Difference between revisions of "Knowledgebase:Programming Sources"

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<p class="Hint">A listing of programming sources sites in alphabetical order.</p>
 
<p class="Hint">A listing of programming sources sites in alphabetical order.</p>
*[http://astronomy.swin.edu.au/~pbourke/geomformats/ 3D Data Formats]
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*[http://paulbourke.net/dataformats/ 3D Data Formats]
 
:<p>Comprehensive list of 3D geometry formats. Also some 2D formats, audio formats, sundry computer data formats & special medical data formats, like EEG formats. 170 links. Maintained by Paul Bourke at the Centre for Astrophysics and Supercomputing at Swinburne University.</p>
 
:<p>Comprehensive list of 3D geometry formats. Also some 2D formats, audio formats, sundry computer data formats & special medical data formats, like EEG formats. 170 links. Maintained by Paul Bourke at the Centre for Astrophysics and Supercomputing at Swinburne University.</p>
  
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:<p>The GLE Tubing and Extrusion Library is a graphics application programming interface (API). The library consists of a number of C language subroutines for drawing tubing and extrusions. It uses OpenGL to do the actual drawing. Multiplatform code; maintained by Linas Vepstas.</p>
 
:<p>The GLE Tubing and Extrusion Library is a graphics application programming interface (API). The library consists of a number of C language subroutines for drawing tubing and extrusions. It uses OpenGL to do the actual drawing. Multiplatform code; maintained by Linas Vepstas.</p>
  
*[http://graphics.lcs.mit.edu/~henrik/papers/ewr7/ Global Illumination using Photon Maps]
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*[http://graphics.ucsd.edu/~henrik/papers/photon_map/ Global Illumination using Photon Maps]
 
:<p>A paper on photon mapping by Henrik Wann Jensen at the Technical University of Denmark.</p>
 
:<p>A paper on photon mapping by Henrik Wann Jensen at the Technical University of Denmark.</p>
  
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*[http://citeseer.ist.psu.edu/dorsey96modeling.html Modeling and Rendering of Metallic Patinas]
 
*[http://citeseer.ist.psu.edu/dorsey96modeling.html Modeling and Rendering of Metallic Patinas]
:<p>An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering---metallic patinas.</p>
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:<p>An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering---metallic patinas. See also: [http://www.heathershrewsbury.com/dreu2010/wp-content/uploads/2010/07/ModelingAndRenderingOfMetallicPatinas.pdf ALTERNATE LINK1] and [http://libra.msra.cn/Publication/172776/modeling-and-rendering-of-metallic-patinas ALTERNATE LINK2]</p>
  
 
*[http://www.opencascade.org/ Open CASCADE Technology]
 
*[http://www.opencascade.org/ Open CASCADE Technology]
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:<p>The official PNG home page, maintained by Greg Roelofs. The site has introducory articles on PNG as well as it's complete specification. There are also articles about applications which support PNG, some programming resources and an example image gallery.</p>
 
:<p>The official PNG home page, maintained by Greg Roelofs. The site has introducory articles on PNG as well as it's complete specification. There are also articles about applications which support PNG, some programming resources and an example image gallery.</p>
  
*[http://www.gamedev.net/reference/programming/features/rtradiosity/ Real-Time Radiosity]
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*[http://www.gamedev.net/page/share.php/_/technical/graphics-programming-and-theory/real-time-radiosity-r918 Real-Time Radiosity]
 
:<p>A discussion on implementing Real-Time Radiosity by Nathan Vegdahl.</p>
 
:<p>A discussion on implementing Real-Time Radiosity by Nathan Vegdahl.</p>
  
*[http://www.acm.org/pubs/tog/resources/RTR/ Real-Time Rendering Resources]
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*[http://www.realtimerendering.com/ Real-Time Rendering Resources]
 
:<p>The Web site for the book Real-Time Rendering, by Tomas Akenine-Möller and Eric Haines. It has links to information and excerpts from the book, as well as various resources.</p>
 
