Four Tricks for Fast Blurring in Software and Hardware
February 9, 2001 - Alex Evans
This article explains different ways of doing fast blurring of 2D images and how they can be applied to 3D graphics.
Nonlinear Lens Distortion
August 2000 - Paul Bourke
This article makes a brief explanation on how to do nonlinear distortions of images, e.g. to simulate magnifying lenses.
Making Cellular Textures
Nov 2001 - Jim Scott
A good article on how to make textures based on Delauney diagrams.
Smart Texture Filtering
April 2002 - Maxim Stepin
This text describes how a smart filter is implemented in order to not loose the detail level of a texture at magnification, as is so common with binary filtration.
Real-Time Procedural Texturing Techniques Using MMX
May 1998 - Haim Barad, Mark Atkins, Or Gerlitz, Daniel Goehring
This article shows how to generate good looking wood and marble textures procedurally. It also shows how to write software texturing routines using real-time generated procedural textures.
Run-Time Pixel Format Conversion
May, 1999 - Michal Bacik
This article shows optimized routines for converting between pixelformats. It also includes a simple but effective dithering algorithm.
An Introduction to Digital Image Processing
June 2003 - Frédéric Patin
This article shows several algorithms for performing various common digital image processing tasks. Examples: gaussian blur, emboss, edge detection, and motion detection.
The site for AngelCode Texture Generator, that is a free program for generating dynamic textures. Includes various scripts with common algorithms.
This page holds a great collection of links to articles and other resources about procedural texture generation.
Secrets of Simple Image Filtering
September 2003 - Kristo Kaas
This article explains how a convolution filter works. Examples of convolution filters include: edge detection, emboss, blur, etc.
High Dynamic Range Rendering
June, 2004 - Anirudh S Shastry
This article shows how to render a simple scene using HDR textures and adding post processing glow with gaussian blur. Uses DirectX shaders.
Oct, 2003 - Stefan Guthe, Paul Heckbert
This article shows how to best generate mipmaps that have dimensions not-power-of-two.
This site has some interesting articles for generating procedural textures. Examples: cellular, reaction-diffusion, noise, plasma, filters, and dithering.
Real-time YCoCg-DXT Compression
Sep, 2007 - J.M.P. van Waveren, Ignacio Castaño
Very good texture compression for realtime usage, e.g. in games.
Improved Alpha-Tested Magnification for Vector Textures and Special Effects
2007 - Chris Green
Shows how to use distance field in texture to render alias free 2D decals.
Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more
Interesting articles on various areas, as mentioned in the title. Especially valuable for those who are interested in procedurally generated content.
Color conversion math and formulas
A collection of several color space conversion formulas, including RGB to CMYK, CMYK to RGB, etc.
Raster to Vector Conversion of Images for Efficient SVG Representation
2005 - Lakshman Prasad, Alexei Skourikhine
Describes an algorithm for converting a color bitmap into a vectorized representation.
Raster to Vector conversion in a Local, Exact and Near optimal manner
1991 - John Andrew Carter
Describes an algorithm for converting a bitmap to vector graphics.