
Transforming One Vector Onto Another (Usenet excerpts)
Voronoi
See Delaunay Triangulation
Volume Rendering
Jan Hardenbergh's Page on Volume Rendering

W


X


Y


Z

Z-buffering
Setting Z-Buffer Bounds Automatically
The Stitching Problem (Z-buffered rendering of outlined polygons)