Technical Reports
Point-Normal Form for a Line and a Plane
Intersection of a Ray with a Line and a Plane
Inside-Outside Point Test using the Dot Product
Hierarchical Modeling : Its Explanation and Possible Implementation
Difference in appearance you would expect between a Phong Illumination model that uses(N.H)^n and one that uses (R.V)^n, where H is the halfway vector between the light and the viewer
Computation of Shadow Polygon onto an Axis-Aligned Plane
Effects of Polygonal Sorting Order on Interpolated Transparency
The Warnock Area Subdivision Algorithm for Hidden Surface Removal
Early Draft of Backface Culling Paper using Normal Masks
Faster Backface Culling Technique
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
Deriving the OpenGL Perspective Depth Transformation (word .doc)