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Polygonal Math

T-Junction Elimination and Retriangulation |  |
Abstract: This article describes how to detect possible sources of these seams in complex 3D scenes and how to modify static geometry so that visible artifacts are avoided. Since T-junction elimination adds verticies to existing polygons (that are not necessarily convex), we also discuss a method for triangulating arbitrary concave polygons.
Triangle Strip Creation, Optimizations, and Rendering |  |
Abstract: This article focuses on how to generate triangle strips from arbitrary 3D polygonal models. We will describe and provide source code for developing long triangle strips. After describing the triangle strip algorithm, we will explain the benefits of triangle strips, the possible pitfalls encountered when creating them, and how to submit them to the graphics API. In addition, several other triangle strip creation algorithms will be reviewed and critiqued.
Automatic Parameterizations on the Cube |  |
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An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces |  |
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Complex Matrix Transformations
Abstract: Matrix transforms are a ubiquitous aspect of 3D game programming, but game programmers do not often use a rigorous method for creating them or a common way of discussing them. Practitioners in the field of Robotics have mastered them long ago, but these methods haven't made their way into daily practice among game programmers. Some of the many symptoms include models that import the wrong way and characters that rotate left when they are told to rotate right. After a review of matrix conventions and notation, this feature introduces a useful naming scheme, a shorthand notation for transforms and tips for debugging them that will allow you to create concatenated matrix transforms correctly in much shorter time.
Tweaking a Vertex's Projected Depth Value
Abstract: The goal is to find a way to offset a polygon's depth in a scene without changing its projected screen coordinates or altering its texture mapping perspective. Most 3D graphcs libraries contain some kind of polygon offset function to help achieve this goal. However, these solutions generally lack fine control and usually incur a per-vertex performance cost. This article presents an alternative method that modifies the projection matrix to achieve the depth offset effect.
Computing the Distance into a Sector |  |
Abstract: This article describes a simple and fast algorithm for determining where a point is between the edges of a 2D quad (or sector). The result is a unit floating point number, where 0 indicates that the point lies on the leading edge, and where 1 indicates that the point lies on the opposite edge. The sector may be any four-sided, 2D convex shape.
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