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Mathematics: Geometry


CSG Construction Using BSP Trees

Octavian Marius Chincisan
Game Programming Gems 5, 2005.

Using Geometric Algebra for Computer Graphics

Chris Lomont
Game Programming Gems 5, 2005.

Automatic Parameterizations on the Cube

Ignacio Casta�o (University of Seville)
Graphics Programming Methods, 2003.

k-D Tree Face Portals with Solid Geometry

Conor Stokes
Graphics Programming Methods, 2003.

Using Vector Fractions for Exact Geometry

Thomas Young (PathEngine)
Game Programming Gems 3, 2002.

T-Junction Elimination and Retriangulation

Eric Lengyel (Terathon Software)
Game Programming Gems 3, 2002.
Abstract: This article describes how to detect possible sources of these seams in complex 3D scenes and how to modify static geometry so that visible artifacts are avoided. Since T-junction elimination adds verticies to existing polygons (that are not necessarily convex), we also discuss a method for triangulating arbitrary concave polygons.

Computing the Distance into a Sector

Steven Ranck (Midway Home Entertainment)
Game Programming Gems, 2000.
Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.

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