comp.graphics.algorithms
- Re: Converting a curve to arcs
- Re: Converting a curve to arcs
- Re: Converting a curve to arcs
- Re: building a global edge list from a mesh
- From: Hans-Bernhard Broeker
- CFP: special issue on CGAL - the Computational Geometry Algorithms Library
- Re: Converting a curve to arcs
- Convert IGES "NURB" curve into polyline??
- Re: Determining the type of the graph
- Function approximation
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: implementing a quadtree.
- Re: building a global edge list from a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: Detail: problem with FitCurves.c code from Graphics GemsbyPhilip J. Schneider
- Re: building a global edge list from a mesh
- From: Hans-Bernhard Broeker
- Re: Detail: problem with FitCurves.c code from Graphics GemsbyPhilip J. Schneider
- building a global edge list from a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: Detail: problem with FitCurves.c code from Graphics Gems byPhilip J. Schneider
- Re: Philip J Schneider's FitCurve.c from Graphics Gems
- Re: Determining the type of the graph
- Re: Converting a curve to arcs
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: implementing a quadtree.
- Re: implementing a quadtree.
- From: Hans-Bernhard Broeker
- Re: Philip J Schneider's FitCurve.c from Graphics Gems
- Re: Detail: problem with FitCurves.c code from Graphics Gems byPhilip J. Schneider
- Re: Determining the type of the graph
- implementing a quadtree.
- Detail: problem with FitCurves.c code from Graphics Gems by Philip J. Schneider
- Stupid question about wavelets
- Re: how to search the topology of a mesh
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: Circle pass through 3points in xyz
- From: Hans-Bernhard Broeker
- Circle pass through 3points in xyz
- Philip J Schneider's FitCurve.c from Graphics Gems
- Re: how to search the topology of a mesh
- From: Hans-Bernhard Broeker
- Re: Find octahedra in a regular lattice
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Converting a curve to arcs
- Re: how to search the topology of a mesh
- From: Hans-Bernhard Broeker
- Re: 2D Delaunay Triangulation Query
- Re: how to search mesh topology
- From: Wizumwalt@xxxxxxxxx
- Re: how to search mesh topology
- From: Wizumwalt@xxxxxxxxx
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: 2D Delaunay Triangulation Query
- Re: Find octahedra in a regular lattice
- Re: 2D Delaunay Triangulation Query
- Find octahedra in a regular lattice
- Re: Determining the type of the graph
- Re: Determining the type of the graph
- Re: Determining the type of the graph
- Re: Determining the type of the graph
- From: Hans-Bernhard Broeker
- Determining the type of the graph
- Re: kd-trees
- Re: how to search mesh topology
- Re: kd-trees
- From: Hans-Bernhard Broeker
- Re: how to search the topology of a mesh
- From: Hans-Bernhard Broeker
- Re: 3d ocean
- Re: kd-trees
- kd-trees
- Re: 3d ocean
- Re: Vertex skinning algorithms
- Re: Vertex skinning algorithms
- Re: Vertex skinning algorithms
- Re: 2D Delaunay Triangulation Query
- Re: Vertex skinning algorithms
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: how to search the topology of a mesh
- From: Hans-Bernhard Broeker
- Re: how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: how to search the topology of a mesh
- From: Hans-Bernhard Broeker
- how to search the topology of a mesh
- From: Wizumwalt@xxxxxxxxx
- Re: 3D Frustum Clipping
- Re: 3D Frustum Clipping
- Re: 2D Delaunay Triangulation Query
- From: Olaf Delgado-Friedrichs
- Re: Map rectangular image to 4-sided polygon
- Mapping points between two surfaces
- Re: Map rectangular image to 4-sided polygon
- Re: 2D Delaunay Triangulation Query
- Re: Map rectangular image to 4-sided polygon
- Map rectangular image to 4-sided polygon
- Re: 3D Frustum Clipping
- Re: bilinear zoom
- From: Hans-Bernhard Broeker
- Re: 2D Delaunay Triangulation Query
- From: Olaf Delgado-Friedrichs
- Re: 2D Delaunay Triangulation Query
- Re: 3d ocean
- Re: 2D Delaunay Triangulation Query
- 3d ocean
- Re: 3D Frustum Clipping
- Re: 2D Delaunay Triangulation Query
- Re: 3D Frustum Clipping
- Re: bilinear zoom
- 2D Delaunay Triangulation Query
- Re: Cubic interpolation for animation
- Re: 3D Frustum Clipping
- Re: bilinear zoom
- Re: Vertex skinning algorithms
- From: groups.diegopark@xxxxxxxxx
- Building polygons from user-drawn lines?
