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Top / Computers / Programming / Graphics / Algorithms_and_Data_Structures /

Zime: archaic ornament and data encoding vehicle
Personal graphical signet for your internet site and/or HTML email.
http://www.zime.de
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Ken Turkowski's Contributions in Computer Graphics
Antialiasing, color spaces, testure mapping, shading, geometry, image registration, numerical computation, open source articles.
http://www.worldserver.com/turk/computergraphics/
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Stylized Depiction
Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.
http://www.red3d.com/cwr/npr/
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Modeling Sprite Animation Using Finite State Automata
Article by Diana Gruber on how to model sprite animation in a computer game.
http://www.fastgraph.com/fsm.html
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comp.graphics.algorithms Frequently Asked Questions
Basic computations frequently needed in graphics.
http://www.faqs.org/faqs/graphics/algorithms-faq/
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VDSlib: A View-Dependent Simplification Package
Public domain package for view-dependent simplification and rendering of polygonal environments.
http://vdslib.virginia.edu
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Map Projection Overview
Everything you always wanted to know about map projections, and then some.
http://www.colorado.edu/geography/gcraft/notes/mapproj/mapproj_f.html
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The Progressive Fans Representation
A new technology for progressive transmission and view-dependent simplification of manifold and non-manifold meshes.
http://www.terra.es/personal3/atoniman
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BSP Tree FAQ
How to manipulate and use binary space partition (BSP) trees.
ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
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Fast Line Drawing Algorithms by Po-Han Lin
Contains sources for graphical algorithms to draw lines. Included are the popular Bresenham algorithm, the Wu's Symmetric Double-Step, and the fastest non-cpu dependent algorithm, the Extremely Fast Line Algorithm (EFLA).
http://www.edepot.com/algorithm.html
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