comp.graphics.algorithms
- Re: Tone mapping and color space conversions
- From: Hans-Bernhard Broeker
- Re: Tone mapping and color space conversions
- Re: Tone mapping and color space conversions
- From: Hans-Bernhard Broeker
- Re: fast axial projection of a mesh
- Re: fast axial projection of a mesh
- Re: Graph drawing for dummies?
- Re: Tone mapping and color space conversions
- Re: Photogrametry algorithms (3D from 2D images)
- Re: Graph drawing for dummies?
- From: Hans-Bernhard Broeker
- Tone mapping and color space conversions
- Decompose relative quaternion
- Graph drawing for dummies?
- Re: mesh intersection
- fast axial projection of a mesh
- Re: Height map
- mesh intersection
- Height map
- Re: Photogrametry algorithms (3D from 2D images)
- Re: Photogrametry algorithms (3D from 2D images)
- Re: Photogrametry algorithms (3D from 2D images)
- Re: Pixel format conversion
- Re: Pixel format conversion
- Re: Photogrametry algorithms (3D from 2D images)
- Re: Source code or algorithm for these effects??
- Photogrametry algorithms (3D from 2D images)
- Re: CCD
- Pixel format conversion
- Re: Morphing from a square to a curve-bounded area
- Re: CCD
- Re: Morphing from a square to a curve-bounded area
- Re: Kajiya-Kay Hair Light Model
- CCD
- Re: Morphing from a square to a curve-bounded area
- Re: HELP: How to "TINT" bitmap?
- Re: Kajiya-Kay Hair Light Model
- Re: etiquette of cgafaq.info/wiki
- Re: Tone mapping
- Tone mapping
- Re: Calculating a Cubic Curve
- Re: Calculating a Cubic Curve
- Kajiya-Kay Hair Light Model
- Re: Moving sphere -> Moving polygon collision?
- Re: Calculating a Cubic Curve
- Re: How To Transform Color?
- Midpoint subdivision line clipping
- Re: About algorithms that convert Raster 2 Vector
- Re: Morphing from a square to a curve-bounded area
- Re: Morphing from a square to a curve-bounded area
- Re: Morphing from a square to a curve-bounded area
- Re: Morphing from a square to a curve-bounded area
- Morphing from a square to a curve-bounded area
- Re: HELP: How to "TINT" bitmap?
- Re: nurbs surface
- Re: Points in rectangles
- Re: Points in rectangles
- Re: Moving sphere -> Moving polygon collision?
- Re: Moving sphere -> Moving polygon collision?
- Re: nurbs surface
- Re: Raytraced DOF Info?
- Re: Moving sphere -> Moving polygon collision?
- From: Hans-Bernhard Broeker
- Moving sphere -> Moving polygon collision?
- Re: nurbs surface
- Re: What does "UV" stand for in UV Mapping
- Re: Raytraced DOF Info?
- Re: Points in rectangles
- Re: Source code or algorithm for these effects??
- Re: Points in rectangles
- Re: nurbs surface
- Re: polygon intersection
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- Re: polygon intersection
- How To Transform Color?
- Re: What does "UV" stand for in UV Mapping
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- CGM Viewer
- Calculating a Cubic Curve
- Re: What does "UV" stand for in UV Mapping
- What does "UV" stand for in UV Mapping
- Re: Noise-resistant image fingerprint?
- Re: add margin to jpeg images w/o decoding/encoding ?
- Re: Source code or algorithm for these effects??
- Re: add margin to jpeg images w/o decoding/encoding ?
- Re: add margin to jpeg images w/o decoding/encoding ?
- Basic Graphics Programming Language
- Re: Source code or algorithm for these effects??
- add margin to jpeg images w/o decoding/encoding ?
- Re: nurbs surface
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- Noise-resistant image fingerprint?
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- Re: Source code or algorithm for these effects??
- Re: fast code to test whether two arbitrarily oriented rect overlap
- Re: polygon intersection
- polygon intersection
- Source code or algorithm for these effects??
