comp.graphics.algorithms
- on rotations
- is this gimbal lock
- create nurbs curve from point
- Re: Quickly finding noncolinear vector
- Re: Quickly finding noncolinear vector
- AABB/triangle intersection
- Heckbert thesis
- Re: Quickly finding noncolinear vector
- From: Hans-Bernhard Broeker
- Re: Quickly finding noncolinear vector
- Union/Intersections of 2D Paths
- Re: Quickly finding noncolinear vector
- Quickly finding noncolinear vector
- From: daniel . w . gelder
- Re: booleans
- Re: Call for Algorithm Experts
- Call for Algorithm Experts
- octree selection query
- octree selection query
- RoundRect
- From: Christophe Jacquelin
- Re: mesh interpolation w/bezier patches
- Re: mesh interpolation w/bezier patches
- dynamic hidden surface removal
- Re: Triangle Orientation Correction in 3D
- From: Hans-Bernhard Broeker
- Applying Computer Graphics Modelling Techniques
- Re: Triangle Orientation Correction in 3D
- From: david.romstad@xxxxxxx
- Re: How to convert subdivision to NURBS?
- Re: How to convert subdivision to NURBS?
- From: Przemyslaw Koprowski
- Re: How to convert subdivision to NURBS?
- Re: How to convert subdivision to NURBS?
- Re: How to convert subdivision to NURBS?
- Re: Perspective projection matrix
- From: Hans-Bernhard Broeker
- Re: motion detection (comparing images)
- From: Hans-Bernhard Broeker
- Perspective projection matrix
- Re: Travelling-Salesman-Problem, the shortest way
- Re: How to convert subdivision to NURBS?
- How to convert subdivision to NURBS?
- Re: Nurbs Surface AND knot vector
- Re: step size of a bezier curve
- Re: step size of a bezier curve
- Nurbs Surface AND knot vector
- Re: motion detection (comparing images)
- Re: motion detection (comparing images)
- Re: quadtree to btree indexing
- library for fitting of 3d data
- Re: quadtree to btree indexing
- Re: graph visualisation
- Re: Triangle Orientation Correction in 3D
- From: Hans-Bernhard Broeker
- Triangle Orientation Correction in 3D
- Re: motion detection (comparing images)
- From: Hans-Bernhard Broeker
- motion detection (comparing images)
- graph visualisation
- Re: booleans
- From: Hans-Bernhard Broeker
- Re: REQ: Trying to find for algorithm sources for palette effects
- point projection on NURBS surface
- Re: booleans
- From: david.romstad@xxxxxxx
- quadtree to btree indexing
- Shadow equation
- From: Christophe Jacquelin
- REQ: Trying to find for algorithm sources for palette effects
- Re: fitting n rectangles into a box
- Re: fitting n rectangles into a box
- Re: fitting n rectangles into a box
- From: Hans-Bernhard Broeker
- fitting n rectangles into a box
- Re: floating point to fixed point conversion
- Programming Competition With Prize
- mesh interpolation w/bezier patches
- floating point to fixed point conversion
- Re: Least Square Plane Equation
- Re: CMYK RGB GrayScale
- Re: Surface reconstruction from unorganized 3D points
- From: Hans-Bernhard Broeker
- booleans
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: CMYK RGB GrayScale
- Re: Overlap of two Bezier curves
- Re: CMYK RGB GrayScale
- Re: CMYK RGB GrayScale
- Re: CMYK RGB GrayScale
- Re: Overlap of two Bezier curves
- CMYK RGB GrayScale
- Re: Algorithm for Merging Rectangles into a polygon
- Correction
- Not Necessarily
- Algorithm for Merging Rectangles into a polygon
- More Comments
- Yours is Better
- Re: Overlap of two Bezier curves
- Re: Overlap of two Bezier curves
- From: Przemyslaw Koprowski
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- qhull | generating a single voronoi volume from a large set of points
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: I need graphics Brush/Pen algorithm
- step size of a bezier curve
- step size of a bezier curve
- I need graphics Brush/Pen algorithm
- Overlap of two Bezier curves
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Contour defined regions enclosed within other regions
- From: London Needs Biscuits
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: how a w=0 vertex is tranformed and rasterized?
