View Full Version : Math and Algorithms
- Projecting texture onto another texture
- 2D zoom
- 3D Boolean CSG on Geometry Libraries?
- Correcting the Winding Order
- rotate onto a given vector
- Help me for Evalutors
- how can I import camera calibration matrix into OpenGL?
- Up-Vector of gluLookAt( ... );
- ray/triangle intersection + uv calculation
- OpenGL and .NET
- Efficient Polygon Lathe
- finding contour lines that are closest
- Wave Physics
- Access to GL's computations
- Shadow Volume Errors
- From Eyecoordinates to Monitorcoords
- tapering spiral ramp model
- mirror transformations
- BSP and collision detection
- image comparison
- post-CSG retriangulation
- Simple question about BRDFs
- arbritary slicing of a volume...
- Volume rendering toolkit
- rasterization algorithms on current hardware
- Screen-to-plane coords (what's under the mouse?)
- bezier naming
- a huge problem
- matrix manipulation optimization
- GLU Nurbs tessellator algorithm
- shape fitting
- Mutil path code ?
- image intensity
- Same coordinates? Easy question
- math books/ebooks
- buffer algorithms
- Starfield Visualisation Problem
- Finding the up and the aim based on rotation on 3 axes
- Could someone please explain post/pre multiplication & column/row major matrices?
- custom projection matrix
- falling droplet on water
- Anyone can help me on fogs in gl ? thanks
- Help with audio question
- Moebius Strip
- dds compression algorithm
- midpoint circle algorithm
- Texture transform problem
- difference in spec during Spot direction calculation
- 3D transformations how gl does?
- falling droplet of water
- collision detection
- sphere generation
- cubic spline to NURBS
- Rotation Inversion
- Tangent space basis vector calculation
- How to simulate a line function in C++
- General-purpase bending code
- Display Multiple windows simultaneously
- What parts of the 4x4 Modelview transformation get applied to normals?
- How to calculate aim for gluLookAt
- plot circle
- Min/Max values for X, Y, Z coordinates?
- calculating intersection
- Image Fusion techniques for PET-CT scans
- Convolution sans Cg
- calculate X and Y for an array need help
- fast cone-cone-intersection
- What's the best way to store a triangle mesh?
- subdivision surfaces
- 2d to 3d
- 2d to 3d
- Help to display a 3d customized surface with opengl?
- Rotation Matrix
- Math expression calulation
- implement some OpenGL function
- How to sort vertexes?
- Visulaization of blood flow
- DirectX vs OpenGL matrix math?
- Calculating the deformed Tangent
- Shadow Mapping Math Problems
- PointOnUnitSphere for Virtual Sphere question
- Solar System Orbit
- Rotations using quaternions - still experiencing gimbal lock?
- Deforming a mesh with a skeletal structure?
- Viewspace->Object Space??
- Angle between two points
- Interpolation algorithm
- Embedded Systems
- Fast Triangle clipping?
- Clip in view voulme
- Terrain rendering algorithms comparison
- Constructive solid geometry (CSG)
- ray-triangle intersection
- 3D Graphics Math (text)book suggestions
- point in a polygon
- Adjustable rounded cube mesh generator
- should I use slope or another metho
- curvature of a curve
- Stretch/Shrink Ortho
- Oblique Frustum for mirrors and skyboxes (Is not a question but some advice)
- Function to 'pinch' a mesh
- Matrix stuff
- Projection in Ortho
- Newbie Question - Direction
- Horizontal/Vertical angle conversion
- Getting Z coordinates from 3 vectors knowing their X, Y coordinates
- Truncated pyramid of frustrum
- Angles from vectors (basics)
- Line Offset Algorithm
- L-systems, anyone?
- Drawing Arcs Connecting Two Points on a Sphere
- glFrustum and depth values
- Octree in CAD.
- RenderToTexture
- Direction Vector from Plane
- Volume Rendering - projecting object-alined slices to viewpoint-aligned slices
- View Frustum Culling, help!
- Calculating Intersections
- Triangulator
- Cylinder calculation
- transform 4x4 matrix into scale/rotation/move ?
