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some good website & books

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原文:from http://www.geometrictools.com/Resources/ http://www.cnblogs.com/yaoyansi/articles/1942547.html

Frequently Asked Questions for comp.graphics.algorithms

General information about the FAQ and comp.graphics.algorithms
Geometry

Basic Concepts
Polygons and polyhedra
Containment and culling
Distance
Intersection
Curves and surfaces
Computational geometry
Geometric data structures

Images and image processing
Rendering

Scanline algorithms
Shading and reflection models
Texturing
Ray tracing
Light and shadows
Global illumination
Volume rendering

Numerical techniques



Links: Interesting links to technical web sites.


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

Game News or Development Sites

GameDev.net

Game Developer

Gamasutra

Game Developer Magazine

DevMaster.net (3D Game Engine List)

idevgames (Macintosh game development)

Game Tutorials

CFX Web
Game AI

Collision Detection

Christer Ericson's site for his book
Real-Time Collision Detection
RAPID, I-COLLIDE, V-COLLIDE, and other packages

Computational Geometry

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]

Mathematics

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 and Surface Reconstruction

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

Nearest Neighbor Searching, Path Finding, Shortest Paths

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

Polygon, Polylines, Mesh Decomposition, Surfaces

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)

Technical books: Books in my reference library that I find very useful.

Categories

Game Programming

Computer Graphics

Computer Animation

Computational Geometry

Radiosity and Compositing

Artificial Intelligence

Computer Vision, Image Processing, Digital Signal Processing

Programming

Mathematics

Physics

Numerical Methods

Miscellaneous

Game Programming



Real-Time Rendering (2nd edition)

Tomas Akenine-Möller and Eric Haines

A. K. Peters, Ltd., Natick MA (July 2002)


Real-Time Shading

Marc Olano, John C. Hart, Wolfgang Heidrich, and Michael McCool

A. K. Peters, Ltd., Natick MA (July 2002)


Level of Detail for 3D Graphics

David Luebke, Martin Reddy, Jonathan D. Cohen, Amitabh Varshney, Benjamin Watson, Robert Huebner

Morgan Kaufmann Publishers, San Francisco CA (July 2002)


Game Programming Gems

Mark DeLoura (editor)

Charles River Media, Inc., Rockland MA (2000)


Game Programming Gems 2

Mark DeLoura (editor)

Charles River Media, Inc., Rockland MA (October 2001)


Game Programming Gems 3

Dante Treglia, Mark DeLoura (editors)

Charles River Media, Inc., Rockland MA (July 2002)


OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1.2 (third edition)

Mason Woo, Jackie Nieder, Tom Davis, Dave Shreiner

Addison-Wesley Publishing Company (1999)


OpenGL Reference Manual: The Official Guide to Learning OpenGL, Version 1.2 (third edition)

Dave Shreiner (editor)

Addison-Wesley Publishing Company (2000)


Direct3D ShaderX: Vertex and Pixel Shader Tips and Trick

Wolfgang F. Engel (Editor)

Wordware Publishing (2002)


Physics for Game Developers

David M. Bourg

O'Reilly & Associates (November 2001)

Computer Graphics



Jim Blinn's Corner: A Trip Down the Graphics Pipeline
by Jim Blinn is a compendium of 20 of the column's articles, leads you through the "graphics pipeline" offering a wealth of tips and tricks. It explores common graphics problems, many of which have never before been addressed. Morgan Kaufmann Publishers,
247 pages $32.00


Andrew Glassner's Notebook: Recreational Computer Graphics
by Andrew S. Glassner. Reproducing and expanding almost all of his columns from IEEE Computer Graphics & Applications over the past three years, this book is an eclectic, provocative, and broadly relevant book sure to entertain and inform you, regardless
of the nature of your interest in graphics or the extent of your knowledge. Morgan Kaufmann Publishers, 328 pages, $44.95


Computer Graphics: Principles and Practice (second edition)

James Foley, Andries van Dam, Steven Feiner, John Hughes

Addison-Wesley Publishing Company (1991)


Graphics Gems I
by Andrew S. Glassner. Started in 1990 by Andrew Glassner, the vision and purpose of the Graphics Gems Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work
in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems. Morgan Kaufmann Publishers, 864 pages, $64.00


Graphics Gems II

James Arvo (editor)

Morgan Kaufmann Publishers (1991)


Graphics Gems III

David Kirk (editor)

