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  1. 3D for Laptops?
  2. implementing opengl on resource limited platforms
  3. OpenGL driver using DirectX
  4. Intel 740 AGP
  5. OpenGL for RTOS's (LynxOS)
  6. Is there such a thing?
  7. What embedded system uses OpenGL ?
  8. Real-time OS Support for OGL
  9. semi-transparant texture?
  10. OpenGL Compliant Cards
  11. trident blade3d/via mvp4
  12. X-forge
  13. what's an opengl embeded system ?
  14. EKKLA Research : your embedded-openGL solutions provider
  15. Using the GL_INTERLACE_SGIX ext
  16. openGL hardware developers
  17. Cross Compiling GLperf
  18. Graphic Engine Architecture
  19. OpenGL 3G Cell Phones
  20. Best OS for military class AI driven robots.
  21. Networking for an OpenGL Manager
  22. Can glReadPixels fail because of the video card?
  23. OpenGL without X
  24. Drive mode
  25. Please help me here!!!!!
  26. Certification of OpenGL
  27. iPAQ - OPENGL
  28. OpenGL driver for Windows CE 3.0
  29. open gl driver?? where??
  30. PocketGL & iPAQ
  31. where to download OpenGL ES ?
  32. OpenGL for DOS?
  33. OpenGL ES status on Palm?
  34. openGL for LabVIEW
  35. OpenGL ES and Java3D on Nokia 6650
  36. Siemens
  37. opengl and opentv
  38. basics
  39. OpenGL interface with display commands
  40. Hello World
  41. Nokia N-Gage OpenGL
  42. Queries on Standard Benchmark for GPU
  43. First Post
  44. floating point coverage computing
  45. Fast Distance Algorithm
  46. probably easy trig-based question
  47. Texel coordinate mapping
  48. Good Math Refreshers
  49. How to do that ?
  50. Clipping/Test for quad visibility
  51. CameraFirstPerson Shooter from 6DOF one
  52. Vector parallel to plane
  53. vector rotation
  54. Rotating to be parrallel to a plane
  55. Plane description and Half Life
  56. how can i know .....????
  57. vertex's route from scene to screen (and sorry for my bad english)
  58. Basic shapes ......
  59. inverse matrix
  60. Getting the direction vector and up vector from the current model/view matrix.
  61. Intersectionline of two planes
  62. Basic shapes algos required...urgent
  63. using FL (fluid)
  64. terrain generation in a war-tank game
  65. Calculating the Latitude and Longtitude of a 3D point..
  66. texture as fundamental antialiasing primitive
  67. Plane translation and rotation math
  68. Frustum Culling
  69. Distance-based fog
  70. Rotate a vector about a vector
  71. Frustum culling
  72. my SSE code is slower than normal. why?
  73. Maths
  74. how are colors interpolated ?
  75. generating texture coordinates...
  76. OpenGL representation of a plane
  77. optical model
  78. Hardware N-Patches in the rasterer
  79. math for crashing
  80. Triangles (Collision and Rotation)
  81. help needed
  82. Generating Meshes
  83. Koch Curve
  84. The inverse of a quaternion.
  85. curve fitting
  86. Problems with transformation
  87. How to get rotation from matrix.
  88. Problem with frustum-culling and scaling
  89. Vector Question
  90. converting a 3D vector into three euler angles?
  91. bsplines
  92. Games AI help
  93. how do I rotate about 2 body axes
  94. Quadtrees... conceptual help
  95. graphing vectors with two incompatible scales
  96. building tubes from line segments
  97. Collision Detection
  98. Drawing a cirle around a vector
  99. OpenGL Math Library
  100. Rotating to position...
  101. Algorithm for building triangle strips
  102. point lies...
  103. Another Collisions Detection, please help
  104. Coplanar triangles substraction
  105. accessing an array faster
  106. BoundBox
  107. Mouse movement control of view vector.
  108. LookAt and Up to Euler/AxisAngle/Quat
  109. bouncing ball using splines algorithms??
  110. How to use Summed-area Tables way in OpenGL
  111. Space partitioning algorythms
  112. Vertex Question
  113. Download openGl, and Coin3D
  114. suggestions on implementing a viewing system
  115. Translation problem
  116. Quaternion Blending
  117. glGetFloatv(GL_MODELVIEW_MATRIX, mat),what can us get from it?
