View Full Version : Math and Algorithms

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  1. rotating point sprites
  2. linear algebra + trig problem arrow on line
  3. Matrix Rotation
  4. Bundle Orientation library
  5. Finding a point (x,y) between two other points.
  6. Rotating a rectangle about a point....
  7. normal vector to a plane
  8. Surface of revolution
  9. Rotation order
  10. Finding the area of a polygon
  11. Turning a car...
  12. Finding the intersection point of 2 vectors
  13. 3D Constant size quads
  14. Finding Area between intersection points(polygon)
  15. Vector representation
  16. change camera position via modelview matrix
  17. Sharp triangle color transition (FEA results)
  18. Shoemake's Mysterious Translation Controller
  19. automatically render inside and outside outlines
  20. Matrix to transform vector MA to MB same length
  21. addition of two HDR (RGBE) values?
  22. Tweaking the projection matrix if viewport resizes
  23. Making fantasy game?
  24. Perspective Transform of an Image
  25. Virtual trackball and mouse pos out of the sphere
  26. algorithm to detect the type of a polygon
  27. Finding Normals for Analytic Surfaces
  28. need some help guys with this algorithm
  29. adding rows together
  30. 4 way symmetry and 8 way symmetry algorithm
  31. Scan line conversion (rasterization)
  32. Track Mouse Position & Rotate Model To Angle?
  33. Clipping rectangle
  34. gluLookAt documentation incorrect
  35. Math Calculation for Diffuse Light Effect
  36. Tetrahedral Mesh Normals Generation
  37. Calculating offset
  38. Computing an objects transformation matrix from in
  39. Distance between two triangles
  40. Lighting a textured sphere (calculating normals)
  41. Camera matrix definition
  42. 3D Snake
  43. Generating a projector matrix
  44. Is it possible to develop an appn for data conver.
  45. Perspective projection
  46. rotation along the axis of the object
  47. Quaternions and hardware skinning
  48. scale in matrix
  49. Perspective Matrix implementation
  50. Image Shift (frame to frame)
  51. Delaunay Triangulation
  52. Catmull-Clark Subdivision (Original Vertex)
  53. glrotate
  54. Vector Direction to Quaternion...
  55. Rotation about arbitrary axis (loss of precision?)
  56. Convexity?
  57. Virtual Trackball Rotation
  58. Problem with cylinder/ray collision
  59. Collapsing a Seq of Translations/Quatern Rotations
  60. Subdivision algorithm of a tetrahedron
  61. Safe to use only one matrix?
  62. Parametric equations and Cartesian coordinates
  63. Trig for random character movement
  64. Torus
  65. RA/Dec + Distance -> (x, y, z)
  66. Union of overlapping polygon projections
  67. Polar Coordinates
  68. How to define vertex gradient on a mesh
  69. the best way to create a 'path line after plane'
  70. Scaling around a fixed point
  71. Math Book that focus in OpenGL
  72. project a portal onto the near plane of a frustum
  73. Stereographic Projection?
  74. 3D Rotation in every direction
  75. Rotations in multiple axes
  76. Polyline offset...
  77. How to smooth terrain with extra triangles
  78. Vector lies btw two vectors
  79. Physics Book
  80. How to get the current openg matrix
  81. Z axis
  82. Arcball-problem- fixed object
  83. Rotation Matrix question
  84. "Surface" Angle between two Normals on a Sphere...
  85. Spherical Coordinates and Normals
  86. mapping flat 2d to 3d coordinates on an image
  87. M3G
  88. Physics
  89. draw an arc in opengl
  90. Inverse projection mapping
  91. openscenegraph
  92. Viewport Fitting
  93. Use of system
  94. Confusion!
  95. From Points Cloud to Surface..
  96. Complex 3D Molel Shadow Volume
  97. Spreading problem
  98. Need algorithm that will map floats to RGB
  99. closest quaternion with a given axis
  100. How to determine if arc is selected by window
  101. multiple view call displaylist!
  102. Area of the common surface of two polygons
  103. Optimal structuring of polygon lists?
  104. point perpendicular to a vector question
  105. Rotations Order - Euler Angle
  106. Unresolved Refs
  107. Are sine tables too 1990's or...
  108. glutInit, etc.
  109. how to use glTranslate to do "pan"?
  110. Constraining a vector?
  111. 3D Camera Rotation with no Gimbal Lock
  112. How to rotate a surface so it has a given normal?
  113. DualQuaternion skeletal animation
  114. How should I cast a glm::vec2 to glm::ivec2?
  115. creating non overlaping triangles?
