30fps.net
Approximate first principal component
HyAB k-means for color quantization
Palette lighting tricks on the Nintendo 64
Portal flow brings it all together
Fine visibility via clipping
Coarse base visibility
Portals and Quake
A simple way to scale pixel art games
How to present MS-DOS screenshots
How Westwood VQA works
Efficiently split a NumPy array into tiles
Classic 3D videogame shadow techniques
Shader post-processing in a hurry
Moving basis decomposition for images
Color quantization with a self-organizing map
PCA image color compression experiment
Clean pointer serialization in C
Sort a sphere BVH with split planes
Annoying details of a Z-buffer rasterizer
Going up in color bit depth
Image vector quantization is just like creating a tilemap
In-place filtering of an array
BSP Lessons
Full screen triangle optimization
Mapping to the PICO-8 palette, perceptually