# Category: Computer graphics algorithms

Simulated fluorescence process algorithm
The Simulated Fluorescence Process (SFP) is a computing algorithm used for scientific visualization of 3D data from, for example, fluorescence microscopes. By modeling a physical light/matter interact
Multiple buffering
In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data, rather than a parti
Level-set method
Level-set methods (LSM) are a conceptual framework for using level sets as a tool for numerical analysis of surfaces and shapes. The advantage of the level-set model is that one can perform numerical
Bresenham's line algorithm
Bresenham's line algorithm is a line drawing algorithm that determines the points of an n-dimensional raster that should be selected in order to form a close approximation to a straight line between t
Smoothstep
Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, video game engines, and machine learning. The function depends on three parameters, the
Beier–Neely morphing algorithm
Image morphing is a technique to synthesize a fluid transformation from one image (source image) to another (destination image). Source image can be one or more than one images. There are two parts in
Visvalingam–Whyatt algorithm
The Visvalingam–Whyatt algorithm, also known as the Visvalingam's algorithm, is an algorithm that decimates a curve composed of line segments to a similar curve with fewer points.
Line drawing algorithm
In computer graphics, a line drawing algorithm is an algorithm for approximating a line segment on discrete graphical media, such as pixel-based displays and printers. On such media, line drawing requ
Even–odd rule
The even–odd rule is an algorithm implemented in vector-based graphic software, like the PostScript language and Scalable Vector Graphics (SVG), which determines how a graphical shape with more than o
Diamond-square algorithm
The diamond-square algorithm is a method for generating heightmaps for computer graphics. It is a slightly better algorithm than the three-dimensional implementation of the midpoint displacement algor
Geomipmapping
Geomipmapping or geometrical mipmapping is a real-time block-based terrain rendering algorithm developed by in 2000 that aims to reduce CPU processing time which is a common bottleneck in level of det
Hidden-surface determination
In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the pr
Ray marching
Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step
Closest point method
The closest point method (CPM) is an embedding method for solving partial differential equations on surfaces. The closest point method uses standard numerical approaches such as finite differences, fi
Clamping (graphics)
In computer graphics, clamping is the process of limiting a position to an area. Unlike wrapping, clamping merely moves the point to the nearest available value. To put clamping into perspective, pseu
Scanline rendering
Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon
Alpha compositing
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. It is often useful to render
Ray casting
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "trace
Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading i
Back-face culling
In computer graphics, back-face culling determines whether a polygon of a graphical object is drawn. It is a step in the graphical pipeline that tests whether the points in the polygon appear in clock
Ramer–Douglas–Peucker algorithm
The Ramer–Douglas–Peucker algorithm, also known as the Douglas–Peucker algorithm and iterative end-point fit algorithm, is an algorithm that decimates a curve composed of line segments to a similar cu
Marching squares
In computer graphics, marching squares is an algorithm that generates contours for a two-dimensional scalar field (rectangular array of individual numerical values). A similar method can be used to co
Volumetric path tracing
Volumetric path tracing is a method for rendering images in computer graphics which was first introduced by Lafortune and Willems. This method enhances the rendering of the lighting in a scene by exte
Floyd–Steinberg dithering
Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and . It is commonly used by image manipulation software, for example when an image is converted in
Flood fill
Flood fill, also called seed fill, is a flooding algorithm that determines and alters the area connected to a given node in a multi-dimensional array with some matching attribute. It is used in the "b
Marching tetrahedra
Marching tetrahedra is an algorithm in the field of computer graphics to render implicit surfaces. It clarifies a minor ambiguity problem of the marching cubes algorithm with some cube configurations.
Warnock algorithm
The Warnock algorithm is a hidden surface algorithm invented by John Warnock that is typically used in the field of computer graphics. It solves the problem of rendering a complicated image by recursi
Painter's algorithm
The painter’s algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a p
Bit blit
Bit blit (also written BITBLT, BIT BLT, BitBLT, Bit BLT, Bit Blt etc., which stands for bit block transfer) is a data operation commonly used in computer graphics in which several bitmaps are combined
Slerp
In computer graphics, Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers t
Grassfire transform
In image processing, the grassfire transform is the computation of the distance from a pixel to the border of a region. It can be described as "setting fire" to the borders of an image region to yield
Hidden-line removal
In 3D computer graphics, solid objects are usually modeled by polyhedra. A face of a polyhedron is a planar polygon bounded by straight line segments, called edges. Curved surfaces are usually approxi
Phong reflection model
The Phong reflection model (also called Phong illumination or Phong lighting) is an empirical model of the local illumination of points on a surface designed by the computer graphics researcher Bui Tu
ClearType
ClearType is Microsoft's implementation of subpixel rendering technology in rendering text in a font system. ClearType attempts to improve the appearance of text on certain types of computer display s
Newell's algorithm
Newell's Algorithm is a 3D computer graphics procedure for elimination of polygon cycles in the depth sorting required in hidden surface removal. It was proposed in 1972 by brothers Martin Newell and
MClone
MClone, or Clonal Mosaic, is a pattern formation algorithm proposed in 1998 used specially for simulating the visible patches of color in the fur of giraffes and members of the Felidae of the mammalia
SGI algorithm
The SGI algorithm creates triangle strips from a set of triangles. It was published by K. Akeley, P. Haeberli, and D. Burns as a C program named "tomesh.c" for use with Silicon Graphics' IRIS GL API.