- spatial relationships
- From: jingzhang@xxxxxxxxxxxx
- morton code
- Re: Travelling-Salesman-Problem, the shortest way
- coupla math questions
- Re: Least Square Plane Equation
- Re: Render 2d bezier path
- Re: Traveling salesman problem on a grid
- Re: Least Square Plane Equation
- Traveling salesman problem on a grid
- Re: Travelling-Salesman-Problem, the shortest way
- Re: Travelling-Salesman-Problem, the shortest way
- Re: Count the consecutive zero bits on the left in short integer
- Re: Regarding YUV
- Re: Least Square Plane Equation
- Re: Count the consecutive zero bits on the left in short integer
- Re: Travelling-Salesman-Problem, the shortest way
- Re: Travelling-Salesman-Problem, the shortest way
- Travelling-Salesman-Problem, the shortest way
- Regarding YUV
- Re: Render 2d bezier path
- Re: Count the consecutive zero bits on the left in short integer
- Re: Render 2d bezier path
- Least Square Plane Equation
- Re: Surface reconstruction from unorganized 3D points
- Render 2d bezier path
- Re: Count the consecutive zero bits on the left in short integer
- Re: Count the consecutive zero bits on the left in short integer
- Connecting "cylinders"
- cgm/hpgl conversion tools
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: Count the consecutive zero bits on the left in short integer
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: Count the consecutive zero bits on the left in short integer
- Re: Count the consecutive zero bits on the left in short integer
- Count the consecutive zero bits on the left in short integer
- Re: midpoint algorithm for parabola
- Re: very fast graphics library
- Re: Surface reconstruction from unorganized 3D points
- From: Hans-Bernhard Broeker
- Re: Surface reconstruction from unorganized 3D points
- Surface reconstruction from unorganized 3D points
- Re: Dirk Stueker's point in polygon algorithm
- considering a carrer in CG ...need advice!
- Re: matrix math Q
- matrix math Q
- IADIS Computer Graphics and Visualization 2006 Conference - New Dates
- From: natty2006@xxxxxxxxx
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: Dirk Stueker's point in polygon algorithm
- Re: Dirk Stueker's point in polygon algorithm
- Re: Dirk Stueker's point in polygon algorithm
- Re: Dirk Stueker's point in polygon algorithm
- Dirk Stueker's point in polygon algorithm
- Mesh cutting Algorithm
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: very fast graphics library
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- From: Przemyslaw Koprowski
- Polyhedral cone and solid angle
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- From: Przemyslaw Koprowski
- Addendum
- Re: very fast graphics library
- Re: Remove duplicates elements from a list
- Re: how a w=0 vertex is tranformed and rasterized?
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Fast polygonal mesh aproximation with spheres
- Re: how a w=0 vertex is tranformed and rasterized?
- very fast graphics library
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- how a w=0 vertex is tranformed and rasterized?
- Re: midpoint algorithm for parabola
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- From: Przemyslaw Koprowski
- midpoint algorithm for parabola
- Re: Monte Carlo ray tracing and partial sums
- hey guys some new algs...
- Re: Intersections of quadratic Bezier curves with equal begin- and end point
- Re: Remove duplicates elements from a list
- Mesh cutting along a list of edges
- Re: Remove duplicates elements from a list
- Intersections of quadratic Bezier curves with equal begin- and end point
- Correction
- Correction
- Re: Remove duplicates elements from a list
- Vacancy Postdoc 3D Shape Analysis
- Re: convex hull implementation in 2D
- Re: Curve Generation Alogrithm
- Re: Remove duplicates elements from a list
- Closed-form of Bezier intersection test
- From: Przemyslaw Koprowski
- Correct local cubemap reflections
- Re: Remove duplicates elements from a list
- Programming Competition With Prize
- Re: convex hull implementation in 2D
- convex hull implementation in 2D
- Re: Curve Generation Alogrithm
- Re: any shear can be achieved by combining rotation and scale
- Re: Monte Carlo ray tracing and partial sums
- Re: Remove duplicates elements from a list
- Re: Remove duplicates elements from a list
- Re: Remove duplicates elements from a list
- Looking for arun like algorithm for 3 points pattern transformation
- Re: Remove duplicates elements from a list
- Re: Remove duplicates elements from a list
- Re: any shear can be achieved by combining rotation and scale
- Re: Topology-constrained surface generation
- Re: Monte Carlo ray tracing and partial sums
- Re: Curve Generation Alogrithm
- Re: contour shading
- Re: Curve Generation Alogrithm
- Re: Remove duplicates elements from a list
- Re: hilbert curve
- Re: How to calculate smooth transition.....?. How to merge smoothly...?
- From: Hans-Bernhard Broeker
- Re: How to calculate smooth transition.....?. How to merge smoothly...?
- Remove duplicates elements from a list
- GIS, ERDAS, max values, point type
- Call for Papers: IMECS 2006 (multiconference of 14 engineering & computer science conferences)
- Re: Curve Generation Alogrithm
- Re: Curve Generation Alogrithm
- Re: contour shading
- Re: hilbert curve
- Re: Topology-constrained surface generation
- Monte Carlo ray tracing and partial sums
- Re: any shear can be achieved by combining rotation and scale
- Re: any shear can be achieved by combining rotation and scale
- Re: Topology-constrained surface generation
- Re: any shear can be achieved by combining rotation and scale
- Re: cximage
- Zoom-in transformation
- Re: any shear can be achieved by combining rotation and scale
- Re: hilbert curve
- Topology-constrained surface generation
- triangulate polygon faces of VRML indexedFaceSet
- Re: Curve Generation Alogrithm
- From: Hans-Bernhard Broeker
- Curve Generation Alogrithm
- hilbert curve
- Re: contour shading
- cximage
- cximage
- Re: Move 3D Objects using handles
- Re: Texture mapping
- Re: color hue shift
- Re: How to calculate smooth transition.....?. How to merge smoothly...?
