Tech Reports Written for the Lighting Effects Library
Perspectively-Correct Interpolation
Conversion Between OpenGL Depth-Buffer Z and Actual Screen-Space Depth
Understanding Projective Textures: Correcting the Double-Perspective Distortion
A view of the typical vertex transformation pipeline (word .doc)
Pixel-Warping from One View to Another: the Easy Way
Derivation of OpenGL Sphere-Mapping, Automatic, Texture-coordinate Generation for use in Environment Mapping
Derivation of the 4x4 Matrix Transformation for the Reflection of a 4D Point/Vector about a Plane
4x4 Matrix Transformation of the Implicit Form of the Plane