- Re: 3D Frustum Clipping
- Visual Computing
- Re: 2D Iterative Convex Hull
- bilinear zoom
- 3D Frustum Clipping
- Re: Cubic interpolation for animation
- Re: Cubic interpolation for animation
- 3D engine questions
- From: David Arden Stevensonn
- Re: Cubic interpolation for animation
- Re: infinite desert
- Re: Cubic interpolation for animation
- Cubic interpolation for animation
- Re: infinite desert
- From: Sebastian \"Psy\" Messerschmidt
- Re: Binning to increase effective ISO of underexposed digital photographs?
- From: Walter Dnes (delete the 'z' to get my real address)
- Re: Vertex skinning algorithms
- infinite desert
- Re: Vertex skinning algorithms
- Re: Vertex skinning algorithms
- Re: Vertex skinning algorithms
- 2D Iterative Convex Hull
- Re: Vector implementation
- Re: What do the status numbers returned by djpeg mean?
- Re: Vector implementation
- Re: Vertex skinning algorithms
- Re: Vector implementation
- Re: Vector implementation
- Re: Binning to increase effective ISO of underexposed digital photographs?
- Re: Vertex skinning algorithms
- Re: Vertex skinning algorithms
- Vertex skinning algorithms
- Binning to increase effective ISO of underexposed digital photographs?
- From: Walter Dnes (delete the 'z' to get my real address)
- Vector implementation
- Re: looking for an article: image warp around 4 points?
- looking for an article: image warp around 4 points?
- What do the status numbers returned by djpeg mean?
- Re: anyone? algos for calculating good contact info for solids
- Re: Metaball with semi solid body for animation.
- Re: anyone? algos for calculating good contact info for solids
- Re: anyone? algos for calculating good contact info for solids
- JPEG decoding with only 1 quantization table??
- Re: Gnu Scientific Library Please Post any of the workspaces or dsp, dsw files
- Re: anyone? algos for calculating good contact info for solids
- Re: anyone? algos for calculating good contact info for solids
- Re: valid point
- valid point
- Re: anyone? algos for calculating good contact info for solids
- Postdoc position in shape indexing
- Re: anyone? algos for calculating good contact info for solids
- Re: anyone? algos for calculating good contact info for solids
- Re: Metaball with semi solid body for animation.
- From: Przemyslaw Koprowski
- Re: find close points in a point cloud
- Re: find close points in a point cloud
- Re: Metaball with semi solid body for animation.
- Re: find close points in a point cloud
- Metaball with semi solid body for animation.
- Re: anyone? algos for calculating good contact info for solids
- anyone? algos for calculating good contact info for solids
- Re: Quaternions
- Re: find close points in a point cloud
- Re: find close points in a point cloud
- find close points in a point cloud
- Re: combining of triangular meshes
- minimum enclosing circle - variation
- Hermite Curve in Javascript
- Re: Gray scale and motion detection, why?
- Re: image 3D transformation
- Re: Quaternions
- Re: Gray scale and motion detection, why?
- Re: Projective transform (homography?) algorithm needed
- Re: rock
- Re: rock
- image 3D transformation
- Re: code for geodesic shortest path on a mesh
- Re: Projective transform (homography?) algorithm needed
- From: Hans-Bernhard Broeker
- Re: Gray scale and motion detection, why?
