Geometry
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
Great overview, and also spend significant time on the half-edge data structure
Reference implementation and explanation of the marching cubes algorithm
Explaining Bézier curves with a lot of visualizations
An interactive explanation of Bezier curves, with the perspective from a web developer (CSS and SVG)
A tutorial explaining the dual contouring algorithm
An interactive explanation comparing marching cubes and dual contouring iso-surface algorithms
Tables of intersection algorithms for various geometric primitives
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.