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博客园 - SoRoMan

Scene Management - Scene Graph 思考:矩阵的级联顺序与坐标系的关系 MFC的一些宏的整理 (DECLARE_DYNCREATE/IMPLEMENT_DYNCREATE) 关于STL Improve Performance of C++ Codes (2) -- 如何消除临时对象? Improve Performance of C++ Codes (1) -- 使用初始化列表还是赋值语句? 关于万向节死锁(Gimbal Lock)(续) 思考:矩阵及变换,以及矩阵在DirectX和OpenGL中的运用问题:左乘/右乘,行优先/列优先,... 读书笔记:Writing Solid Code (4) 读书笔记:Writing Solid Code (3) 读书笔记:Writing Solid Code (2) 读书笔记:Writing Solid Code A 3D Real Time Fluid Solver Demo (三维实时流体解算器) 笔记:Delaunay三角剖分(Delaunay Triangulation)相关知识 SL专题6:谈谈Second Life中的游戏制作(Game Dev in SL) SL专题4:Second Life畅销商品 SL专题3:Second Life市场分析 SL专题2:加入并熟悉Second Life世界 SL专题1:Second Life(第二生命)--迟早火爆世界的游戏与Web的集大成者
学习经验:逐步建立学习资源列表-计算机图形学
SoRoMan · 2007-04-28 · via 博客园 - SoRoMan

准备从现在开始收集学习资源:website, book, journal, paper, code, package, product, etc.先集中在计算机图形学方面。

Mathematics & Science
------------------------

Vector, Matrix & Quaternion
----------------------------

Website & Package:
-----------------
// Coordinate Systems, Vectors, Planes FAQ
http://www.flipcode.com/documents/vecfaq.html

// The Matrix and Quaternions FAQ
http://www.flipcode.com/documents/matrfaq.html

// JAMA : A Java Matrix Package
http://math.nist.gov/javanumerics/jama/

// Fast Construction of Accurate Quaternion Splines
http://www.gg.caltech.edu/STC/rr_sig97.html

Computational Geometry
-----------------------

Book & Paper:
-----------------
// 计算几何书籍:
Computational Geometry:Algorithms and Applications Second Edition.
(by Mark de Berg, Marc van Kreveld)
Computational Geometry in C (2nd Ed.).
(by Joseph O'Rourke)

// 限制性Delaunay三角剖分论文
Construction Of The Constrained Delaunay Triangulation Of A Polygonal Domain
http://cg.cs.uni-bonn.de/docs/publications/1996/klein-1996-construction.pdf

Website & Package:
-----------------
// Computational Geometry Algorithm Library. 开源计算几何算法库
http://www.cgal.org/

// Directory of Computational Geometry Software
http://www.geom.uiuc.edu/software/cglist/

// Joseph O'Rourke's web page. 牛人的站点
http://maven.smith.edu/~orourke/

// The GTS Library 表面三角剖分的库,GNU的。
http://gts.sourceforge.net/

...

Computer Graphics
------------------------

Modeling
----------

Meshing
-------

// Fast and Simple Triangle Strip Generation
http://www.dlc.fi/%7Edkpa/strip/strip.html

// A Two-Dimensional Quality Mesh Generator and Delaunay Triangulator.
http://www.cs.cmu.edu/afs/cs.cmu.edu/project/quake/public/www/triangle.html

// Mesh Mart
http://www.meshmart.org/

Polyhedron
----------
// The Winged-Edge Data Structure
http://www.cs.mtu.edu/%7Eshene/COURSES/cs3621/NOTES/model/winged-e.html

Subdivision Surfaces
---------------------
// Subdivide 2.0
http://www.mrl.nyu.edu/%7Ebiermann/subdivision/

// Subdivision Surfaces
http://grail.cs.washington.edu/projects/subdivision/

// 1998 SIGGRAPH Course_ Subdivision for Modeling and Animation
http://www.multires.caltech.edu/teaching/courses/subdivision/

// Gamasutra - Features - "Building Your Own Subdivision Surfaces"
http://www.gamasutra.com/features/20000908/lee_01.htm

// Gamasutra - Features - "Implemnting Subdivision Surface Theory"
http://www.gamasutra.com/features/20000425/sharp_01.htm

// Gamasutra - Features - "Subdivision Surface Theory"
http://www.gamasutra.com/features/20000411/sharp_01.htm

Terrain Modeling
----------------
// A Webwide World by Ken Perlin
http://mrl.nyu.edu/~perlin/demox/Planet.html

// Binary Triangle Trees and Terrain Tessellation
http://www.ldagames.com/seumas/progbintri.html

// terragen
http://www.planetside.co.uk/terragen/

// Virtual Terrain Project
http://www.vterrain.org/

Graphics for Game Dev
------------------------

Books on GameDev.net
http://www.gamedev.net/columns/books/books.asp?CategoryID=1

to be continued...