- Re: Quaternions
- Re: Gray scale and motion detection, why?
- Re: code for geodesic shortest path on a mesh
- code for geodesic shortest path on a mesh
- Re: rock
- Re: Gray scale and motion detection, why?
- Re: Gray scale and motion detection, why?
- Re: Projective transform (homography?) algorithm needed
- Re: Gray scale and motion detection, why?
- Re: Gray scale and motion detection, why?
- Re: Gray scale and motion detection, why?
- Re: Gray scale and motion detection, why?
- Re: rock
- convert obj 3d format to matlab mat file?
- Re: rock
- Re: rock
- Normalised Cross Correlation and FFT in Pixel Shader.
- Re: color space division
- Errata list for: Sedgedwick, algorithms in c++, ed. 1992
- Re: alpha rendering equation for more than two buffers
- Re: alpha rendering equation for more than two buffers
- From: Hans-Bernhard Broeker
- Re: color space division
- From: Hans-Bernhard Broeker
- Re: Projective transform (homography?) algorithm needed
- From: Hans-Bernhard Broeker
- Re: Quaternions
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Gray scale and motion detection, why?
- Geometric packing algorithm/code help needed
- Re: How can i compute PVS calculation (or use an alternative)?
- Re: Quaternions
- Re: Wavelet Noise
- Quaternions
- Re: Projective transform (homography?) algorithm needed
- Re: rock
- rock
- Re: Projective transform (homography?) algorithm needed
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: Volume of Intersection of sphere and tetrahedra?
- From: Gino van den Bergen
- Re: Projective transform (homography?) algorithm needed
- Re: Projective transform (homography?) algorithm needed
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: Projective transform (homography?) algorithm needed
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: Projective transform (homography?) algorithm needed
- Re: Projective transform (homography?) algorithm needed
- Re: rotate (1,0,0) to (x,y,z)
- Re: rotate (1,0,0) to (x,y,z)
- Re: rotate (1,0,0) to (x,y,z)
- Re: alpha rendering equation for more than two buffers
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: 3D shapes as 2D outlines
- From: daniel . w . gelder
- Re: rotate (1,0,0) to (x,y,z)
- Re: rotate (1,0,0) to (x,y,z)
- Re: rotate (1,0,0) to (x,y,z)
- Re: rotate (1,0,0) to (x,y,z)
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: rotate (1,0,0) to (x,y,z)
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: Ease-in/ease-out motion
- Re: rotate (1,0,0) to (x,y,z)
- Re: The comp.graphics.algorithms FAQ wiki is now online
- rotate (1,0,0) to (x,y,z)
- From: Achim Domma (SyynX Solutions GmbH)
- Re: Ease-in/ease-out motion
- From: Przemyslaw Koprowski
- Re: Ease-in/ease-out motion
- Ease-in/ease-out motion
- Re: Projective transform (homography?) algorithm needed
- Re: Projective transform (homography?) algorithm needed
- Re: Determining which polygon is one point inside
- Re: Determining which polygon is one point inside
- Re: The comp.graphics.algorithms FAQ wiki is now online
- Re: OBB point of intersection (wrt. Eberly's 3D Game Engine Design)
- Re: Normal of a point inside a triangle.
- Re: Normal of a point inside a triangle.
- Re: Normal of a point inside a triangle.
- Re: Normal of a point inside a triangle.
- Re: Determining which polygon is one point inside
- Re: Determining which polygon is one point inside
- alpha rendering equation for more than two buffers
- From: chandrasekhar_nunna
- Re: Normal of a point inside a triangle.
- Re: Normal of a point inside a triangle.
- Re: Normal of a point inside a triangle.
- From: groups.diegopark@xxxxxxxxx
- Normal of a point inside a triangle.
