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Real-time Optimally Adapting Meshes (ROAM) - A paper describing a method for continuously maintaining view-dependent triangular meshes to achieve desired frame rates.
 
Representing a Camera in a 3D Real-time Engine - This article describes how you can use a 3x3 matrix and a vector to represent a camera in a 3D viewing system.
 
STEEL's Programming Resource Page - A website with information, explanations, and source code about 3D graphics.
 
Shadow Generation Algorithms - This page gives a link to a (compressed postscript) paper on a shadow generation algorithm.
 
Stylized Depiction - Survey of non-photorealistic rendering (NPR) for computer graphics and animation: painterly rendering, toon shading, painterly image processing, and simulation of traditional artistic media.
 
The Midpoint Algorithm for High Speed Graphics - Introduces the Midpoint Algorithm which is commonly used for high speed drawing of lines and arcs. The technique is extended to provide fast true perspective texture mapping of the type used in games such as Doom, Descent and Quake.
 
VDSlib: A View-Dependent Simplification Package - Public domain package for view-dependent simplification and rendering of polygonal environments.
 
comp.graphics.algorithms Frequently Asked Questions - Basic computations frequently needed in graphics.
 
 

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