- Re: fast code to test whether two arbitrarily oriented rect overlap
- Re: Probability of a convex hull
- Re: Probability of a convex hull
- Re: Probability of a convex hull
- geographic data structure
- Re: fast code to test whether two arbitrarily oriented rect overlap
- Re: Probability of a convex hull
- Re: fast code to test whether two arbitrarily oriented rect overlap
- Re: Probability of a convex hull
- Re: Probability of a convex hull
- fast code to test whether two arbitrarily oriented rect overlap
- Re: Probability of a convex hull
- Polygon clipping
- Re: How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- Re: Probability of a convex hull
- Re: Probability of a convex hull
- Re: How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- Re: Probability of a convex hull
- Re: Motion Compensated De-Interlacing
- From: Hans-Bernhard Broeker
- Re: Probability of a convex hull
- Re: Probability of a convex hull
- Probability of a convex hull
- Re: Fast Triangle/Triangle Intersection Test
- Re: How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- Re: reversible algorithms
- Re: How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- Re: Polyline offset
- Re: How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- How to enumerate all colors in 24-bit RGB pallet starting from darkest?
- Re: How to properly draw a miter join?
- Re: reversible algorithms
- Re: How to properly draw a miter join?
- Re: Polyline offset
- How to properly draw a miter join?
- Re: Polyline offset
- Re: nurbs surface
- Re: The parametric equation for a circle in 3D space?
- Re: Motion Compensated De-Interlacing
- Re: Polyline offset
- Re: The parametric equation for a circle in 3D space?
- Re: Polyline offset
- Re: software-only 3d really that slow?
- Re: software-only 3d really that slow?
- Re: software-only 3d really that slow?
- Re: software-only 3d really that slow?
- Re: nurbs surface
- nurbs surface
- Polyline offset
- A question about continuous derivatives
- Re: Fast Bezier Evaluation
- qvoronoi output to cad modeler
- Fast Bezier Evaluation
- Separating Axis Theorem / OBBs
- Re: concave 3D Poly,calculationg facenormal
- From: Hans-Bernhard Broeker
- Re: concave 3D Poly,calculationg facenormal
- construct transitions problem
- Re: to simulate a sloppy hand
- Re: software-only 3d really that slow?
- Re: Bit Count
- Fast Triangle/Triangle Intersection Test
- Re: [Was "Subtle rotational problem"] I think I understood something else..
- From: Hans-Bernhard Broeker
- Re: [Was "Subtle rotational problem"] I think I understood something else..
- Mpeg4 pdfs
- Mpeg4 pdfs
- Mpeg4 pdfs
- Mpeg4 pdfs
- Mpeg4 pdfs
- Re: [Was "Subtle rotational problem"] I think I understood something else..
- From: Andrea B. Previtera
- Re: software-only 3d really that slow?
- Re: Raytraced DOF Info?
- Bit Count
- Re: triangle to pixels, order of rendering
- Re: [Was "Subtle rotational problem"] I think I understood something else..
- From: Hans-Bernhard Broeker
- Re: software-only 3d really that slow?
- Re: software-only 3d really that slow?
- From: Hans-Bernhard Broeker
- Re: triangle to pixels, order of rendering
- From: Hans-Bernhard Broeker
- Re: concave 3D Poly,calculationg facenormal
- From: Hans-Bernhard Broeker
- Re: software-only 3d really that slow?
- Re: The parametric equation for a circle in 3D space?
- Re: Correction for: Interpolating function with two important characteristics
- Re: Subtle rotational problem
- Re: Correction for: Interpolating function with two important characteristics
- Re: The parametric equation for a circle in 3D space?
- Re: The parametric equation for a circle in 3D space?
- Re: Subtle rotational problem
- Re: The parametric equation for a circle in 3D space?
- Re: Subtle rotational problem
- Re: Subtle rotational problem
- Re: Correction for: Interpolating function with two important characteristics
- Re: Determining if a point on a 2D polygon is hidden [long]
- Re: The parametric equation for a circle in 3D space?
