| About Terathon | C4 Engine | Publications |
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Mathematics for 3D Game Programming and Computer Graphics
This book, now used as a text in computer graphics courses at many universities around the world, illustrates the mathematics that a programmer would need to develop a professional-quality 3D engine. Although the book is geared toward applications in game development, many of the topics appeal to general interests in 3D graphics. |
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The OpenGL Extensions Guide
This book provides an important reference that concentrates on 78 of the OpenGL extensions most important to developing modern 3D games. |
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Projection Matrix Tricks
This presentation examines the inner workings of the perspective projection matrix and discusses several techniques for modifying the properties of the projection matrix to solve specific rendering problems at zero cost. |
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Advanced Light and Shadow Culling Methods
This presentation focuses primarily on portal systems and describes algorithms and optimizations that can be applied to a graphics engine supporting completely dynamic lighting and shadows. |
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Advanced Stencil Shadow and Penumbral Wedge Rendering
This presentation reviews advanced implementation techniques of the stencil shadow algorithm and focuses on the relatively new method of penumbral wedge rendering used to generate soft-edged shadows. |
Computing Tangent Space Basis Vectors for an Arbitrary Mesh
Modifying the Projection Matrix to Perform Oblique Near-plane Clipping