Geometry
- The Graphics Codex: Ray Marching
A good introduction of ray marching that progresses from naive ray marching to the sphere tracing algorithm. It then covers some common SDF primitives and operations, normal computation, and performance optimizations
- Lecture 10: Meshes and Manifolds (CMU 15-462/662)
Great overview, and also spend significant time on the half-edge data structure
- Polygonising a scalar field (Marching Cubes) (1994)
Reference implementation and explanation of the marching cubes algorithm
- The Beauty of Bézier Curves (Freya Holmér)
Explaining Bézier curves with a lot of visualizations
- Bézier Curves
An interactive explanation of Bezier curves, with the perspective from a web developer (CSS and SVG)
- Dual Contouring Tutorial
A tutorial explaining the dual contouring algorithm
- Interactive explanation of marching cubes and dual contouring
An interactive explanation comparing marching cubes and dual contouring iso-surface algorithms
- Object Intersections - Real-Time Rendering
Tables of intersection algorithms for various geometric primitives
- The Transvoxel Algorithm
Eric Lengyel's voxel meshing algorithm for seamlessly stitching together neighboring triangle meshes generated from voxel data at differing resolutions so that level of detail.