- Re: The parametric equation for a circle in 3D space?
- Motion Compensated De-Interlacing
- Correction for: Interpolating function with two important characteristics
- Re: Determining if a point on a 2D polygon is hidden [long]
- The parametric equation for a circle in 3D space?
- Re: software-only 3d really that slow?
- [Was "Subtle rotational problem"] I think I understood something else..
- From: Andrea B. Previtera
- Re: Interpolating function with two important characteristics
- Re: Determining if a point on a 2D polygon is hidden
- Re: Determining if a point on a 2D polygon is hidden
- Re: Subtle rotational problem
- Re: Subtle rotational problem
- Re: Subtle rotational problem
- Re: Determining if a point on a 2D polygon is hidden
- comp. geo. exercise help
- Re: Determining if a point on a 2D polygon is hidden
- Re: Determining if a point on a 2D polygon is hidden
- Re: Interpolating function with two important characteristics
- From: Przemyslaw Koprowski
- Re: Interpolating function with two important characteristics
- Re: Determining if a point on a 2D polygon is hidden
- Interpolating function with two important characteristics
- Re: Determining if a point on a 2D polygon is hidden
- Re: Determining if a point on a 2D polygon is hidden
- Determining if a point on a 2D polygon is hidden
- In search for a graphic library
- Re: fast curve similarity needed
- Re: fast curve similarity needed
- Re: Subtle rotational problem
- Re: Subtle rotational problem
- From: Andrea B. Previtera
- Re: Subtle rotational problem
- Re: Subtle rotational problem
- Subtle rotational problem
- From: Andrea B. Previtera
- Re: concave 3D Poly,calculationg facenormal
- Re: fast curve similarity needed
- Re: fast curve similarity needed
- triangle to pixels, order of rendering
- Re: to simulate a sloppy hand
- Re: aligning principal axes to coordinate axes
- saving files in Max with other formats
- From: bahareh.kianifar@xxxxxxxxx
- Re: concave 3D Poly,calculationg facenormal
- From: Gino van den Bergen
- Re: to simulate a sloppy hand
- Re: concave 3D Poly,calculationg facenormal
- Re: Graph to regions algorithm
- Animation Specification
- Re: to simulate a sloppy hand
- Re: Point location via ray shooting
- concave 3D Poly,calculationg facenormal
- Re: Point location via ray shooting
- Point location via ray shooting
- Re: to simulate a sloppy hand
- Re: to simulate a sloppy hand
- Re: confused about perspective projection matrix
- Re: Matrix decomposing using scale,rotate,translate and shear
- Re: aligning principal axes to coordinate axes
- Re: to simulate a sloppy hand
- Re: aligning principal axes to coordinate axes
- Re: fast curve similarity needed
- Re: to simulate a sloppy hand
- Re: aligning principal axes to coordinate axes
- Re: to simulate a sloppy hand
- aligning principal axes to coordinate axes
- Re: to simulate a sloppy hand
- Re: fast curve similarity needed
- Re: fast curve similarity needed
- Re: fast curve similarity needed
- Re: to simulate a sloppy hand
- Re: to simulate a sloppy hand
- Re: Approximate relation between gouraud and phong
- Re: Approximate relation between gouraud and phong
- Re: is goraud shading darker than phong shading?
- Re: to simulate a sloppy hand
- Matrix decomposing using scale,rotate,translate and shear
- Re: random rotation in S2; random point in S3
- random rotation in S2; random point in S3
- to simulate a sloppy hand
- Re: Intersection of two spheres...
- Approximate relation between gouraud and phong
- Re: is goraud shading darker than phong shading?
- Re: Spectral color, part 2
- Re: Spectral color, part 2
- Re: is goraud shading darker than phong shading?
- Re: is goraud shading darker than phong shading?
- Re: is goraud shading darker than phong shading?
- Re: is goraud shading darker than phong shading?
- Re: Spectral color, part 2
- is goraud shading darker than phong shading?