- vvector.h
- 2D to 2D Transformation (topview)
- 1D array to "most square" 2D array...
- Environment/Cubemap Math Problems
- Tangent, Binormal Calculations
- Online Maths Courses
- GLUT tessellation of generic data set
- uniform sphere tesselation
- Solid angles
- Manually calculating Texture Coords for a Cone
- rotation, modelview and quaternion
- Scaling 3D points
- Center of model Coordinates
- Camera calibration
- Rasterizing triangles
- Stereographic Projection?
- Understanding perspective projection
- Rotating the plane
- surface
- doing a negaative scale to flip an object
- Random Points on the surface of a Sphere (Star Effect)
- Converting from RH coordinates to LH
- Average of the pixels
- Tessellating a quad and getting a triangle strip as a result
- 2d rectangle in a 3d world
- GLU tesselator
- Rotate Camera
- coords conversion
- gl modelview matrices
- Calculate spline values
- Finding The Edges Of An Object
- How to find the target position?
- Reducing precision errors within a skeletal hierarchy
- Deriving angles from 0 to 360 from Dot Product.
- drawing an arrow
- Rotation with Matrices and Combining Matracies
- addressing for texture mapping with non-power-of-two textures
- Quads Subdivision
- Field of view question
- Quaternions
- Mapping rectangle to ellipse
- Sorting objects by distance for correct blending
- Splitting body problem
- Problems with normalization code
- Extracting clipped geometry from the pipeline
- convert transformation matrix to quaternion
- 3D math function
- help me understand gimbal lock
- Tiles better algorithms
- Limit the rotation of camera on axis X
- why the last element of light position means
- Extract clip planes from projection matrix
- Render A Mass of Cloud Based on A New Volume Method.
- Screen Coordinates
- gluPerspective and windows coordinates
- simple matrix question
- How to get a dimetric projection ?
- rotate a quaternion to a surface normal
- Angle to Euler...
- Simple question
- arbitrary reflections
- Help with triangulation algorithms
- What do I need to read to start making a math game
- Quaternion calculus and angular velocity
- Instanced Matrxies and Pipes
- world vertex to screen
- Newbie trouble with arcball and translation
- simulate camera rotation
- Cube map to fisheye projection
- Section of a solid body
- Perspective projection matrices
- Special camera matrix construction
- Help Material on 3d Meshes?
- heightmap geometry normals
- A compound path from 2D triangles
- Rotation Matrix
- perlin noise
- world coordinates to object space
- 2D Mesh union
- please solve my problem in rotation and translatio
- rotaion and translation
- How do I find screen coordinates?
- Marching Cubes or Marching Tetrahedra
- Shadow mapping, cull face and depth precision
- geodesic sphere
- non-polygonal collision detection using opengl
- Orientation start point...
- YUV to RGB
- Perpendicular Polygons
- image Resizing
- Cavalier oblique projection
- 3D linear filtering
- positions
- Draw polygon
- glVertexPointer() & glDrawArrays() algorithms
- How to do intersection of 2 contours?
- marking the edge of the screen
- what is manifold and non-manifold surface
- How to transform the random vectors around normal
- SSE and row or column matrices?
- diagonal line of 2.3 mm width
- what's funtion of eliminate "degenerate triangle"
- please delete it....
- unable to see 3D images
- Possible Bug in gluLookAt
- how glDrawElements sort the order of vertex?
- Nurbs problem
- Geoemtric Tools
- illumination value to color value
- gleSpiral - Problem
- zoom in function for pssm
- Object Transformation Made Easy
- Normals generator
- exclusion a polygon
- normals from 'distance' cubemap
- Auto generate vertex and indices for tristrips?
- GL_PROJECTION matrix mode: using translations, etc
- Polygon reduction
- Anyone seen the OpenCL spec?
- 2 math issues running with OpenGL
- Basic Pipeline questions
- Effective multitexturing
- Projection of a 3D Vector and Parallel Vectors
- Fake ortho projection with transformation matrix
- how to map an image onto an irregular 3d object?
- Axis Angle Rotation
- how to use Free-Form Deformation?
- glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE
- From matrix to Point
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