3 ms·
Good list. I would include some more pragmatic algorithms, such as Frank Liang's hyphenation algorithm (PhD thesis at Stanford in 1983) http://www.tug.org/docs
by rayval 16y ago
Good list.
I would include some more pragmatic algorithms, such as Frank Liang's hyphenation algorithm (PhD thesis at Stanford in 1983) http://www.tug.org/docs/liang/ http://www.tug.org/docs/liang/
Also De Casteljau's algorithm for Bezier curves from 1959 and deBoor's algorithm for B-splines.
The above are the ones that I have had to implement in the past as part of my work. There is a whole bunch of other algorithms in computer graphics that are equally (or more) important, which many of us rely on but fortunately don't have to implement.
Oh, another classic, pragmatic algorithm is John Carmack's implementation of BSP-based pseudo-3D rendering for the Doom game engine in 1993. See http://doom.wikia.com/wiki/Doom_rendering_engine http://doom.wikia.com/wiki/Doom_rendering_engine