  118. ARB_VP. Pos from tex coord
  119. line latch algorithm
  120. Rotating around an object
  121. normal-calculation
  122. Barycentric coordinates
  123. Read back transformed vertices...
  124. sperm, snake, worm movements
  125. Occlusion Culling
  126. Applications of Optimization Algorithms to 3D Graphics
  127. Bounding Spheres
  128. Rendering sequences other than lists....
  129. vertex visibility test
  130. bending a rectangle
  131. Math algorithm for rope
  132. collision detection
  133. Adaptative meshes
  134. Is a point in a polygon
  135. how to calculate normal for each vertex?
  136. optimisating triangles drawing
  137. How to decompose a matrix?
  138. Planar projected shadow matrix
  139. GL_TRIANGLE_STRIP Algorithms anyone??
  140. How to bake lighting onto a texture?
  141. 4-Bit RLE BMP Images
  142. 3D Graphing (pie and bar chart)
  143. N-dependent Radius?
  144. Exemplified help with quaternions and rotations
  145. How derive projection matrix
  146. order of vertices in 2d polygon...
  147. how to find determinant of a nxn matrix
  148. Algorithm
  149. About mipmap algorithm and coding
  150. triangulation polygon using tesselation functions?
  151. view frustum to AABB
  152. Convert 2D images to 3D images
  153. How to remove lines from an image ?
  154. Curves and surface interpolation with NURBS
  155. ugly LOD everywhere
  156. Generating a surface from a grid
  157. Sliding collisions question
  158. rotating lines in 2d space
  159. LOD Selection
  160. why 4x4 matrix?
  161. Far away from 0,0,0
  162. Voxels to Line
  163. Any good Math Libraries?
  164. Project and unProject
  165. Contour algorithm
  166. Calculate the angle of the circle with radius, URGENT!!!
  167. how to calculate texture coordinate
  168. oblique frustum
  169. Writing to the screen
  170. 3D projections, line clipping, and transformations
  171. Viewing Matrix
  172. resizing viewport
  173. LOD,any idea??
  174. About Luminance Format
  175. Phong reflection/shading
  176. vertex tranforms for skeletal animation
  177. TangentSpace -> WorldSpace
  178. 'Framing' a bounding volume
  179. hierachies
  180. Problem with direction constraint
  181. need help with this rotation problem
  182. Interpolation algorithm
  183. Is it possible to extract rotation,translation,scale given a matrix?
  184. Vertice Normal
  185. Mesh Problem
  186. chromatic aberration paper mistake?
  187. EDIT: Now with a picture : Skeletal animation basics
  188. Cone Navigation
  189. 2d objects in 3d
  190. Bezier Curves
  191. Normal and Vector of a line
  192. Problems caused by floating point imprecision.
  193. 2d arrays
  194. Geocentric and Geodetic
  195. Getting worldspace coordinate out of z-value
  196. Searching for character arrays
  197. Simple(Or so I thought..) 2D math
  198. draw with opengl
  199. About Mag and Min Filter
  200. camera Normal { viewing volume collision }
  201. 2d triangle-mesh optimization
  202. polygon jaggies
  203. best 3d math library
  204. rotating texture bigger than viewport
  205. the "ground truth" method
  206. Art based rendering
  207. Quaternions
  208. Quaternions
  209. Grid generation for an complex polygon
  210. Polygon Intersection Formula
  211. 4D clipping
  212. Image special effects algorithms?
  213. draw frustum outlines
  214. 3d-movement algo?
  215. how to sort points set by CCW or CW?
  216. Recovering a 3D cube from its 2D projection.
  217. Getting the inverse Modelview*Projection Matrix
  218. How to determine CW or CCW?
  219. Coords of frustum intersection with a sphere
  220. rotation question
  221. sphere
  222. Stencil Shadow Problems
  223. Plotting surfaces
  224. Camera movement physics like BlackAndWhite
  225. Hyperbolic interpolation with -w coordinate question
  226. Converting Coordinates
  227. Cartesian to Spherical Position
  228. 3d image, anyone can give me a hand
  229. algorithm of stretching (with linear interpolation) in 2D
  230. algorithm of stretching (with linear interpolation) in 2D
  231. Linear Falloff on Built-in OpenGL Lighting
  232. 3D motion paths
  233. combining multiple quaternions
  234. advanced csg using stencil buffer
  235. Finding a light's location relative to an object
  236. Cubes -> vertex arrays?
  237. algorithm of kriging
  238. twosided lighting
  239. Finding depth from a 2d screen point
  240. polygon intersection
  241. ray casting
  242. fast trigonometric functions
  243. Bucubic Interpolation Help !!!!
  244. OT: Vector Visualization
  245. Build 3D object from 2D images.
  246. outgoing incoming Lightwave
  247. attenuation like in 3dsmax
  248. Closest point on a Vector to a point
  249. Problem with creating shadow volume
  250. absolute rotation