Table of Contents (As of June 30, 2025)
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1) Basic CG Algorithms
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Wireframe Display, Shaded Cube, Donut Shape (Torus)
Coordinate Transformations:
2D Transformation,
3D Transformation,
Projection Methods,
2D Affine Transformation
Modeling:
Catmull-Clark Subdivision,
Loop Subdivision,
Catmull-Clark Refinement,
Line Drawing,
Sphere Meshing,
Sphere Triangle Meshing,
2D Metaballs,
3D Metaball Raymarching,
3D Metaballs,
3D FFD,
Automatic Curve Generation via AI,
CSG Model via Raymarching
Intersection Testing:
Sphere-Line Intersection (Mesh),
3D Triangle-Line Intersection,
2D Triangle-Bezier Intersection,
3D Triangle-Bezier Intersection,
Triangle-Bezier Intersection/Closest Point,
Triangle-Point Min Distance,
Triangle-Bezier Curve Intersection,
Triangle-Point Closest Distance,
Point-Triangle Min Distance,
Triangle-Bezier Surface Min Distance,
Triangle-Bezier Surface Distance,
Triangle-Bezier Curve Distance,
Bezier-Point Closest Point (Newton's Method),
Triangle-Bezier Intersection Animation,
Bezier Curve-Surface Collision (Penalty Method)
Hidden Surface Removal:
Raytracing (2 Spheres),
Z-buffer Rendering (2 Spheres),
Raytracing (3 Spheres),
Raytracing Single Sphere (Reflection + Shadow),
2-Sphere Raytracing,
Raytracing (Alternate),
Triangle Z-buffer,
Painter's Algorithm,
NURBS Mesh Z-sort,
Bezier Surface Raytracing,
Minimal Raytracer,
Surface Z-buffer,
Distributed Raytracing,
Path Tracing Demo,
Lens Shape (Raymarching),
Cube Display (Wire/Shaded),
Sphere Display (Wire/Shaded),
Raymarching (Refraction),
Raytracing (Phong Reflection/Refraction),
CSG via Raymarching
Shading (Reflection Models):
Smooth Shading (Gouraud/Phong),
Gouraud Smooth Shading,
Slider-controlled Shading (Directional/Point Light),
Phong Reflection Model,
Cook-Torrance Metal Model,
Cook-Torrance BRDF Analysis,
Billboard Clouds,
Volume Rendering Clouds,
Subsurface Scattering
Cornell Box:
Point Light,
Path Tracer,
Area Light,
Indirect Lighting,
Complete Path Tracing,
Area Light Path Tracing,
Raytracer (Shadows),
Raytracer (Refract/Reflect),
Photon Mapping Caustics
Mapping:
Texture Mapping,
Bump Mapping on Sphere,
Solid Texture,
Displacement Mapping,
Environment Mapping,
Bump Mapping (Sine Wave),
Bump Mapping (Combined Sine),
Solid vs Texture Mapping,
UV Mapping,
Mipmapping,
Genetic Texture Generation,
GA Procedural Texture,
Procedural Texture Generator
Deformation:
2D FFD (Free Form Deformation),
Warping,
3D FFD,
Delaunay Triangulation Morphing,
Deformation using GNN
File Visualizers:
OBJ Viewer,
OBJ Wireframe,
FBX Viewer,
GLB Viewer,
VRM Skeleton Viewer
(Niako, Nishida Model)
AI Related:
Neural Rendering,
NeRF Concept Demo,
NN Visualization,
AI Image Generation,
AI Curve Generation,
AI Assisted Texture,
AI Assisted CSG Model,
GNN Animation,
GNN Raytracing,
GNN Fluid,
Advanced GNN Fluid,
GNN Hair Simulation,
GNN Fluid Sim 1,
GNN Fluid Sim 2,
GNN Flame Simulation,
AI Agent Animation
Miscellaneous Rendering:
Motion Blur,
Distributed Raytracing (Soft Shadow/Blur),
Particle System,
Fireworks,
Surfels Point Cloud,
Differentiable Rendering,
Volume Light,
Procedural Buildings,
Voxel Rendering,
Simple Marching Cubes,
Crowd Simulation,
Shadow Map,
Cloth Simulation,
Hair Simulation,
Sculpting Tool,
Ambient Occlusion,
Anti-aliasing,
3D Gaussian Splatting
Natural Phenomena:
Earth from Space,
Saturn's Rings,