Morgan Kaufmann Publishers (1992)


Graphics Gems Volumes I-III Bundle.
The Graphics Gems Package contains Volumes 1, 2, and 3 of the Graphics Gems Series. Started in 1990 by Andrew Glassner, the vision and purpose of the Graphics Gems Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers.
All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems. Morgan
Kaufmann Publishers, $125.00


Graphics Gems IV, IBM Version
by Paul S. Heckbert. Started in 1990 by Andrew Glassner, the vision and purpose of the The Graphics Gems Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work
in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems. Morgan Kaufmann Publishers, 575 pages, $64.00


Graphics Gems V, IBM Version
by Mark W. Paeth. Started in 1990 by Andrew Glassner, the vision and purpose of the The Graphics Gems Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in
the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems. Morgan Kaufmann Publishers, 438 pages, $64.00


Curves and Surfaces for Computer Aided Geometric Design: A Practical Guide (4th edition)

Gerald Farin

Academic Press, Inc., San Diego CA (1990)


NURBS: From Projective Geometry to Practical Use (2nd edition)

Gerald Farin

A.K. Peters, Natick MA (1999)


An Introduction to NURBS: With Historical Perspective
by David F. Rogers. Beginning with Bézier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Morgan
Kaufmann Publishers, 300 pages, $49.94


An Introduction to Splines for use in Computer Graphics and Geometric Modeling

Richard H. Bartels, John C. Beatty, Brian A. Barsky

Morgan Kaufmann Publishers, San Francisco CA (1987)


Introduction to Implicit Surfaces
edited by Jules Bloomenthal, et al. is a comprehensive introduction that develops the fundamental concepts and techniques of implicit surface modeling, rendering, and animating in terms accessible to anyone with a basic background in computer graphics.
Morgan Kaufmann Publishers, 332 pages, $69.00


Curves and Surfaces in Geometric Modeling: Theory and Algorithms
by Jean Gallier offers both a theoretically unifying understanding of polynomial curves and surfaces and an effective approach to implementation that you can bring to bear on your own work-whether you're a graduate student, scientist, or practitioner. Morgan
Kaufmann Publishers, 512 pages, $69.95


Geometric Modeling with Splines: An Introduction

Elaine Cohen, Richard F. Riesenfeld, Gershon Elber

A. K. Peters Ltd. (201)


The Design and Analysis of Spatial Data Structures

Hanan Samet

Addison-Wesley Publishing Company (1990)


Applications of Spatial Data Structures

Hanan Samet

Addison-Wesley Publishing Company (1990)


Texturing and Modeling, Second Edition
by David S. Ebert, et al. Updated to the current computer graphics marketplace, the second edition contains a toolbox of procedures upon which programmers can build a library of textures and objects. 450 pages $56.95


Wavelets for Computer Graphics: Theory and Applications

Eric J. Stollnitz, Tony D. DeRose, David H. Salesin

Morgan Kaufmann Publishers, San Francisco CA (1996)

Computer Animation



Computer Animation: Algorithms and Techniques
by Richard Parent. Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve
better results. Morgan Kaufmann Publishers, 500 pages, $64.95


Computer Animators Technical Handbook
by Lynn Pocock and Judson Rosebush. With this book, you get precisely what you've been looking for: a complete technical resource focused exclusively on animation and written on a level that ensures its relevance, regardless of the applications you use
or the precise uses to which you put them. Morgan Kaufmann Publishers, 544 pages, $69.95


Advanced RenderMan: Creating CGI for Motion Picture
by Anthony A. Apodaca and Larry Gritz. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original RenderMan Companion to provide in-depth information on dozens of
advanced topics. Morgan Kaufmann Publishers, 512 pages, $49.95


Making Them Move: Mechanics, Control, and Animation of Articulated Figures
by Norman I. Badler, Brian A. Barsky, and David Zeltzer presents the work of leading researchers in computer graphics, psychology, robotics and mechanical engineering , and explores biological and robotic motor control, as well as state-of-the-art computer
graphics techniques for simulating human and animal figures in a natural and physically realistic manner. Morgan Kaufmann Publishers, 348 pages, $59.00


Understanding Motion Capture for Computer Animation and Video Games
by Alberto Menache. In this book, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Morgan Kaufmann Publishers, 256 pages, $54.95