:<p>The Web site for the book Real-Time Rendering, by Tomas Akenine-Möller and Eric Haines. It has links to information and excerpts from the book, as well as various resources.</p>
  
*[http://www.geocities.com/SiliconValley/Park/9784/tut.html STEEL's Programming Resources - Tutorial Collection]
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*[http://www.reocities.com/SiliconValley/Park/9784/tut.html STEEL's Programming Resources - Tutorial Collection]
 
:<p>An extensive collection of links to tutorials and information sites on various algorithms and techniques used in 2D and 3D computer graphics.</p>
 
:<p>An extensive collection of links to tutorials and information sites on various algorithms and techniques used in 2D and 3D computer graphics.</p>
  

Latest revision as of 11:45, 16 July 2013

A listing of programming sources sites in alphabetical order.

Comprehensive list of 3D geometry formats. Also some 2D formats, audio formats, sundry computer data formats & special medical data formats, like EEG formats. 170 links. Maintained by Paul Bourke at the Centre for Astrophysics and Supercomputing at Swinburne University.

The Borland C++ Compiler 5.5 (BCC) is the core of Inprise's C++ compiler technology. Borland C++ Compiler 5.5 is a blazingly fast 32-bit optimizing compiler. It includes the latest ANSI/ISO C++ compliance including the RTL, the STL framework and C++ template support. And now, Borland C++ Compiler 5.5 is openly available for free download! Those wishing to compile the Windows version of POV-Ray for themselves *might* find this the perfect free solution.

Many articles/programs about 3D-modeling & programming, including Inverse Kinematics, meshes, particle systems etc. Source code for example given. Especially of interest to game developers. Edited by Jeff Lander.

Programmers resources, loads of cool graphics programming related docs. Maintained by James Sharman and Richard Matthias.

The GLE Tubing and Extrusion Library is a graphics application programming interface (API). The library consists of a number of C language subroutines for drawing tubing and extrusions. It uses OpenGL to do the actual drawing. Multiplatform code; maintained by Linas Vepstas.

A paper on photon mapping by Henrik Wann Jensen at the Technical University of Denmark.

Eric Veach and Leonidas J. Guibas of Stanford present a new Monte Carlo method for solving the light transport problem, inspired by the Metropolis sampling method in computational physics.

A PNG-like Image Format Supporting Multiple Images, Animation and Transparent JPEGs. Maintained by Greg Roelofs.

An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering---metallic patinas. See also: ALTERNATE LINK1 and ALTERNATE LINK2

Open CASCADE Technology is a software development platform freely available in open source. It includes components for 3D surface and solid modeling, visualization, data exchange and rapid application development.

Example of using OpenGL for the generation of 3D terrain by Ing.Büro R.Tschaggelar, written in Delphi. Several other simple OpenGL examples exist on this site, some in Delphi, some in C++.

Projects in Image-Based Modeling, Rendering, and Lighting at the Institute for Creative Technologies at the University of Southern California. This front page links to a large collection of articles and images. There are also links to illustrated abstracts from technical papers, and the papers themselves are available in PDF format. This is a top-rate site, even the link icons themselves are all works of art. Resources include a gallery of HDRI lightprobes.

The official PNG home page, maintained by Greg Roelofs. The site has introducory articles on PNG as well as it's complete specification. There are also articles about applications which support PNG, some programming resources and an example image gallery.

A discussion on implementing Real-Time Radiosity by Nathan Vegdahl.

The Web site for the book Real-Time Rendering, by Tomas Akenine-Möller and Eric Haines. It has links to information and excerpts from the book, as well as various resources.

An extensive collection of links to tutorials and information sites on various algorithms and techniques used in 2D and 3D computer graphics.

Antialiasing of ray traced images is typically performed by super-sampling the image plane. While this type of filtering works well for many algorithms, it is much more efficient to perform filtering locally on a surface for algorithms such as texture mapping. This paper by Homan Igehy, Stanford University, will be primarily of interest to ray-tracer engine programmers.

VRML allows to create "virtual worlds" networked via the Internet and hyperlinked with the World Wide Web.

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