Atmosphere (Volume Rendering),
Sky and Sea,
Particle Clouds,
Ocean Waves,
Underwater Caustics
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| 2) Curves and Surfaces |
Bezier Curves/Surfaces:
Bezier Curve,
Rational Bezier Subdivision,
Rational Bezier (Weight Adj.),
N-degree Bezier (Interactive),
Degree Elevation,
Convex Hull of Control Points,
2D Bezier Surface,
3D Bezier Curve,
3D Bezier Surface (Points),
3rd-order Bezier Surface (Shaded),
3D Bezier Surface (Wire/Shaded)
B-spline/NURBS:
NURBS Curve,
NURBS (De Boor's Algorithm),
NURBS Edit/Split,
NURBS Editor,
Two NURBS Curves (Min Distance),
Knot Insertion,
NURBS Split/Knot Insertion,
B-spline to Bezier Conversion,
3D Cubic NURBS Curve,
3D NURBS Editing,
B-spline Surface,
NURBS Surface (6x4),
NURBS Surface (6x6)
Curve Applications:
1/3 Arc (Rational Bezier),
1/4 Arc (Rational Bezier),
NURBS Circle,
3D Circle (Rational Bezier),
NURBS Spring,
Spiral Curve (Trig),
NURBS Sphere,
Catmull-Rom to Bezier,
Rational Bezier Revolution,
NURBS Torus,
NURBS Revolution (6x13),
Hermite Curve,
Coons Surface,
Polynomial to Bezier Conversion
Intersection/Distance:
Bezier Intersection (Newton),
Bezier Clipping Intersection,
NURBS Intersection,
Sphere-Curve Collision,
3D Curve Mouse Click,
Bezier Curve-Surface Intersection,
Bezier Surface-Sphere Distance,
Bezier Surface-Line Intersection,
Surface-Line Intersection/Closest Point,
Triangle-Bezier Intersection (Coord),
Distance between Triangles,
Triangle Mesh-Surface Distance
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| 3) Fluid Simulation |
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Grid-based Fluid / Improved Version,
Particle-based Fluid,
SPH Fluid Sim,
Level Set Method,
Smoke Animation (WebGL),
Smoke Simulation,
AI-based Fluid:
GNN Fluid /
Advanced GNN
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| 4) Animation |
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Keyframe Animation,
IK Animation,
Ocean Wave Propagation,
Moving Spotlight Volumetric,
Moving 2D Metaballs,
Skeleton Animation,
GLB Data Animation,
Underwater Animation,
Bone & Skinning Animation,
Sphere Falling on Bezier Surface
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| 5) Fractals |
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Koch Curve, Sierpinski Triangle,
L-System Trees, Mandelbrot Set,
Fractal Curve (Midpoint Displacement),
Perlin Noise, Julia Set,
3D Fractal Mountain,
Fractal Leaf,
Fractal Island & Sea
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| 6) Geometry |
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Rectangle Intersection,
Line Clipping,
Bresenham's Line Algorithm,
DDA Line Drawing,
Polygon Interior Test,
Scan Conversion,
Polygon Clipping (Window),
Voronoi Diagram,
Convex Hull,
Cellular Automata,
Smallest Enclosing Circle,
Rainbow
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| 7) Image Processing |
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Bilateral Filter,
3 Filter Types,
Edge Filter (Sobel),
Mosaic Filter,
Binarization,
Negative/Positive Inversion,
Graph Cut Segmentation
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| 8) Technical Diagrams |
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Reflect/Refract Model,
Phong Specular Model,
Primary Color Mixing,
Color Wheel,
Spherical Harmonics Viz,
Phong BRDF 3D,
Cook-Torrance BRDF,
Atmospheric Phase Function
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