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Mathematics: Optimizations


Solving Systems of Linear Equations Using the Cross Product

Anders Hast (Creative Media Lab, University of G�vle)
Game Programming Gems 6, 2006.

Efficient Sequence Indexing for Game Development

Palem Gopalakrishna (Indian Institute of Technology)
Game Programming Gems 6, 2006.

Minimax Numerical Approximation

Christopher Tremblay
Game Programming Gems 5, 2005.

Oblique View Frustums for Mirrors and Portals

Eric Lengyel (Naughty Dog)
Game Programming Gems 5, 2005.

Implementing Improved Perlin Noise

Simon Green (NVIDIA Corporation)
GPU Gems 2, 2005.

Critically Damped Ease-In/Ease-Out Smoothing

Thomas Lowe (Krome Studios)
Game Programming Gems 4, 2004.

Extracting Frustum and Camera Information

Waldemar Celes (Computer Science Department, PUC-Rio)
Game Programming Gems 4, 2004.

Implementing Improved Perlin Noise

Ken Perlin (New York University)
GPU Gems, 2004.

A Fast All-Interger Ellipse Discretization Algorithm

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, 2003.

A Fast and Simple All-Interger Parametric Line

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, 2003.

Fast Base-2 Functions for Logarithms and Random Number Generation

James McNeill
Game Programming Gems 3, 2002.

More Approximations to Trigonometric Functions

Robin Green (Sony Computer Entertainment America)
Game Programming Gems 3, 2002.

Using Bloom Filters to Improve Computational Performance

Mark Ficher (Beach Software)
Game Programming Gems 2, 2001.

Vector and Plane Tricks

John Olsen (Microsoft)
Game Programming Gems 2, 2001.

Fast, Robust Intersection of 3D Line Segments

Graham Rhodes (Applied Research Associates)
Game Programming Gems 2, 2001.

Inverse Trajectory Determination

Aaron Nicholls (Microsoft)
Game Programming Gems 2, 2001.

The Parallel Transport Frame

Carl Dougan
Game Programming Gems 2, 2001.

Programming Fractals

Jesse Laeuchli
Game Programming Gems 2, 2001.

Fast Math Using Template Metaprogramming

Pete Isensee
Game Programming Gems, 2000.

Interpolation Methods

John Olsen
Game Programming Gems, 2000.

Polynomial Approximations to Trigonometric Functions

Eddie Edwards
Game Programming Gems, 2000.

Wavelets: Theory and Compression

Loic Le Chevalier
Game Programming Gems, 2000.

A Fast Cylinder-Frustrum Intersection Test

Eric Lengyel (C4 Engine)
Game Programming Gems, 2000.
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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