Triangulating and Extruding Arbitrary Polygons
May 2001 - Michael Fötsch
This article explains how to use the GLU library to perform tesselation of irregular polygons for rendering in DirectX. It also shows how to use GDI to retrieve the polygons of TrueType fonts.
Hugues Hoppe's homepage
Jan, 1989 - Paul Bourke
This article shows how to do triangulation of discrete point data, using Delauney triangulation.
Vertex Displacement Mapping using GLSL
Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics
Dec, 2000 - Sarah F. Frisken, Ronald N. Perry, Alyn P. Rockwood, Thouis R. Jones
This article explains the ADF datastructure, which seems particularly efficient at representing static shapes for rendering and collision detection, as well as requiring little memory.
Linear-Speed Vertex Cache Optimisation
Sep, 2006 - Tom Forsyth
The article explains a fast and efficient algorithm for optimizing 3D meshes for unknown vertex cache sizes in order to boost rendering performance.
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.