View Full Version : Math and Algorithms
- rotating point sprites
- linear algebra + trig problem arrow on line
- Matrix Rotation
- Bundle Orientation library
- Finding a point (x,y) between two other points.
- Rotating a rectangle about a point....
- normal vector to a plane
- Surface of revolution
- Rotation order
- Finding the area of a polygon
- Turning a car...
- Finding the intersection point of 2 vectors
- 3D Constant size quads
- Finding Area between intersection points(polygon)
- Vector representation
- change camera position via modelview matrix
- Sharp triangle color transition (FEA results)
- Shoemake's Mysterious Translation Controller
- automatically render inside and outside outlines
- Matrix to transform vector MA to MB same length
- addition of two HDR (RGBE) values?
- Tweaking the projection matrix if viewport resizes
- Making fantasy game?
- Perspective Transform of an Image
- Virtual trackball and mouse pos out of the sphere
- algorithm to detect the type of a polygon
- Finding Normals for Analytic Surfaces
- need some help guys with this algorithm
- adding rows together
- 4 way symmetry and 8 way symmetry algorithm
- Scan line conversion (rasterization)
- Track Mouse Position & Rotate Model To Angle?
- Clipping rectangle
- gluLookAt documentation incorrect
- Math Calculation for Diffuse Light Effect
- Tetrahedral Mesh Normals Generation
- Calculating offset
- Computing an objects transformation matrix from in
- Distance between two triangles
- Lighting a textured sphere (calculating normals)
- Camera matrix definition
- 3D Snake
- Generating a projector matrix
- Is it possible to develop an appn for data conver.
- Perspective projection
- rotation along the axis of the object
- Quaternions and hardware skinning
- scale in matrix
- Perspective Matrix implementation
- Image Shift (frame to frame)
- Delaunay Triangulation
- Catmull-Clark Subdivision (Original Vertex)
- glrotate
- Vector Direction to Quaternion...
- Rotation about arbitrary axis (loss of precision?)
- Convexity?
- Virtual Trackball Rotation
- Problem with cylinder/ray collision
- Collapsing a Seq of Translations/Quatern Rotations
- Subdivision algorithm of a tetrahedron
- Safe to use only one matrix?
- Parametric equations and Cartesian coordinates
- Trig for random character movement
- Torus
- RA/Dec + Distance -> (x, y, z)
- Union of overlapping polygon projections
- Polar Coordinates
- How to define vertex gradient on a mesh
- the best way to create a 'path line after plane'
- Scaling around a fixed point
- Math Book that focus in OpenGL
- project a portal onto the near plane of a frustum
- Stereographic Projection?
- 3D Rotation in every direction
- Rotations in multiple axes
- Polyline offset...
- How to smooth terrain with extra triangles
- Vector lies btw two vectors
- Physics Book
- How to get the current openg matrix
- Z axis
- Arcball-problem- fixed object
- Rotation Matrix question
- "Surface" Angle between two Normals on a Sphere...
- Spherical Coordinates and Normals
- mapping flat 2d to 3d coordinates on an image
- M3G
- Physics
- draw an arc in opengl
- Inverse projection mapping
- openscenegraph
- Viewport Fitting
- Use of system
- Confusion!
- From Points Cloud to Surface..
- Complex 3D Molel Shadow Volume
- Spreading problem
- Need algorithm that will map floats to RGB
- closest quaternion with a given axis
- How to determine if arc is selected by window
- multiple view call displaylist!
- Area of the common surface of two polygons
- Optimal structuring of polygon lists?
- point perpendicular to a vector question
- Rotations Order - Euler Angle
- Unresolved Refs
- Are sine tables too 1990's or...
- glutInit, etc.
- how to use glTranslate to do "pan"?
- Constraining a vector?
- 3D Camera Rotation with no Gimbal Lock
- How to rotate a surface so it has a given normal?
- DualQuaternion skeletal animation
- How should I cast a glm::vec2 to glm::ivec2?
- creating non overlaping triangles?
- A better distance transform for Green's method
- Camera orientation issues
- How to draw a Umbrella, Bell or Hemisphere?
