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  1. Projecting texture onto another texture
  2. 2D zoom
  3. 3D Boolean CSG on Geometry Libraries?
  4. Correcting the Winding Order
  5. rotate onto a given vector
  6. Help me for Evalutors
  7. how can I import camera calibration matrix into OpenGL?
  8. Up-Vector of gluLookAt( ... );
  9. ray/triangle intersection + uv calculation
  10. OpenGL and .NET
  11. Efficient Polygon Lathe
  12. finding contour lines that are closest
  13. Wave Physics
  14. Access to GL's computations
  15. Shadow Volume Errors
  16. From Eyecoordinates to Monitorcoords
  17. tapering spiral ramp model
  18. mirror transformations
  19. BSP and collision detection
  20. image comparison
  21. post-CSG retriangulation
  22. Simple question about BRDFs
  23. arbritary slicing of a volume...
  24. Volume rendering toolkit
  25. rasterization algorithms on current hardware
  26. Screen-to-plane coords (what's under the mouse?)
  27. bezier naming
  28. a huge problem
  29. matrix manipulation optimization
  30. GLU Nurbs tessellator algorithm
  31. shape fitting
  32. Mutil path code ?
  33. image intensity
  34. Same coordinates? Easy question
  35. math books/ebooks
  36. buffer algorithms
  37. Starfield Visualisation Problem
  38. Finding the up and the aim based on rotation on 3 axes
  39. Could someone please explain post/pre multiplication & column/row major matrices?
  40. custom projection matrix
  41. falling droplet on water
  42. Anyone can help me on fogs in gl ? thanks
  43. Help with audio question
  44. Moebius Strip
  45. dds compression algorithm
  46. midpoint circle algorithm
  47. Texture transform problem
  48. difference in spec during Spot direction calculation
  49. 3D transformations how gl does?
  50. falling droplet of water
  51. collision detection
  52. sphere generation
  53. cubic spline to NURBS
  54. Rotation Inversion
  55. Tangent space basis vector calculation
  56. How to simulate a line function in C++
  57. General-purpase bending code
  58. Display Multiple windows simultaneously
  59. What parts of the 4x4 Modelview transformation get applied to normals?
  60. How to calculate aim for gluLookAt
  61. plot circle
  62. Min/Max values for X, Y, Z coordinates?
  63. calculating intersection
  64. Image Fusion techniques for PET-CT scans
  65. Convolution sans Cg
  66. calculate X and Y for an array need help
  67. fast cone-cone-intersection
  68. What's the best way to store a triangle mesh?
  69. subdivision surfaces
  70. 2d to 3d
  71. 2d to 3d
  72. Help to display a 3d customized surface with opengl?
  73. Rotation Matrix
  74. Math expression calulation
  75. implement some OpenGL function
  76. How to sort vertexes?
  77. Visulaization of blood flow
  78. DirectX vs OpenGL matrix math?
  79. Calculating the deformed Tangent
  80. Shadow Mapping Math Problems
  81. PointOnUnitSphere for Virtual Sphere question
  82. Solar System Orbit
  83. Rotations using quaternions - still experiencing gimbal lock?
  84. Deforming a mesh with a skeletal structure?
  85. Viewspace->Object Space??
  86. Angle between two points
  87. Interpolation algorithm
  88. Embedded Systems
  89. Fast Triangle clipping?
  90. Clip in view voulme
  91. Terrain rendering algorithms comparison
  92. Constructive solid geometry (CSG)
  93. ray-triangle intersection
  94. 3D Graphics Math (text)book suggestions
  95. point in a polygon
  96. Adjustable rounded cube mesh generator
  97. should I use slope or another metho
  98. curvature of a curve
  99. Stretch/Shrink Ortho
  100. Oblique Frustum for mirrors and skyboxes (Is not a question but some advice)
  101. Function to 'pinch' a mesh
  102. Matrix stuff
  103. Projection in Ortho
  104. Newbie Question - Direction
  105. Horizontal/Vertical angle conversion
  106. Getting Z coordinates from 3 vectors knowing their X, Y coordinates
  107. Truncated pyramid of frustrum
  108. Angles from vectors (basics)
  109. Line Offset Algorithm
  110. L-systems, anyone?
  111. Drawing Arcs Connecting Two Points on a Sphere
  112. glFrustum and depth values
  113. Octree in CAD.
  114. RenderToTexture
  115. Direction Vector from Plane
  116. Volume Rendering - projecting object-alined slices to viewpoint-aligned slices
  117. View Frustum Culling, help!
  118. Calculating Intersections
  119. Triangulator
  120. Cylinder calculation
  121. transform 4x4 matrix into scale/rotation/move ?
