One of the most difficult programming difficulties you will face is that of representing a 3D world on that 2D screen in front of you. This FAQ requires some linear alegbra, and explains the mathmatical computations of using matricies and other equations.
The companion to 3D Rotation, this one will build upon these concepts. This file will cover such important topics as the Dot Product and how routines are best constructed for real-time 3D rotations and planar shading.
The Z-buffer algorithm, invented by E. Catmull, has been around since the 1970's. Because of it's simplicity, and because it can handle just about any 3D primitive, it has become the number one choice for hardware accelerated 3D boards. Only recently however, have PC developers started to look at the Z-buffer algorithm as an alternitive to depth-sorted algorithms. This is mainly because of the increased memory and speed of the modern PC.
The degenerated Gouraud's: Z-gouraud, distance-based Gouraud, Phong shading, Z-buffer, texture mapping, many other more advanced techniques like: environment/reflection mapping, bump mapping, A-buffer and more.
"After receiving numerous requests to do so, I have compiled a HOW TO doc on polygon filling. It seems that a lot of people out there are a lot like myself, they really dislike using other people's code because it is extremely difficult to figure out, especially if it is highly optimized." By Voltaire/OTM.
This is the comp.graphics.rendering.raytracing Frequently Asked Questions (FAQ) List. It's not the most definitive ray tracing reference you'll ever come across, but then, it was never meant to be. What it does set out to do is to answer some of the questions which keep cropping up on c.g.r.r and to give pointers to other references.
This doc does assume you have good knowledge of 3D, Volumes, and rasterizers. Finally, this doc does not deal with soft shadows, nor does it deal with pre-generated shadows through cached Texture maps.
This FAQ emphasizes on the style of graphics similar to those used in U6 and U7 by Origin. Many of the techniques presented are aimed at systems with limited memory and/or speed like PCs with a 640K barrier; but this document also includes alternative methods and suggestions on how to code for less restrictive systems. By Greg Taylor