View Full Version : Math and Algorithms

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  1. Texture mapping on a Cube
  2. wrapping texture coordinates
  3. Some Simple Questions about Matrix
  4. Some clarification about glMultMatrixd
  5. Questions About Zooming and Scaling
  6. Gimbal Angles and quaternion
  7. Noob + textures = fail...
  8. floats and GL problem
  9. Homogenous, Normalized Device Coords and clipping
  10. iPhone and occlusion culling.
  11. Sliding a Point along an arbitrary vector
  12. Tangent and Binormal vectors without tex coords
  13. Triangle rasterization algorithms
  14. vertex update along normal vector...
  15. How to know if point is inside a volume?
  16. Help me with this(Occlusion culling out door)
  17. What is the next step? (Optimization)
  18. Drawing a Cubic Bezier using Shaders or OpenCL?
  19. Extract view frutum planes from view matrix
  20. How can I generate a surface using closed curves?
  21. Calculate scale to fill viewport
  22. Tessallation algorithm
  23. Culling(Partially outside)
  24. Sharpening normals along one edge only
  25. A Simple Question about Projection
  26. Polygon line algorithm
  27. Easy camera positioning to quaternion.
  28. Rotating each point of 3d model without Matricies
  29. Generate a tube
  30. trouble finding algorithm to move camera forward
  31. Calculating camera position from scene boundingbox
  32. 3d plotting
  33. Intersecting Line Against Quadrilateral
  34. Some question about vector
  35. collision shared data
  36. Occlusion culling, the big picture
  37. Rotating weapon on camera movement
  38. De Bruijn sequence with no direct repetition ?
  39. 3D Cubic Bezier Segment Length
  40. Catmull rom spline - parametrization
  41. Intersection between a Line and a Plane
  42. Pixel center and top-left rule in OpenGL?
  43. BSP vs AABB tree
  44. Camera spherical coordinates
  45. making a path on the surface of 3D cube
  46. synchronize orthographic with perspective
  47. The most realistic bullet holes.
  48. CIE Chromaticity Diagram
  49. How to convert OpenGL Coordinates to Window?
  50. Contribution culling
  51. Top vertex of the triangle calculation
  52. intersection between two lines.
  53. Modelview matrix question
  54. Linear interpolation between two points
  55. Any algorithm for "soft folds" [weighted vertex]?
  56. path finding on an unknown model
  57. tangent space question
  58. Shadow changing planes
  59. matrix rotation/translation question
  60. Normal Vector
  61. Accumulating Rotation and Translation Matrices
  62. mapping t and s
  63. Line of Constant Width
  64. orbiting
  65. Placing scaled/rotated item in world coords
  66. Nearest Vertex Calculations for Heightmap
  67. Intersection of a tetrahedron and quadric
  68. Bilinearly interpolate a texture to a quad
  69. Cube rotated by quaternion based trackball
  70. GL Project doesn't work properly.
  71. Ray casting for occlusion culling (pers. proj.)
  72. projective texturing help
  73. Bernouli's Leminscate
  74. Gimbal Angle and Rotation Matrix
  75. Mapping Perspective to Screen-Coordinates
  76. How to define rectangle with two points in 3D?
  77. Help in drawing a parametric surface
  78. Simple 3d Rendering
  79. .sdkmesh parser? (DirectX Mesh format)
  80. Rotation Parallel to Vector
  81. Creating a Bounding Volume for Camera Frustums
  82. modelview matrix optimization
  84. how i can do vertex blending without shaders?
  85. Generate plane mesh only once
  86. In case glLockArraysEXT is unavailable
  87. Set 3D view so 2D texture is exact size?
  88. Acceleration Problem
  89. how i can to generate a sphere map by shaders
  90. Seriously Looking for an online OpenGL teacher
  91. rotating aabb's
  92. spatial query
  93. GLM (Opengl Math) identity?
  94. Decals?
  95. motion ball
  96. Screen to World coordinate: help needed
  97. [SOLVED] How to swap Y and Z axes in a matrix?
  98. planar shadow projection doesn't work for me :(
  99. Matrix Rotations
  100. perlin noise mysterious constant
  101. Projection matrix for non-constant FOV
  102. Picking issue with gluUnproject()
  103. Screen Space Centering
  104. GL matrices vs. D3D matrices
  105. Detecting if a vertex is concave or reflexive.
  106. ¿know some fast animation algorithm?