  116. A better distance transform for Green's method
  117. Camera orientation issues
  118. How to draw a Umbrella, Bell or Hemisphere?
  119. line/ ray triangle intersection
  120. Where to apply scale for transformation matrix
  121. Morphing
  122. Depth Buffer algorithm
  123. BMP allgo , question loading bmp
  124. draw contours
  125. All About Shadow Volumes presentation
  126. Which are the frustrum's dimensions?
  127. Quaternion HW interpolation
  128. correspondence 3D points with 2D points
  129. Mouse directional movement
  130. Eye position in object space?
  131. Shape Transformation Issue
  132. Centering a 3D model
  133. Scaling a ball to give a squish effect
  134. Fast Inverse Matrix ?
  135. OpenGL clipping how is it done ?
  136. Smooth Vertex Normals with Crease Angle
  137. how far translate to deep
  138. Quaternion to Euler
  139. UV subdivision
  140. Lightning models
  141. diamond square algorithm
  142. find the function
  143. Pseudo angles
  144. skybox help
  145. column major matrix multiplication
  146. reflection matrix how to derive
  147. Cluster data points to levels on graph
  148. Rotation Matrix
  149. Billboard that covers always one pixel
  150. gluLookAt unwanted rotation\spining
  151. Drawing a point in a plane
  152. Direction Vector to Euler Angle
  153. Quaternions with a 6DOF camera?
  154. How to move the camera to a certain coordinates?
  155. Matrix Inversion
  156. I have a trouble in gluperspective method.
  157. Hi, need openGl's lighting code
  158. Ball to Ball Collisions
  159. Quaternion to Euler Angles
  160. Calculating the inverse matrix
  161. Translating from a quaternion?
  162. Ray picking in OpenGL ES 2
  163. Reason why opengl transform in reverse?
  164. Camera placement
  165. Normal calculations look right,but my scene doesnt
  166. Quaterion selective rotation
  167. Generating random 3d shapes
  168. Shrink frustum to specific screen-space rectangle
  169. Calculating Jacobian for spherical function
  170. Matrices
  171. Sphere tangents
  172. 2D Path - Trace along each side.
  173. Algorithm of OpenGL tessellator
  174. Quaternion to Euler xyz
  175. Cartoonize effect
  176. Two side lighting model.
  177. Help to find which polygon is furthest from camera
  178. cube rollover
  179. 3D calibration
  180. Calculating expected FPS?
  181. 3D mapping
  182. Distance Formula in 6 DOF
  183. Projection matrix, arbitrary projection plane
  184. evaluating belzier curve, conversion error?
  185. langrange curve interpolation points
  186. quaternion viewing problem
  187. drawing cubic and quadratic splines
  188. Problems with curved Bezier triangles
  189. Normalized Device Coordinates
  190. Cylindrical Projection
  191. The most basic quaternion question...
  192. Anamorphosis?
  193. Tangents? Ive searched but still confused.
  194. scale matrix that change vertex order of frontface
  195. NDC depth to pre perspective divide depth?
  196. PVS links please
  197. Matrix Refresher and books
  198. Yet Another Projection Matrix/ Clip Space Question
  199. Loop Subdivision
  200. directional light specular
  201. Edges Connection Graph
  202. triangle rotation - is my logic correct?
  203. modification of the moving light
  204. Intersetion computing algorithm
  205. Scaling for polygon overlay
  206. The FPS Camera problem
  207. Converting Euler Angles to a Matrix
  208. conical transform
  209. How to handle the 'camera' and terrain collision
  210. quaternion lerp
  211. gl_Fragcoord.xy, depth texture to eye coordinates
  212. eliminate z rotation component from a rotation mx
  213. How stere pairs are created?
  214. How do I make a quartenion from a forward vector?
  215. gerstner waves
  216. matrix and rotation
  217. Cubic Interpolation In Fragment Shader
  218. Circle rotation
  219. Quaternion Rotation
  220. 3D rotation
  221. Icosahedron without duplicated vertices
  222. Rotation matrix issues
  223. look at // openAL
  224. Help with deriving curved normal vector
  225. Combining 2 rotation matrix
  226. Pixel perfect projection matrix
  227. Projection & Rasterization
  228. huge worlds approaches
  229. 3D rotation position
  230. Triangle tessellation in GL_ARB_tessellation_shade
  231. Directional Movement with trigonometry
  232. Generate coordinates within a 3D object
  233. Question about quarternion rotation
  234. How do i get the current matrix information?
  235. Create landscape
  236. Custom Lookat
  237. Problem AR: Modelview and projection matrices
  238. From Z-up to Y-up
  239. 3D tile visibility
  240. Rotation Matrix
  241. 3D object/plane intersection contour
  242. scaling mesh along the normal
  243. confused about handedness/winding in tangent space
  244. LoD problems
  245. Encoding multiple floats into one
  246. Normal mapping
  247. minkowski sum frustum cull
  248. Question about frustum culling
  249. picking 2D object (with rotation, translation)
  250. octree like data structure and sorting