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The BLT Toolkit The BLT Toolkit ★ 5.0 Stars (10) 79 Downloads (This Week) Last Update: Download BLT2.4z.tar.gz Browse All Files Windows BSD Linux The BLT Toolkit is an extension to Tcl and Tk.
If you're using a Windows version of Netscape Navigator and want to print this page (and still be able to read it), click on the png-printable link at the very bottom of this page. An Open, Extensible Image Format with Lossless Compression (Not Related to Papua New Guinea, the Pawnee National Grassland, the Professional Numismatists Guild or the "Pack 'N' Go" format) PNG (Portable Network Graphics) Home Site PNG (Portable Network Graphics) Home Site
This Is a Photoshop and It Blew My Mind - Photosketch - Gizmodo This Is a Photoshop and It Blew My Mind - Photosketch - Gizmodo "as the video shows—it works" - ooh there's a video... it must be true! Are you all kidding me? You really believe this crap?
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Canvas tutorial - MDC <canvas> is an HTML element which can be used to draw graphics using scripting (usually JavaScript). It can, for instance, be used to draw graphs, make photo compositions or do simple (and not so simple) animations. The image on the right shows some examples of <canvas> implementations which we will see later in this tutorial. Canvas tutorial - MDC
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OpenGL Programming Guide (Addison-Wesley P OpenGL Programming Guide or 'The Red Book' About This Guide Chapter 1: Introduction to OpenGL Chapter 2: Drawing Geometric Objects Chapter 3: Viewing Chapter 4: Display Lists Chapter 5: Color Chapter 6: Lighting Chapter 7: Blending, Antialiasing, and Fog Chapter 8: Drawing Pixels, Bitmaps, Fonts, and Images Chapter 9: Texture Mapping Chapter 10: The Framebuffer Chapter 11: Evaluators and NURBS Chapter 12: Selection and Feedback Chapter 13: Now That You Know Appendix A: Order of Operations Appendix B: OpenGL State Variables Appendix C: The OpenGL Utility Library Appendix D: The OpenGL Extension to the X Window System Appendix E: The OpenGL Programming Guide Auxiliary Library Appendix F: Calculating Normal Vectors Appendix G: Homogeneous Coordinates and Transformation Matrices Appendix H: Programming Tips Appendix I: OpenGL Invariance Appendix J: Color Plates Glossary (not included in this version) This easily downloadable version was compiled by UnreaL with help by AsKewl. OpenGL Programming Guide (Addison-Wesley P
Michael Abrashs Graphics Programming Black
Overview The idea to this painting came when I sat down with my notebook in my sofa one evening, and tried to come up with something that was both upclose and personal, yet touched on larger issues, such as affairs of state. Preferrably involving only two people, because I find that can often be more intense. A royal assassination, I thought, and since I like Fantasy, it became an idea of two fairy sisters, one of them Queen, and a serious case of sibling jealousy. Skin Shading Skin Shading
Scythe Wolf Tutorial Scythe Wolf Tutorial This painting was time-consuming and a lot of hard work. I made sure to save every step so you can all share the pain I went through. I start with a sketch in Photoshop--no particular reason. I can draw in both Photoshop and Painter. I lay down some basic colors to estabish the overall color palette. The drawing is kept on a Multiply layer in Photoshop.
This one was done 50% in Photoshop and 50% in Painter. I just kept both applications open and switched between the two when I felt necessary. I was never a fan of Painter, but I've always wanted to get to know it better. After this painting, I feel more comfortable with it, and should be using it as much as I use Photoshop from now on. Robert Chang - Digital Illustrator Robert Chang - Digital Illustrator
User manual for Netpbm Updated: 31 January 2014 Overview Of Netpbm Netpbm is a package of graphics programs and a programming library. There are over 220 separate programs in the package, most of which have "pbm", "pgm", "ppm", "pam", or "pnm" in their names. For example, pamscale and giftopnm. For example, you might use pamscale to shrink an image by 10%. User manual for Netpbm
Documentation - Fast Light Toolkit (FLTK)
Abstract About 3.5 billion years ago the first multi-cellular life-forms emerged. Individual cells that once competed directly against one another formed alliances. This allowed cells to specialize creating highly complex mechanisms such as neural networks and muscle fibers. 199
Karl Sims: Artifical Evolution for Compute
Title: Song Hye Kyo Name: Max Edwin Wahyudi Country: Indonesia Software: 3ds max, ZBrush This is a rendering of SongHyeKyo, the Korean actress. I did this one as a challange from my friends, and also because she is my favourite actress. So, making the head accurate was the most important one for me. I made her smile just for fun, but it turned out to be a very difficult process. Song Hye Kyo, Max Edwin Wahyudi (
wow, she's really getting the likeness! keep it up, it's looking great. you asked for some advice on the shader setup. from my meager understanding, i will try to give you a couple pointers. first, don't try to simulate the skin, try to mimick it. that is, the skin shader isn't an exact simulation, it fakes a lot of things, so it's not going to be "accurate." that's one of the biggest hurdles to get over, theory-wise, i think. second, figure out what kind of lighting you're going to want to use. this is going to play a major part in how the final render looks, and what kind of input the shader is going to require. for instance, in your last update, render 1 is approximately the right light color. render 2 i think is a tad too white and not quite cool enough, and render 3 is substantially warmer, from what i can see of the rest of the image. different light colors, intensities, and positions are going to affect the shader differently. Song Hye Kyo, Korean Actress (WIP
Papers by John C. Hart RBF Dipole Surface Evolution Yuntao Jia, Xinlai Ni, Eric Lorimer, Michael Mullan, Ross Whitaker, John C. Hart Proc. Shape Modeling International, June 2010
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