> Reference Database

Graphics/Visibility determination

.NET  7
Artificial Intelligence  7
  Group behavior  2
  Path finding  16
    A* and its derivatives  6
  Pattern recognition  1
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Audio  0
  DirectX  8
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Computer Science  2
  Algorithms & data structures  12
    BSP trees  8
  Encryption  12
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Data storage  4
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Game Development  20
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  Input  3
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Graphics  27
  Character animation  6
  DirectX  24
    Optimizing  8
  Illumination  5
    Deferred lighting  7
    Global illumination  8
    Lighting models  6
    Screen Space Ambient Occlusion  4
    Shadow maps  18
    Shadow volumes  15
  Image processing & synthesizing  19
  Non-polygonal rendering  3
    Ray tracing  3
  OpenGL  12
  Particle systems  7
  Shaders  32
  Simulation  4
    Cloth  2
    Clouds & sky light  7
    Fire & smoke  4
    Liquids  12
  Surfaces & Meshes  7
    Implicit surfaces  6
    Parametric curves & surfaces  7
    Polygon reduction & LOD  3
    Subdivision surfaces  7
  Terrain  7
    Continuous LOD  12
    Generating data  4
    Voxel engines  2
  Text  6
  Transparency  1
  Visibility determination  16
Languages  5
  Assembler  20
  C & C++  25
    C++ exceptions  5
    Calling conventions  11
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  D  2
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Mathematics  3
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  Linear algebra, vectors & matrices  9
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Object design  3
Physics  5
  Body dynamics  8
  Collision detection  10
    Polytopes  6
Platform  2
  Linux  1
  Mac  2
  Windows  13
    COM, ATL & WTL  8
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    Hooks  5
    Input  2
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    Services  1
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    Small executables  3
    Windows  8
Web Technologies  8

Cells and Portals
Alex Chalfin

Geometry culling in 3D engines
Pietari Laurila

Graphics Programming Black Book
Michael Abrash
This book on 153 MB (divided into one file per chapter) is a bit outdated but some algorithms never die such as BSP, PVS, and the likes. I don't know how useful the information here is but I keep the reference just in case.

Optimized View Frustum Culling
Ulf Assarson

Sep 2001 - Frederic My
This is a good article on the use of portals to render 3D environments.

Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible Sets
David Luebke, Chris Georges

The 3D Visibility Skeleton
F Durand, G Drettakis, C Puech

Visibility Preprocessing for Interactive Walkthroughs
July 1991 - Seth Teller
This article describes how the map is put in a k-D tree, using only important features as splitting planes. A PVS is then computed on this k-D tree in the preprocessing step. At run-time the PVS is used as first culling, followed by a more accurate portal culling. The visibility is then cached to utilize frame coherency.

An Investigation into Real-time 3D Polygon Rendering using BSP Trees
April 1999 - Andrew Steven Winter

BSP Tree Thesis
Jan 2001 - Samuel Ranta-Eskola
This excellent paper describes the BSP tree and its applications. It includes construction and traversal of the BSP tree, portal rendering and automatic placement through BSP trees, PVS computation, radiosity computation, and collision detection and handling against BSP trees. In addition to that it has lots of internet links to references used.

Rendering the Great Outdoors: Fast Occlusion Culling for Outdoor Environments
July 2002 - Michal Bacik
As the title suggests this article shows how to do fast occlusion culling for outdoor rendering.

Frustum Culling
April, 2003 - Dion Picco
Great article about frustum culling with some very good optimizations.

Terrain Geomorphing in the Vertex Shader
April, 2003 - Daniel Wagner
This article shows how to do efficient rendering of terrain using hardware vertex shaders for geomorphing. It also talks about using PVS for hidden surface removal.

Hidden Surface Removal
September, 2003 - Samuel Ranta-Eskola
Of portals and Potentially Visible Sets in BSP trees.

View Frustum Culling Tutorial
Mar, 2006 - António Ramires Fernandes
This article explains various ways to perform view frustum culling, complete with the math and source code.

Next Generation Occlusion Culling
March, 2012
Discusses pros and cons of various occlusion culling algorithms.