- From: Hans-Bernhard Broeker
- Re: Circle problem
- From: Hans-Bernhard Broeker
- Re: Obtaining the difference between 2 images?
- Re: Circle problem
- Re: color hue shift
- Re: Constructors for arrays
- Re: Circle problem
- Re: Obtaining the difference between 2 images?
- Re: Circle problem
- color hue shift
- Re: Texture mapping
- Re: Obtaining the difference between 2 images?
- Circle problem
- Re: any shear can be achieved by combining rotation and scale
- Re: contour shading
- any shear can be achieved by combining rotation and scale
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Obtaining the difference between 2 images?
- Obtaining the difference between 2 images?
- Re: How to calculate smooth transition.....?. How to merge smoothly...?
- Re: Texture mapping
- Texture mapping
- Clipmapping, fast large image display
- Clipmapping, fast large image display
- Re: How to calculate smooth transition.....?. How to merge smoothly...?
- From: Hans-Bernhard Broeker
- Re: Build mesh from list of point
- Re: Why can't I have a linear z-buffer in OpenGL?
- How to calculate smooth transition.....?. How to merge smoothly...?
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Move 3D Objects using handles
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Image resizing
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Problem With Point Translation (using combined transform matrix)
- Re: NAPLPS->SVG spline/arc conversion. Help
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Why can't I have a linear z-buffer in OpenGL?
- From: Hans-Bernhard Broeker
- Re: Problem With Point Translation (using combined transform matrix)
- From: Hans-Bernhard Broeker
- Re: Why can't I have a linear z-buffer in OpenGL?
- Re: Why can't I have a linear z-buffer in OpenGL?
- Why can't I have a linear z-buffer in OpenGL?
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Problem With Point Translation (using combined transform matrix)
- Re: Problem With Point Translation (using combined transform matrix)
- Problem With Point Translation (using combined transform matrix)
- Re: Graphics compression in games
- Re: Constructors for arrays
- Re: Image resizing
- From: gaurav811@xxxxxxxxx
- Constructors for arrays
- Re: Quaternion Translation Delta
- Re: Quaternion Translation Delta
- Re: Build mesh from list of point
- Build mesh from list of point
- Re: Quaternion Translation Delta
- Re: Move 3D Objects using handles
- From: Hans-Bernhard Broeker
- Re: contour shading
- cross section of cuboids
- Re: Evenly Distribute N Points on a Sphere
- From: Rafael Rodríguez Pappalardo
- Move 3D Objects using handles
- From: bhupendra.aole@xxxxxxxxx
- Re: Quaternion Translation Delta
- Call for Papers: IMECS 2006 (international multiconference of 14 engineering & computer science conferences)
- Re: Curvature of a circle passing through three points
- Re: contour shading
- Re: Curvature of a circle passing through three points
- Re: from triangles to quads
- Curvature of a circle passing through three points
- Re: Graphics compression in games
- Re: Quaternion Translation Delta
- Re: Quaternion Translation Delta
- Re: Quaternion Translation Delta
- Re: Quaternion Translation Delta
- Re: from triangles to quads
- Graphics compression in games
- Compensation curve calculation (.acv files?)
- subdividing a bezier-segment
- From: david.romstad@xxxxxxx
- Re: x^2 vs 8x^2 (Running Time)
- Fast detection of crunode in a rational cubic.
- From: Przemyslaw Koprowski
- Re: x^2 vs 8x^2 (Running Time)
- Re: x^2 vs 8x^2 (Running Time)
- Re: x^2 vs 8x^2 (Running Time)
- From: Gino van den Bergen
- Re: x^2 vs 8x^2 (Running Time)
- From: Hans-Bernhard Broeker
- Re: Evenly Distribute N Points on a Sphere
- From: Rafael Rodríguez Pappalardo
- Re: x^2 vs 8x^2 (Running Time)
- Re: x^2 vs 8x^2 (Running Time)
- Re: Evenly Distribute N Points on a Sphere
- Re: x^2 vs 8x^2 (Running Time)
- From: Vincent LE CHEVALIER
- x^2 vs 8x^2 (Running Time)
- Re: Quaternion Translation Delta
- LOD determination for a google earth type app
- Quaternion Translation Delta