  122. vvector.h
  123. 2D to 2D Transformation (topview)
  124. 1D array to "most square" 2D array...
  125. Environment/Cubemap Math Problems
  126. Tangent, Binormal Calculations
  127. Online Maths Courses
  128. GLUT tessellation of generic data set
  129. uniform sphere tesselation
  130. Solid angles
  131. Manually calculating Texture Coords for a Cone
  132. rotation, modelview and quaternion
  133. Scaling 3D points
  134. Center of model Coordinates
  135. Camera calibration
  136. Rasterizing triangles
  137. Stereographic Projection?
  138. Understanding perspective projection
  139. Rotating the plane
  140. surface
  141. doing a negaative scale to flip an object
  142. Random Points on the surface of a Sphere (Star Effect)
  143. Converting from RH coordinates to LH
  144. Average of the pixels
  145. Tessellating a quad and getting a triangle strip as a result
  146. 2d rectangle in a 3d world
  147. GLU tesselator
  148. Rotate Camera
  149. coords conversion
  150. gl modelview matrices
  151. Calculate spline values
  152. Finding The Edges Of An Object
  153. How to find the target position?
  154. Reducing precision errors within a skeletal hierarchy
  155. Deriving angles from 0 to 360 from Dot Product.
  156. drawing an arrow
  157. Rotation with Matrices and Combining Matracies
  158. addressing for texture mapping with non-power-of-two textures
  159. Quads Subdivision
  160. Field of view question
  161. Quaternions
  162. Mapping rectangle to ellipse
  163. Sorting objects by distance for correct blending
  164. Splitting body problem
  165. Problems with normalization code
  166. Extracting clipped geometry from the pipeline
  167. convert transformation matrix to quaternion
  168. 3D math function
  169. help me understand gimbal lock
  170. Tiles better algorithms
  171. Limit the rotation of camera on axis X
  172. why the last element of light position means
  173. Extract clip planes from projection matrix
  174. Render A Mass of Cloud Based on A New Volume Method.
  175. Screen Coordinates
  176. gluPerspective and windows coordinates
  177. simple matrix question
  178. How to get a dimetric projection ?
  179. rotate a quaternion to a surface normal
  180. Angle to Euler...
  181. Simple question
  182. arbitrary reflections
  183. Help with triangulation algorithms
  184. What do I need to read to start making a math game
  185. Quaternion calculus and angular velocity
  186. Instanced Matrxies and Pipes
  187. world vertex to screen
  188. Newbie trouble with arcball and translation
  189. simulate camera rotation
  190. Cube map to fisheye projection
  191. Section of a solid body
  192. Perspective projection matrices
  193. Special camera matrix construction
  194. Help Material on 3d Meshes?
  195. heightmap geometry normals
  196. A compound path from 2D triangles
  197. Rotation Matrix
  198. perlin noise
  199. world coordinates to object space
  200. 2D Mesh union
  201. please solve my problem in rotation and translatio
  202. rotaion and translation
  203. How do I find screen coordinates?
  204. Marching Cubes or Marching Tetrahedra
  205. Shadow mapping, cull face and depth precision
  206. geodesic sphere
  207. non-polygonal collision detection using opengl
  208. Orientation start point...
  209. YUV to RGB
  210. Perpendicular Polygons
  211. image Resizing
  212. Cavalier oblique projection
  213. 3D linear filtering
  214. positions
  215. Draw polygon
  216. glVertexPointer() & glDrawArrays() algorithms
  217. How to do intersection of 2 contours?
  218. marking the edge of the screen
  219. what is manifold and non-manifold surface
  220. How to transform the random vectors around normal
  221. SSE and row or column matrices?
  222. diagonal line of 2.3 mm width
  223. what's funtion of eliminate "degenerate triangle"
  224. please delete it....
  225. unable to see 3D images
  226. Possible Bug in gluLookAt
  227. how glDrawElements sort the order of vertex?
  228. Nurbs problem
  229. Geoemtric Tools
  230. illumination value to color value
  231. gleSpiral - Problem
  232. zoom in function for pssm
  233. Object Transformation Made Easy
  234. Normals generator
  235. exclusion a polygon
  236. normals from 'distance' cubemap
  237. Auto generate vertex and indices for tristrips?
  238. GL_PROJECTION matrix mode: using translations, etc
  239. Polygon reduction
  240. Anyone seen the OpenCL spec?
  241. 2 math issues running with OpenGL
  242. Basic Pipeline questions
  243. Effective multitexturing
  244. Projection of a 3D Vector and Parallel Vectors
  245. Fake ortho projection with transformation matrix
  246. how to map an image onto an irregular 3d object?
  247. Axis Angle Rotation
  248. how to use Free-Form Deformation?
  249. glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE
  250. From matrix to Point