2D/3D/Math/Raytrace/Mapping/Shading/Dithering

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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

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