Four Tricks for Fast Blurring in Software and Hardware February 9, 2001 - Alex Evans This article explains different ways of doing fast blurring of 2D images and how they can be applied to 3D graphics. Nonlinear Lens Distortion August 2000 - Paul Bourke This article makes a brief explanation on how to do nonlinear distortions of images, e.g. to simulate magnifying lenses. Making Cellular Textures Nov 2001 - Jim Scott A good article on how to make textures based on Delauney diagrams. Smart Texture Filtering April 2002 - Maxim Stepin This text describes how a smart filter is implemented in order to not loose the detail level of a texture at magnification, as is so common with binary filtration. Real-Time Procedural Texturing Techniques Using MMX May 1998 - Haim Barad, Mark Atkins, Or Gerlitz, Daniel Goehring This article shows how to generate good looking wood and marble textures procedurally. It also shows how to write software texturing routines using real-time generated procedural textures. Run-Time Pixel Format Conversion May, 1999 - Michal Bacik This article shows optimized routines for converting between pixelformats. It also includes a simple but effective dithering algorithm. An Introduction to Digital Image Processing June 2003 - Frédéric Patin This article shows several algorithms for performing various common digital image processing tasks. Examples: gaussian blur, emboss, edge detection, and motion detection. Texture Generator The site for AngelCode Texture Generator, that is a free program for generating dynamic textures. Includes various scripts with common algorithms. Texture synthesis This page holds a great collection of links to articles and other resources about procedural texture generation. Secrets of Simple Image Filtering September 2003 - Kristo Kaas This article explains how a convolution filter works. Examples of convolution filters include: edge detection, emboss, blur, etc. High Dynamic Range Rendering June, 2004 - Anirudh S Shastry This article shows how to render a simple scene using HDR textures and adding post processing glow with gaussian blur. Uses DirectX shaders. Non-Power-of-Two Mipmapping Oct, 2003 - Stefan Guthe, Paul Heckbert This article shows how to best generate mipmaps that have dimensions not-power-of-two. Archade Games This site has some interesting articles for generating procedural textures. Examples: cellular, reaction-diffusion, noise, plasma, filters, and dithering. Real-time YCoCg-DXT Compression Sep, 2007 - J.M.P. van Waveren, Ignacio Castaño Very good texture compression for realtime usage, e.g. in games. Improved Alpha-Tested Magnification for Vector Textures and Special Effects 2007 - Chris Green Shows how to use distance field in texture to render alias free 2D decals. Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more Inigo Quilez Interesting articles on various areas, as mentioned in the title. Especially valuable for those who are interested in procedurally generated content. Color conversion math and formulas A collection of several color space conversion formulas, including RGB to CMYK, CMYK to RGB, etc. Raster to Vector Conversion of Images for Efficient SVG Representation 2005 - Lakshman Prasad, Alexei Skourikhine Describes an algorithm for converting a color bitmap into a vectorized representation. Raster to Vector conversion in a Local, Exact and Near optimal manner 1991 - John Andrew Carter Describes an algorithm for converting a bitmap to vector graphics. |