http://blog.sina.com.cn/s/blog_415a66f00100mfot.html
Sites with Lots of Good Stuff
- Graphics Gems code site [Eric Haines]
- Ray Tracing News archives [Eric Haines]
- Links to graphics software with source [Eric Haines]
- ACM research repository for computational geometry
- Links to resources for the book "Real-Time Rendering" by Tomas Möller and Eric Haines
- Geometry Algorithms [Dan Sunday]
- Perceptual Science Lab, Computer Graphics links
- Earl F. Glynn's Computer Lab
- Paul Bourke's site
- Darwin 3D [Jeff Lander]
- Steve Hollasch's site
- Kenny Hoff's Graphics Depot
- Radiosity Bibliography [Ian Ashdown]
- Computational Geometry Algorithms Library
- Netlib
- The GIMP (image processing package)
- Mathtools.net
- GameDev.net
- Game Developer
- Gamasutra
- Game Developer Magazine
- DevMaster.net (3D Game Engine List)
- idevgames (Macintosh game development)
- Game Tutorials
- CFX Web
- Game AI
- Christer Ericson's site for his bookReal-Time Collision Detection
- RAPID, I-COLLIDE, V-COLLIDE, and other packages
- Directory of Computational Geometry Software
- Rotating Calipers home page
- Quick Hull (convex hull construction)
- Home page for Joe O'Rourke
- Computational Geometry Resources [Jeff Erickson]
- Online lecture notes [Dave Mount]
- Online lecture notes [Mike Goodrich]
- Online lecture notes [Godfried Toussant]
- Packing circles within circles
- Constrained Delaunay triangulation
- Ken Clarkson code and paper on linear programming
- Seth Teller's fast test to determine infeasibility of LPs with m constraints in d dimensions
- Klee's measure problem (area of covering rectangles)
- ordering points in a polygon
- point in polygon strategies
- polygon triangulation
- range searching
- Fast, minimum storage ray-triangle intersection [Tomas Möller, Ben Trumbore]
- fast ray-triangle intersection
- smallest ball enclosing points
- smallest ball enclosing balls (Kaspar Fischer's site)
- Progressively reconstructing Delaunay triangulations [Jack Snoeyink and Mark van Kreveld]
- Dynamic update of Delaunay triangulation
- Volume of Voronoi regions in arbitrary dimensions [Ken Clarkson]
- Delaunay triangulation [David Eppstein's site]
- Jonathan Shewchuk's Fast Robust Predicates for Computational Geometry
- Exact Geometric Computation page
- The LEDA Project, now part of Algorithmic Solutions
- The LIDIA Project
- Generic polygon clipping library [Alan Murta]
- clippoly [Klamer Schutte]
- Portals and Occlusion Culling [David Luebke]
- Math Forum
- NIST Algorithm Testing Service (fit with linear and quadratic objects)
- Quaternion source code [Ken Shoemake]
- Quaternions [Henry Baker]
- Geometric Algebra Research Group (University of Cambridge)
- random numbers
- NCSA page for random number generation (lots of references)
- Perlin noise
- Mesh extraction using Marching Triangles
- Reconstruction from contours
- A new Voronoi-based surface reconstruction algorithm [Nina Amenta, Marshall Bern, Manolis Kamvysselis]
- Cocone
- minimum norm network
- Theoretical results on nearest neighbor searching [Ken Clarkson]
- Nearest neighbor searching in high dimensions, uses kd-trees and box decomposition trees [David Mount, Sunil Arya]
- Boids [Craig Reynolds]
- A* algorithm
- Fast Industrial Strength Triangulations [Martin Held]
- Seidel's Triangulation Algorithm [Dinesh Manocha, Atul Narkhede]
- Decompose concave polygon into convex pieces [Mark Keil and Jack Snoeyink]
- Tessellation of polygon
- Triangle stripper
- Polyhedral mass properties [Brian Mirtich]
- Global Self-consistent,Hierarchical, High-resolution Shoreline Database at NOAA
- Catmull-Clark method for subdivision
- Overview of subdivision [Ken Joy et al.]
- Doo-Sabin subdivision surface
- Subdivision/Refinement
- subdivision surfaces [Tim Rowley]
- subdivision surfaces (Cal Tech page)
- subdivision surfaces (University of Washington page)