Computational Geometry



Computational Geometry: An Introduction

Franco P. Preparata, Michael Ian Shamos

Texts and Monographs in Computer Science

Springer-Verlag, New York NY (1985)


Computational Geometry in C

Joseph O'Rourke

Cambridge University Press, Cambridge MA (1994)


Computational Geometry: Algorithms and Applications (Second Edition)

Mark De Berg (Editor), Marc Van Kreveld, Mark Overmars, Otfried Schwarzkopf

Springer Verlag (2000)

Radiosity and Compositing



Radiosity and Realistic Image Synthesis
by Michael Cohen. Morgan Kaufmann Publishers, 450 pages, $69.00


Radiosity And Global Illuminiation
by Francois X. Sillion and Claude Puech. Here, the authors reformulate some of the most recent and innovative research results into a consistent framework, allowing readers to quickly acquire a comprehensive view of the technique and its derivatives. In
addition to reviewing practical issues and offering recommendations, the authors also provide a complete theoretical presentation of the various radiosity algorithms. Morgan Kaufmann Publishers, 251 pages, $58.00


The Art and Science of Digital Compositing
by Ron Brinkmann covers a wide range of topics from basic image creation, representation, and manipulation, to a look at the visual cues that are necessary to create a believable composite. With CD-ROM. Morgan Kaufmann Publishers, 384 pages, $54.95

Artificial Intelligence



Creative Evolutionary Systems
by Peter Bentley and David Corne. Concentrates on applying important ideas in evolutionary computation to creative areas, such as art, music, architecture, and design. Morgan Kaufmann Publishers, 460 pages, $69.95


Evolutionary Design by Computers
edited by Peter J. Bentley. Provides a showcase of the best and most original work of the leading international experts in Evolutionary Computation, Engineering Design, Computer Art, and Artificial Life, and explores related sub-areas of Evolutionary Design,
including design optimization, creative design, and the creation of art. Morgan Kaufmann Publishers, 464 pages, $59.95


Artificial Intelligence: A New Synthesis
by Nils J. Nilsson. Intelligent agents are employed as the central characters in this new introductory text. Beginning with elementary reactive agents, Nilsson gradually increases their cognitive horsepower to illustrate the most important and lasting ideas
in AI. Morgan Kaufmann Publishers, 536 pages, $63.00


Swarm Intelligence
by James Kennedy and Russell C. Eberhart, with Yuhui Shi. Traditional methods for creating intelligent computational systems have privileged private "internal" cognitive and computational processes. In contrast, Swarm Intelligence argues that human intelligence
derives from the interactions of individuals in a social world and further, that this model of intelligence can be effectively applied to artificially intelligent systems. Morgan Kaufmann Publishers, 400 pages, $65.95


Genetic Programming: An Introduction
by Wolfgang Banzhaf, Peter Nordin, Robert E. Keller, and Frank D. Francone. This unique introduction to GP provides a detailed overview of the subject and its antecedents, with extensive references to the published and online literature. Morgan Kaufmann
Publishers, 450 pages, $61.95

Computer Vision, Image Processing, Digital Signal Processing



Ridges in Image and Data Analysis

David Eberly

Series on Computational Imaging and Vision

Kluwer Academic Publishers, Dordrecht, The Netherlands (1996)


Geometry-Driven Diffusion in Computer Vision

(Chapter 14: A Differential Geometric Approach to Anisotropic Diffusion)

Bart M. ter Haar Romeny (editor)

Series on Computational Imaging and Vision

Kluwer Academic Publishers, Dordrecht, The Netherlands (1994)


Fast Algorithms for Digital Signal Processing

Richard E. Blahut

Addison-Wesley Publishing Company (1985)


Fast Transforms: Algorithms, Analyses, Applications

Douglass F. Elliott, K. Ramamohan Rao

Academic Press, San Diego CA (1982)


Fundamentals of Digital Image Processing

Anil K. Jain

Prentice Hall, Englewood Cliffs NJ (1989)


Solid Shape

Jan J. Koenderink

The MIT Press, Cambridge MA (1990)


Computational Vision

Harry Wechsler

Academic Press, San Diego CA (1990)


Mathematical Morphology and its Applications to Image Processing

Jean Serra, Pierre Soille (editors)

Series on Computational Imaging and Vision

Kluwer Academic Publishers, Dordrecht, The Netherlands (1994)

Programming

Introduction to Algorithms, Second...