- From: groups.diegopark@xxxxxxxxx
- Re: color space division
- color space division
- Re: Projective transform (homography?) algorithm needed
- Re: Projective transform (homography?) algorithm needed
- From: Hans-Bernhard Broeker
- Re: Tesselation of text
- Projective transform (homography?) algorithm needed
- "PICASA-SWAP" ON GOOGLE!
- OBB point of intersection (wrt. Eberly's 3D Game Engine Design)
- Re: Determining which polygon is one point inside
- Determining which polygon is one point inside
- Gnu Scientific Library Please Post any of the workspaces or dsp, dsw files
- Re: color gradient reverse engineering
- Re: Projection of a 3D polyline
- Re: Projection of a 3D polyline
- From: Hans-Bernhard Broeker
- Re: Projection of a 3D polyline
- Re: Projection of a 3D polyline
- Re: color gradient reverse engineering
- From: Hans-Bernhard Broeker
- Re: combining of triangular meshes
- From: Hans-Bernhard Broeker
- Re: color gradient reverse engineering
- Re: Tesselation of text
- Re: combining of triangular meshes
- Re: combining of triangular meshes
- Re: color gradient reverse engineering
- Tesselation of text
- Re: 3D shapes as 2D outlines
- Re: color gradient reverse engineering
- Re: Rectangular to Map Lat/Longitude Conversion
- Re: color gradient reverse engineering
- Re: Joining 2d points
- Re: color gradient reverse engineering
- Re: color gradient reverse engineering
- From: Hans-Bernhard Broeker
- Re: Gaussian 255
- From: Hans-Bernhard Broeker
- Re: Joining 2d points
- color gradient reverse engineering
- Re: Volume of Intersection of sphere and tetrahedra?
- Re: Volume of Intersection of sphere and tetrahedra?
- Re: Joining 2d points
- Re: Realtime image processing with Cg ?
- Re: 3D shapes as 2D outlines
- Joining 2d points
- Re: Edge Detection
- Realtime image processing with Cg ?
- Re: Gaussian 255
- Volume of Intersection of sphere and tetrahedra?
- Re: adaptive histogram equalization
- Re: Edge Detection
- Re: Edge Swap Algorithm
- From: Hans-Bernhard Broeker
- Re: 3D shapes as 2D outlines
- From: Hans-Bernhard Broeker
- Edge Swap Algorithm
- From: Adam Teasdale Hartshorne
- Re: adaptive histogram equalization
- Edge Detection
- Re: inverse-transpose
- 3D shapes as 2D outlines
- From: daniel . w . gelder
- inverse-transpose
- adaptive histogram equalization
- Re: "CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 90"
- From: Hans-Bernhard Broeker
- Re: Gaussian 255
- From: Hans-Bernhard Broeker
- Re: Gnu Scientific Library
- Re: "CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 90"
- Re: Gaussian 255
- "CREATOR: gd-jpeg v1.0 (using IJG JPEG v62), quality = 90"
- Gaussian 255
- Re: Divisibility testing by digit summing
- Re: Rectangular to Map Lat/Longitude Conversion
- Re: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- Re: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- Rectangular to Map Lat/Longitude Conversion
- Re: Smoother camera speed transitions
- Wavelet Noise
- Re: 3d texture generation/finding
- Re: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- From: Hans-Bernhard Broeker
- perlin legalities
- Re: Gnu Scientific Library
- Retexturing cube inner textures from user-drawn input
- Compare trajectories
- Re: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- Re: How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- From: Hans-Bernhard Broeker
- Re: Smoother camera speed transitions
- Re: Sliding collision question
- How to compute the number of adjacent edges for each vertex in a polyhedral mesh without creating the edges
- Re: Sliding collision question
- Re: Smoother camera speed transitions
