This paper and the related technical documents explain how DOOM achieved real-time 3D rendering on 1993 hardware by:
: Avoiding slow floating-point calculations, which was critical for the CPUs of that era.
: Using BSP trees to split a 2D map into sub-sectors, allowing the engine to determine which walls to draw first without sorting every frame.
(often discussed in the context of Bruce Naylor's work or the early id Software technical blogs). Why it’s "Interesting"
However, given the context of DOOM and "interesting papers," you are likely looking for the landmark research on the and its revolutionary use of Binary Space Partitioning (BSP) .