- line/ ray triangle intersection
- Where to apply scale for transformation matrix
- Morphing
- Depth Buffer algorithm
- BMP allgo , question loading bmp
- draw contours
- All About Shadow Volumes presentation
- Which are the frustrum's dimensions?
- Quaternion HW interpolation
- correspondence 3D points with 2D points
- Mouse directional movement
- Eye position in object space?
- Shape Transformation Issue
- Centering a 3D model
- Scaling a ball to give a squish effect
- Fast Inverse Matrix ?
- OpenGL clipping how is it done ?
- Smooth Vertex Normals with Crease Angle
- how far translate to deep
- Quaternion to Euler
- UV subdivision
- Lightning models
- diamond square algorithm
- find the function
- Pseudo angles
- skybox help
- column major matrix multiplication
- reflection matrix how to derive
- Cluster data points to levels on graph
- Rotation Matrix
- Billboard that covers always one pixel
- gluLookAt unwanted rotation\spining
- Drawing a point in a plane
- Direction Vector to Euler Angle
- Quaternions with a 6DOF camera?
- How to move the camera to a certain coordinates?
- Matrix Inversion
- I have a trouble in gluperspective method.
- Hi, need openGl's lighting code
- Ball to Ball Collisions
- Quaternion to Euler Angles
- Calculating the inverse matrix
- Translating from a quaternion?
- Ray picking in OpenGL ES 2
- Reason why opengl transform in reverse?
- Camera placement
- Normal calculations look right,but my scene doesnt
- Quaterion selective rotation
- Generating random 3d shapes
- Shrink frustum to specific screen-space rectangle
- Calculating Jacobian for spherical function
- Matrices
- Sphere tangents
- 2D Path - Trace along each side.
- Algorithm of OpenGL tessellator
- Quaternion to Euler xyz
- Cartoonize effect
- Two side lighting model.
- Help to find which polygon is furthest from camera
- cube rollover
- 3D calibration
- Calculating expected FPS?
- 3D mapping
- Distance Formula in 6 DOF
- Projection matrix, arbitrary projection plane
- evaluating belzier curve, conversion error?
- langrange curve interpolation points
- quaternion viewing problem
- drawing cubic and quadratic splines
- Problems with curved Bezier triangles
- Normalized Device Coordinates
- Cylindrical Projection
- The most basic quaternion question...
- Anamorphosis?
- Tangents? Ive searched but still confused.
- scale matrix that change vertex order of frontface
- NDC depth to pre perspective divide depth?
- PVS links please
- Matrix Refresher and books
- Yet Another Projection Matrix/ Clip Space Question
- Loop Subdivision
- directional light specular
- Edges Connection Graph
- triangle rotation - is my logic correct?
- modification of the moving light
- Intersetion computing algorithm
- Scaling for polygon overlay
- The FPS Camera problem
- Converting Euler Angles to a Matrix
- conical transform
- How to handle the 'camera' and terrain collision
- quaternion lerp
- gl_Fragcoord.xy, depth texture to eye coordinates
- eliminate z rotation component from a rotation mx
- How stere pairs are created?
- How do I make a quartenion from a forward vector?
- gerstner waves
- matrix and rotation
- Cubic Interpolation In Fragment Shader
- Circle rotation
- Quaternion Rotation
- 3D rotation
- Icosahedron without duplicated vertices
- Rotation matrix issues
- look at // openAL
- Help with deriving curved normal vector
- Combining 2 rotation matrix
- Pixel perfect projection matrix
- Projection & Rasterization
- huge worlds approaches
- 3D rotation position
- Triangle tessellation in GL_ARB_tessellation_shade
- Directional Movement with trigonometry
- Generate coordinates within a 3D object
- Question about quarternion rotation
- How do i get the current matrix information?
- Create landscape
- Custom Lookat
- Problem AR: Modelview and projection matrices
- From Z-up to Y-up
- 3D tile visibility
- Rotation Matrix
- 3D object/plane intersection contour
- scaling mesh along the normal
- confused about handedness/winding in tangent space
- LoD problems
- Encoding multiple floats into one
- Normal mapping
- minkowski sum frustum cull
- Question about frustum culling
- picking 2D object (with rotation, translation)
- octree like data structure and sorting
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