Terathon Software
About Terathon C4 Engine Publications
Books by Eric Lengyel
Mathematics for 3D Game Programming and Computer Graphics

Mathematics for 3D Game Programming and Computer Graphics
Second edition, Charles River Media, 2004.

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.

The OpenGL Extensions Guide

The OpenGL Extensions Guide
Charles River Media, 2003.

This book provides an important reference that concentrates on 78 of the OpenGL extensions most important to developing modern 3D games.

GDC Presentation Slides
GDC 2007

Projection Matrix Tricks
Game Developers Conference 2007.

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.

GDC 2006

Advanced Light and Shadow Culling Methods
Game Developers Conference 2006.

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.

GDC 2005

Advanced Stencil Shadow and Penumbral Wedge Rendering
Game Developers Conference 2005.

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.

Online Articles

Computing Tangent Space Basis Vectors for an Arbitrary Mesh

Modifying the Projection Matrix to Perform Oblique Near-plane Clipping

Clipping a Convex Polygon Against a Plane

Building an Edge List for an Arbitrary Mesh

All Publications

All Publications by Eric Lengyel