- Re: Raytraced DOF Info?
- Re: Graph to regions algorithm
- Re: 2x2 transformation matrix
- Graph to regions algorithm
- Graph to regions algorithm
- Graph to regions algorithm
- Graph to regions algorithm
- Re: computing flow field
- Re: Scaling algorithms
- Re: Spectral color, part 2
- Re: Scaling algorithms
- Re: Spectral color, part 2
- Re: Scaling algorithms
- Re: how to approximate discrete boundaries in 2D ?
- From: justgoaheadandspamme
- Re: 2x2 transformation matrix
- Re: Spectral color, part 2
- Re: Spectral color, part 2
- Re: 2x2 transformation matrix
- Re: Spectral color, part 2
- 2D median axis, in ITK?
- From: sharprpleasespammenot
- Re: 2x2 transformation matrix
- Re: Spectral color, part 2
- Re: how to approximate discrete boundaries in 2D ?
- From: Hans-Bernhard Broeker
- Re: Another raycasting question
- Re: Scaling algorithms
- Re: how to approximate discrete boundaries in 2D ?
- From: justgoaheadandspamme
- Re: 2x2 transformation matrix
- Re: Spectral color, part 2
- Re: how to approximate discrete boundaries in 2D ?
- 2x2 transformation matrix
- how to approximate discrete boundaries in 2D ?
- From: justgoaheadandspamme
- Re: 2D PGM - Picture Rotate
- Scaling algorithms
- color conversion
- Re: 2D PGM - Picture Rotate
- Re: Spectral color, part 2
- Re: Curve radius from bezier curve (segment)
- Re: Another raycasting question
- Re: Drawing in XOR Mode...Circle Algorithm
- Re: Curve radius from bezier curve (segment)
- From: groups_account_barnholt_dot_net
- Re: Spectral color, part 2
- Another raycasting question
- Re: Spectral color, part 2
- Re: computing flow field
- Re: Drawing in XOR Mode...Circle Algorithm
- Re: 2D PGM - Picture Rotate
- Re: R-trees, R+-trees and R*-trees
- Re: realtime radiosity
- Re: 2D PGM - Picture Rotate
- From: Hans-Bernhard Broeker
- Re: Drawing in XOR Mode...Circle Algorithm
- From: Hans-Bernhard Broeker
- Re: realtime radiosity
- Re: Spectral color, part 2
- Re: Spectral color, part 2
- Re: Spectral color, part 2
- Re: Spectral color, part 2
- 2D PGM - Picture Rotate
- Drawing in XOR Mode...Circle Algorithm
- Re: Spectral color, part 2
- Re: realtime radiosity
- Re: Spectral color, part 2
- Re: computing flow field
- Re: computing flow field
- Re: Spectral color, part 2
- Re: realtime radiosity
- Re: computing flow field
- R-trees, R+-trees and R*-trees
- From: PengYu.UT@xxxxxxxxx
- computing flow field
- Re: realtime radiosity
- Re: Spectral color, part 2
- Spectral color, part 2
- Re: Sepia again, will pay
- Re: Sepia again, will pay
- Sepia again, will pay
- Re: realtime radiosity
- Best QuadTree for VLSI layout?
- From: PengYu.UT@xxxxxxxxx
- Re: realtime radiosity
- Re: phong shading, should I interpolate direction to light as well?
- Re: transformation question
- From: David Arden Stevensonn
- Re: Sampling / interpolating HDR images
- Re: phong shading, should I interpolate direction to light as well?
- Re: Curve radius from bezier curve (segment)
- Re: realtime radiosity
- Re: Curve radius from bezier curve (segment)
- Re: Sphere viewable surface
- Re: phong shading, should I interpolate direction to light as well?
- Re: transformation question
- Re: Sampling / interpolating HDR images
- Re: Graph Plotting and Data Reduction
- Curve radius from bezier curve (segment)
- From: groups_account_barnholt_dot_net
- Re: confused about perspective projection matrix
- confused about perspective projection matrix
- Re: realtime radiosity
- Re: Hidden Line Removal
- transformation question
- From: David Arden Stevensonn
- Re: phong shading, should I interpolate direction to light as well?