  107. Normalised XY of a point on a planar quad
  108. 2D Polygon triangulaton algorithms
  109. Barrel/pincushion distortion
  110. Calculate object orientation from a quaternion
  111. Parameterization of any irregular shape
  112. SLERP - Quaternion Interpolation
  113. How to find displacement in OpenGL ?
  114. Reading triangle strips
  115. How to rotate a cube on its own edges ?
  116. Need some help about decimation of a large model
  117. Flipping a grid of tiles & time rewinding
  118. Stereoscopic 'off-axis' orthographic projection?!
  119. projection size question
  120. collsion detection
  121. Need help with a rotation
  122. Tangent or object space
  123. Finding Angle between Vertices
  124. Must be a simple trig problem
  125. How to Express a circle in Spherical Coordinates
  126. Enviroment mapping
  127. OpenGL Modelview Matrix Intuition
  128. How do I create a soccer ball-like shape in code?
  129. Push and Pop Matrix Operations
  130. Projection With the(1x1x1) cube and Clipping
  131. Depthbuffer
  132. Quaternion Vector rotation formula, Simplified?
  133. Platonic Solid Generation Problem
  134. vector transformation
  135. anisotropic filter in opengl
  136. glPushMatrix(), glPopMatrix() alternative.
  137. How to calculate TBN matrix
  138. 3D to 2D mapping with camera
  139. Finding indices of max value in texture
  140. rotating around a point which itself is rotating
  141. Row major vs Column Major in 4.1
  142. transform from camera space into world space?
  143. Get 2D Coord From 3D
  144. OpenGL compressed wavelet texture support ?
  145. rotating around an axis offset from (0,0,0)
  146. DPO Oscilloscope
  147. Need help find 3D pos. from mouse click.
  148. reference or stack?
  149. Bump mapping and skinning (tangent)
  150. load 3ds file
  151. Math for my own lookat function...
  152. Problem of Z-Fail algorithm
  153. the matrix of the infinite far plane
  154. Triangle Problem
  155. 3d line offset?
  156. 2D plane to 3D modeling
  157. How to judge the frontest triangles?
  158. Detect if line pass through the view frustum
  159. Texture space is not tangent space: Discussion
  160. 3 texture coords
  161. Bug in my quaternions project
  162. Drawing Koch's curve
  163. Angular displacement
  164. Regarding the use of Homogeneous Coordinates
  165. Newell's method to get Normal of polygon?
  166. selective saturation with a color matrix?
  167. Rotation around global Y-axis
  168. Destruction
  169. Selecting 3D polygon
  170. order independent transformations for 2D framework
  171. computing the position-orientation of the camera
  172. GLM: Initializing Quaternion with Eular XYZ
  173. Basic questions about projection matrix
  174. Crazy Quaternion
  175. extract translation/ euler rotation from modelview
  176. Colisions
  177. Single surface representation
  178. Rotate Texture Quad in it's Own Space
  179. Need help with view matrix on aplication layer
  180. perspective from field of view
  181. Quaternions and opposite vectors.
  182. Frustum Culling
  183. Following Mouse...
  184. Front-to-back Blending
  185. slerp - Quaternion Interpolation
  186. Tangents for indexed meshes?
  187. Question on Trackball
  188. View matrix/model matrix woes
  189. glm vector distanceSquare
  190. webgl matrix set
  191. Selection and deletion of faces in mesh.
  192. refraction/reflect calculatios
  193. Higher precision -> wrong result ?
  194. Ray Casting (Well, kind of...)
  195. Regarding Projective Geometry
  196. normal math
  197. Orientation of objects
  198. width and height of pixel on the near plane
  199. Simple point rotation question
  200. Display NDC
  201. Perspective Issues
  202. Issues with rotation
  203. Bezier patch
  204. Software near and far clipping
  205. OpenGL Projection matrix to intrinsic matrix
  206. Rotations about arbitrary axis
  207. Understanding glRotate and glTranslate
  208. gluPerspective() matrix
  209. Calculate square of irregular shape
  210. Orbit Rotation to Unit Directional Vector
  211. OBB local axes calculation
  212. eye separation calculation
  213. glRotatef() Without Calling It
  214. Matrix Stack Deprecation
  215. Calculating per vertex normals for a mesh
  216. drawing concave polygon using OpenGL ES
  217. Get Location of Vector After Rotation?
  218. Quaternion Rotation - Rotating on Self Axis
  219. reduce pixels in terrain
  220. Camera circle movement
  221. Refraction using ray tracing in opengl 3.3
  222. Placing a scene, in perspective projection
  223. [Ray vs AABB] exit point knowing entry point
  224. Precession of a top
  225. interpreting matrix transform
  226. Open GL reverse engineering
  227. how to calculate the view martix
  228. Wire framing
  229. UV coords within triangle
  230. Projection on a rotated screen
  231. Simulating hair physics
  232. Creating a rotation matrix
  233. Moving directions
  234. given view matrix,can i retrieve these infos?
  235. Submesh extraction.
  236. Levenberg-Marquardt
  237. Packed normal
  238. Source Code
  239. Simple math problem.
  240. Orthog params from Projection Matrix
  241. Known minimal OBB database
  242. extrusion and matrixes
  243. problem with translation after rotation camera
  244. 3D Terrain
  245. calculating UV coordinates of arbitrary meshes
  246. Particle Plane Collision
  247. 2d points and 3dmatrix transform ifc
  248. eye-space to Image-space
  249. MVP functions
  250. 3D math lib