- Re: Smoother camera speed transitions
- Smoother camera speed transitions
- Constraining cloth to character
- Re: probably simple: bsp issues
- Re: 3d texture generation/finding
- Re: Sliding collision question
- From: Hans-Bernhard Broeker
- Dave Eberly not yet fired from MKP
- Re: Projecting segment with normals
- Sliding collision question
- Re: probably simple: bsp issues
- Re: Projection of a 3D polyline
- Re: unwrapping a sphere
- Re: Projecting segment with normals
- From: Hans-Bernhard Broeker
- Re: Projecting segment with normals
- Re: Projecting segment with normals
- From: Hans-Bernhard Broeker
- Re: combining of triangular meshes
- From: Hans-Bernhard Broeker
- Re: combining of triangular meshes
- Re: Projecting segment with normals
- Re: Point in Polygon 3D
- Re: Projecting segment with normals
- Projecting segment with normals
- Re: Registering 3D to 2D coordinates
- 3d texture generation/finding
- Re: unwrapping a sphere
- Gnu Scientific Library
- Registering 3D to 2D coordinates
- Re: combining of triangular meshes
- From: Hans-Bernhard Broeker
- Re: unwrapping a sphere
- From: Hans-Bernhard Broeker
- Re: Point in Polygon 3D
- From: Hans-Bernhard Broeker
- [announce] Amanith v0.1 framework released
- Re: What is a good scanning program?
- Re: fast edge list building
- Re: What is a good scanning program?
- Re: combining of triangular meshes
- combining of triangular meshes
- Re: Point in Polygon 3D
- Re: Philip J Schneider's FitCurve.c from Graphics Gems
- Philip J Schneider's FitCurve.c from Graphics Gems
- Re: fast edge list building
- Re: Quadtrees and convex polytopes.
- Re: unwrapping a sphere
- Re: unwrapping a sphere
- Re: unwrapping a sphere
- Re: Quadtrees and convex polytopes.
- Re: unwrapping a sphere
- unwrapping a sphere
- Re: Projection of a 3D polyline
- Re: Projection of a 3D polyline
- Re: XYZ Color Multiplication
- Re: Quadtrees and convex polytopes.
- Projection of a 3D polyline
- Re: Point in Polygon 3D
- Re: Point in Polygon 3D
- Re: constructing a "corner-pin" matrix
- From: Hans-Bernhard Broeker
- Re: Algorithms for CSG
- Re: Point in Polygon 3D
- From: Hans-Bernhard Broeker
- constructing a "corner-pin" matrix
- Re: Point in Polygon 3D
- fast edge list building
- Hue/saturation adjustments
- Re: probably simple: bsp issues
- Re: probably simple: bsp issues
- probably simple: bsp issues
- Re: Updated Web pages
- Re: Three point determinant simplification
- faq
- Re: Updated Web pages
- Re: Updated Web pages
- Re: Updated Web pages
- Re: Updated Web pages
- Re: Three point determinant simplification
- From: Hans-Bernhard Broeker
- Re: Point in Polygon 3D
- From: Hans-Bernhard Broeker
- Re: Three point determinant simplification
- Re: delaunay
- Re: Three point determinant simplification
- Re: Three point determinant simplification
- Three point determinant simplification
- Re: Quadtrees and convex polytopes.
- Re: 2D circle-triangle intersection test
- Re: XYZ Color Multiplication
- Re: Point in Polygon 3D
- Re: representing curved lines
- Re: XYZ Color Multiplication
- Quadtrees and convex polytopes.
- Re: What is a good scanning program?
- Re: delaunay
- Re: Point distance from Bezier - variation on the problem
- Re: exponential map in optimisation based IK
- Re: delaunay
- Re: 2D circle-triangle intersection test
- Re: about graph-algos, everyone here says "go to comp.theory!". BUT:
- Re: Object recognition
- Re: delaunay
- Re: opengl question (translation/rot/scaling framework in c++)
- From: Gino van den Bergen
- AE & AW Algorithms
- Re: delaunay
- From: Przemyslaw Koprowski
