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Game Programming Math: Optimizations
Solving Systems of Linear Equations Using the Cross Product |
Efficient Sequence Indexing for Game Development |
Minimax Numerical Approximation |
Oblique View Frustums for Mirrors and Portals |
Implementing Improved Perlin Noise |
Critically Damped Ease-In/Ease-Out Smoothing |
Extracting Frustum and Camera Information |
Implementing Improved Perlin Noise |
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Ken Perlin (New York University) GPU Gems |
A Fast All-Interger Ellipse Discretization Algorithm |
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Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of G�vle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods |
A Fast and Simple All-Interger Parametric Line |
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Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of G�vle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University) Graphics Programming Methods |
Fast Base-2 Functions for Logarithms and Random Number Generation |
More Approximations to Trigonometric Functions |
Using Bloom Filters to Improve Computational Performance |
Fast, Robust Intersection of 3D Line Segments |
Inverse Trajectory Determination |
The Parallel Transport Frame |
Fast Math Using Template Metaprogramming |
Polynomial Approximations to Trigonometric Functions |
Wavelets: Theory and Compression |
A Fast Cylinder-Frustrum Intersection Test |
Abstract: This article presents a quick algorithm for determining whether an arbitrary cylinder potentially intersects the view frustum (and thus whether the object is visible).
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