| Mathematics: Geometry  
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CSG Construction Using BSP Trees | 
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Using Geometric Algebra for Computer Graphics | 
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Automatic Parameterizations on the Cube | 
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k-D Tree Face Portals with Solid Geometry | 
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Using Vector Fractions for Exact Geometry | 
 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.| 
T-Junction Elimination and Retriangulation | 
 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.| 
Computing the Distance into a Sector | 
  
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