- Re: phong shading, should I interpolate direction to light as well?
- From: Przemyslaw Koprowski
- Re: Sampling / interpolating HDR images
- realtime radiosity
- phong shading, should I interpolate direction to light as well?
- Spatial hierarchical set clustering
- From: Ricardo Niederberger Cabral
- Re: scanline converting with ET and AET and zbuffer
- Re: Sampling / interpolating HDR images
- Sampling / interpolating HDR images
- Re: Sphere viewable surface
- Sepia
- Re: fast curve similarity needed
- Re: fast curve similarity needed
- Sphere viewable surface
- Re: fast curve similarity needed
- fast curve similarity needed
- Re: Raytraced DOF Info?
- Re: scanline converting with ET and AET and zbuffer
- Re: Raytraced DOF Info?
- Re: Raytraced DOF Info?
- Re: scanline converting with ET and AET and zbuffer
- Re: 3D object slicer
- scanline converting with ET and AET and zbuffer
- Re: 3D object slicer
- 3D object slicer
- From: Lopamudra Mukherjee
- Re: 2x2 smoothing algorithm.
- Re: Drawing program for producing paper figures?
- Re: comp. geo. exercise
- Re: comp. geo. exercise
- Re: Graph Plotting and Data Reduction
- Re: Drawing program for producing paper figures?
- From: Przemyslaw Koprowski
- Re: algo to check equality of images under rotation
- a simple (hopefully) quaternion question
- Re: Quaternions to Euler
- From: Hans-Bernhard Broeker
- Quaternions to Euler
- Re: 2x2 smoothing algorithm.
- From: Hans-Bernhard Broeker
- Re: comp. geo. exercise
- From: Hans-Bernhard Broeker
- Re: Graph Plotting and Data Reduction
- From: Hans-Bernhard Broeker
- Re: How make even-odd polygon from none-zero one
- Re: 2x2 smoothing algorithm.
- Re: Drawing program for producing paper figures?
- Re: Image enhancement: contrast
- 2x2 smoothing algorithm.
- algo to check equality of images under rotation
- Re: Parser, BNF..
- Re: Drawing program for producing paper figures?
- Re: Image enhancement: contrast
- Drawing program for producing paper figures?
- Re: Raytraced DOF Info?
- Re: Raytraced DOF Info?
- Re: Raytraced DOF Info?
- Re: Graph Plotting and Data Reduction
- comp. geo. exercise
- Re: How make even-odd polygon from none-zero one
- Re: Graph Plotting and Data Reduction
- Re: How make even-odd polygon from none-zero one
- Graph Plotting and Data Reduction
- Graph layout algorithm/pointers
- Re: How make even-odd polygon from none-zero one
- Re: Image enhancement: contrast
- Re: Packing and Unpacking
- Re: Packing and Unpacking
- Re: Raycasting sprites
- Re: Spectral color
- Re: Spectral color
- Re: Spectral color
- Re: Spectral color
- Re: Spectral color
- Re: liquids and flow motion
- Re: Image enhancement: contrast
- Re: Spectral color
- liquids and flow motion
- Re: Raycasting sprites
- Re: Question on concave to convexs converting alorithm
- Re: Spectral color
- Re: Subdivision surfaces without recursion
- Re: Raycasting sprites
- Re: Raycasting sprites
- Raycasting sprites
- Re: Spectral color
- Re: Image enhancement: contrast
- Re: Subdivision surfaces without recursion
- From: Przemyslaw Koprowski
- Re: Subdivision surfaces without recursion
- From: Hans-Bernhard Broeker
- Re: Spectral color
- Re: Uniform sampling of a sphere
- Re: Calculating points on a conic section??
- Re: Calculating points on a conic section??
- Re: cubemap -> spheremap
- Subdivision surfaces without recursion
