2D Bump |

3D Environment Mapping Algorithm |

3D Math Tricks |

3D Programming |

3D Programming II |

3D Rotations |

3D Shading |

3D Shading II |

3D/2D/Colors/RayTracing Graphics Stuff |

3D/2D/RayTracing algorithms |

3D/2D/RayTracing algorithms II |

3D/2D/Vectors/TextureMapping |

Bilinear Mapping |

Blobby Molecules |

Bresenham's Line Algorithm |

Bresenham's Line Algorithm II |

Bump Mapping |

Bump Mapping II |

Calculating a rotation matrix based on location/target |

Camera Matrix |

Constant Slope Texture Mapping |

Cordic Rotators |

Cube Root |

Defining a sphere with Bezier patches |

Dithering I |

Dithering II |

Dithering III |

Dithering IV |

Dithering V |

Dithering VI |

Dithering VII (Floyd-Steinberg) |

Dithering VIII |

Ellipse |

Fast Polygon Triangulation based on Seidel's Algorithm |

Fast Squareroots |

Fast Squareroots II |

Fastest Line Algorithm |

Filled Polygons |

Filled Polygons II |

Free direction texture mapping |

Generate a list of 3D triangle |

Gouraud Shaded Plygons |

Gouraud Shading |

Hecbert's Algorithm and F/S Dither |

How to calculate a trajectory chart |

How To Calculate KXP Spline Derivatives |

HOW TO of polygons |

Lens Effect |

Lense Flare |

Liang-Barsky Polygon Clipping |

Mapping a 2D bitmap to a 3D parallellogram |

Marching Cubes Algorithm |

Mathematic of 3D Graphics |

Matrix Transformation |

Minimal Raytracer Source I |

Minimal Raytracer Source II |

Nonuniform Rational B-Splines |

Ordered Dither Technique |

Perspective Transforms |

Phong Shading |

Point in a poly |

Point in a poly II |

Polygon to triangles |

Properly reordering face vertex indices (y/z swap) |

Quaternion Numbers |

Quaternions |

Quaternions and Orthogonal 4x4 Real Matrices |

Quicksort/Shellsort/Mergesort/Heapsort/Cardshuffling |

Radix sort |

Random Number Generator (Best Known) |

Random Number Generator (R250) |

Ray/Triangle intersection with barycentric coordinates |

Raytracing Jell-o Brand Gelatin |

Raytracing light algorithms |

Raytracing Notes |

Raytracing Notes II |

Raytracing Source |

Ray-Tracing with Affine Transforms |

Reflection |

Rendering convex n-gons |

Reverse-Polish Notation |

Rotate with Euler parameters |

Rotate with quaternions |

S-Buffer Technique |

SciMath - Formulas and algebra systems |

Shading,Z-Buffer, and Textures |

Shadow Volume Algorithm II |

Shadow Volume Algorithm III |

Shadow Volume Algorithms |

Sinus table generator |

Sorting Algorithms in 3D gfx |

Sub-pixel accuracy |

Sub-texel accuracy |

Tessellate A Sphere With Triangles I |

Tessellate A Sphere With Triangles II |

Texture Mapped Polygons |

Texture Mapping (Molecular Graphics) |

Texture Mapping |

Texture Mapping II |

Texture Mapping on Walls only |

Texture Mapping Polygons in Perspective |

Texture Mapping Polygons in Perspective II |

Texture Potential Mapping |

The Gravity FAQ |

Transformation in 3D |