The Art of Computer Programming, Volumes 1, 2, 3 (boxed set)

Donald E. Knuth

Addison-Wesley Publishing Company (1973)


The Art of Computer Programming: Volume 1 - Fundamental Algorithms

Donald E. Knuth

Addison-Wesley Publishing Company (1973)


The Art of Computer Programming: Volume 2 - Seminumerical Algorithms

Donald E. Knuth

Addison-Wesley Publishing Company (1973)


The Art of Computer Programming: Volume 3 - Sorting and Searching

Donald E. Knuth

Addison-Wesley Publishing Company (1973)


Introduction to Algorithms (Second Edition)

Thomas H. Cormen (Editor), Charles E. Leiserson, Ronald L. Rivest

MIT Press (2001)


Data Structure Techniques

Thomas A. Standish

Addison-Wesley Publishing Company (1980)


The Mythical Man-Month: Essays on Software Engineering

Frederick P. Brooks, Jr.

Addison-Wesley Publishing Company (1982)


Object-Oriented Software Construction

Bertrand Meyer

Prentice Hall International Series in Computer Science (C.A.R. Hoare, editor)

Prentice Hall, New York NY (1988)


Introduction to the Theory of Programming Languages

Bertrand Meyer

Prentice Hall International Series in Computer Science (C.A.R. Hoare, editor)

Prentice Hall, New York NY (1990)


The Annotated C++ Reference Manual

Margaret A. Ellis, Bjarne Stroustrup

Addison-Wesley Publishing Company (1990)


C++ Primer

Stanley P. Lippman, Josee Lajoie

Addison-Wesley Publishing Company (1991)


Design Patterns

Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides

Addison-Wesley Publishing Company (1995)


Large-Scale C++ Software Design

John Lakos

Addison-Wesley Publishing Company (1996)

Mathematics



Calculus

Ross Finney

Addison-Wesley Publishing Company (1988)


Handbook of Applied Mathematics: Selected Results and Methods

Carl E. Pearson (editor)

Van Nostrand Reinhold Company, New York NY (1983)


Handbook of Mathematical Functions with Formulas, Graphs, and Mathematical Tables

Milton Abramowitz, Irene A. Stegun (editors)

Dover Publications, Inc., New York NY (1964)


Matrix Analysis

Roger A. Horn and Charles R. Johnson

Cambridge University Press, Cambridge MA (1985)

Advanced Calculus: An Introduction to Applied Mathematics (2 volumes)

Arthur E. Danese

Allyn and Bacon, Inc., Boston MA (1965)

Library of Congress Catalog 65-21789


Vector and Tensor Analysis

Harry Lass

McGraw-Hill Book Company, Inc., New York NY (1950)


Schaum's Outline of Tensor Calculus

David C. Kay

McGraw-Hill Book Company, Inc., New York NY (1988)


Elementary Topics in Differential Geometry

J.A. Thorpe

Undergraduate Texts in Mathematics

Springer-Verlag, New York NY (1979)


Differential Forms with Applications to the Physical Sciences

Harley Flanders

Dover Publications, Inc., New York NY (1989)

Physics



Schaum's Outline of Lagrangian Dynamics

Dare A. Wells

McGraw-Hill (1967)


Classical Mechanics (3rd Edition)

Herbert Goldstein, Charles P. Poole, John L. Safko

Prentice Hall (2002)


Physics for Game Developers

David M. Bourg

O'Reilly & Associates (2001)


Clifford Algebras and the Classical Groups

Cambridge Studies in Advanced Mathematics, No. 50

Ian R. Porteous

Cambridge University Press (1995)


Clifford Algebras and Spinors

Pertti Lounesto

Cambridge University Press (2001)

Numerical Methods



Numerical Recipes in C: The Art of Scientific Computing

William H. Press, Brian P. Flannery, Saul A. Teukolosky, William T. Vetterling

Cambridge University Press, Cambridge MA (1991)


Matrix Computations

Gene H. Golub, Charles F. Van Loan

The Johns Hopkins University Press (1989)


Numerical Analysis (6th edition)

Richard L. Burden, J. Douglas Faires

Brooks/Cole Publishing Co. (1996)


Optimization Theory with Applications

Donald A. Pierre

Dover Publications, Inc., New York NY (1986)

Miscellaneous



Compression Algorithms for Real Programmers

Peter Wayner

Morgan Kaufmann Publishers, San Francisco CA (2000)
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