NOTIFICATION: These examples are provided for educational purposes. Using this code is under your own responsibility and risk. The code and information is given ‘as is’. I do not take responsibilities of how they are used.

< List of Common Algorithms – Part 2 | List of Common Algorithms – Part 4 >

  1. Cohen-Sutherland Line Clipping Algorithm: Algorithm for fast line clipping. There are chances of clipping a single line segment multiple times.
  2. Cyrus–Beck Line Clipping Algorithm: Fast parametric line-clipping algorithm.
  3. Liang-Barsky Line Clipping Algorithm: simplified and optimized version of Cyrus-Beck line clipping algorithm for rectangular clip window.
  4. Nicholl–Lee–Nicholl Line Clipping Algorithm: Fast line clipping algorithm which reduces the chances of clipping a single line segment multiple times.
  5. Fast Clipping Algorithm: Using a nine area grid, start and end positions are classified. There exist some similarities between this algorithm and  Cohen-Sutherland algorithm; however, this algorithm may have to iterate several times.
  6. O(log N) Algorithm: Vertices are classified against a given line using an implicit form.
  7. Skala Algorithm: This algorithm is use for line or line segment clipping against rectangular window and/or convex polygon.
  8. Sutherland-Hodgman Polygon Clipping Algorithm: Method for clipping a convex-polygon fill area.
  9. Weiler-Atherton Polygon Clipping Algorithm: Polygon-clipping used for clip a fill area that can be a concave polygon or convex polygon.
  10. All-or-None String-Clipping Strategy: Display only those strings that are inside the clipping window.
  11. All-or-None Character-Clipping Strategy: Display only those characters that are completed inside the clipping window.
  12. Character-Clipping Strategy: Clip the components of individual characters.
  13. Natural Cubic Splines: Used for spline curves in which two adjacent curve sections have the same first and second parametric derivatives at their common boundary.
  14. Hermite Interpolation: Interpolating piecewise cubic polynomial in which each control point is an specified tangent.
  15. Cardinal Splines: They are similar to Hermite splines; however, the user do not input the values for the endpoint tangents.
  16. Catmull-Rom Splines: Also known as Overhauser splines. They are cardinal splines in which the value of the tension is zero.
  17. Kochanek-Bartels Splines: These splines are an extension of the cardinal splines. They have two additional parameters which provide a further flexibility when adjusting the shapes of the curve sections.
  18. Bézier Spline Curves: This kind of spline can be fitted with any number of control points. The number of control points and their relative position determine the degree of the Bézier polynomial.
  19. Bézier Surfaces: Object surface designed using two sets of Bézier curves.
  20. B-Spline Curves: Similar to Bézier splines since they are generated by approximating a set of control points. However, the degree of polynomial are set independently of the number of control points plus these control points can be located over the shape of the spline.
  21. Uniform Periodic B-Spline Curves: This kind of curve is the result of a constant spacing between the knot values.
  22. Open Uniform B-Spline Curves: Special type of uniform B-Spline. With exception of the ends, the knot spacing is uniform plus the knot values are repeated a certain number of times.
  23. Non-uniform B-Spline Curves: Multiple internal knots values and unequal spacing between these knots values can be chosen.
  24. B-Spline Surfaces: By using a Cartesian product of B-Spline blending functions, we can obtain a vector point over the surface.
  25. Beta-Splines: They are formulated by imposing geometric continuity conditions over the first and second parametric derivatives.
  26. Rational Splines: The ratio of two spline functions.
  27. Horner’s Rule: Method for polynomial evaluation by performing successive factoring.
  28. Forward-Difference Calculations: By generating successive values recursively, this method can evaluate polynomial functions fast.
  29. Recursive Spline-Subdivision: Method for repeatedly division of a given curve section in half by increasing the number of control points at each division.
  30. Sweep Representation: Construction techniques use for the construction of three-dimensional objects.
  31. Constructive Solid-Geometry Methods: Also known as constructive solid geometry (CSG). Solid objects are constructed by applying the union, intersection, or difference operation of two other solid objects.
  32. Octrees: These are hierarchical tree structures which are used for the representation of solid objects.
  33. Binary Space-Partitioning (BSP) Trees: A scene is subdivided into two sections at each step with a plane positioned in any position and orientation.
  34. Fractal-Geometry Methods: Procedures rather than equations are used in order to obtain a model object.
  35. Self-similar Fractals: All parts are scaled down versions of the entire object.
  36. Self-affine Fractals: All parts are versions of the entire object with different scaling parameters and coordinate directions.
  37. Invariant Fractal Sets: These are self-squaring fractals, self-inverse fractals, and Mandelbrot sets constructed using inversion procedures.
  38. Topological Conversion Methods: Used for the approximation of object subparts using simple shapes.
  39. Hausdorff-Besicovitch Dimension: Also known as fractional dimension. Covering method which use circles and spheres used as the fractal dimension of objects.
  40. Random Midpoint-Displacement Methods: They are used for geometric constructions and were developed for the approximation fractional Brownian-motion representation.
  41. Particle system: By using a collection of disjoint pieces, one or more objects can be described.
  42. Physical Based Modelling: Use to describe behaviours of an object in terms of interaction of internal and external forces.
  43. Contour Plots: They are used for the display of lines of constant values known as isolines which indicate a scalar data set distributed over the object’s surface.
  44. Back-Face Detection: A fast method used for locating the back faces of polyhedron.
  45. Depth-Buffer Method: By comparing surface depth values of each pixel position  throughout a scene, we can detect the visible surfaces.
  46. A-Buffer Method: This method is an extension of the depth-buffer method. By using anti-aliasing, area-averaging, and visibility-detection methods a buffer region is produced  (also known as accumulation buffer).
  47. Scan-Line Method: This method is used for the identification of visible surfaces by comparing depth values along the various scan lines for a scene.
  48. Depth-Sorting Method: Surfaces are sorted in order of decreasing depth and scan-converted in order ascending order from the greatest depth.
  49. BSP-Tree Method: By painting surfaces from the back of the frame buffer to the front of it, The object visibility is determined.
  50. Area-Subdivision Method: This method locates projection areas which are a representation of a single surface.

< List of Common Algorithms – Part 2 | List of Common Algorithms – Part 4 >

© 2011 – 2017, Alejandro G. Carlstein Ramos Mejia. All rights reserved.

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