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Jim Blinn's Corner: Notation, Notation, Notation - Jim Blinn

Jim Blinn's Corner: Notation, Notation, Notation

(Autor)

Buch | Softcover
336 Seiten
2002
Morgan Kaufmann Publishers In (Verlag)
978-1-55860-860-3 (ISBN)
CHF 92,50 inkl. MwSt
A compilation of selected installments of Jim Blinn's influential column. It features 21 installments of "Jim Blinn's Corner," dating from 1995 to 2001. It explores topics such as: assembly language optimization for parallel processors, exotic usage of C++ template instantiation, algebraic geometry, and a graphical notation for tensor contraction.
The third entry in the Jim Blinn's Corner series, this is, like the others, a handy compilation of selected installments of his influential column. But here, for the first time, you get the "Director's Cut" of the articles: revised, expanded, and enhanced versions of the originals. What's changed? Improved mathematical notation, more diagrams, new solutions. What remains the same? All the things you've come to rely on: straight answers, irreverent style, and innovative thinking. This is Jim Blinn at his best - now even better.

For over three decades, eminent computer graphicist Jim Blinn has coupled his scientific knowledge and artistic abilities to foster the growth of the computer graphics field. His many contributions include the Voyager flyby animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. In addition, Blinn is the recipient of the SIGGRAPH Computer Graphics Achievement Award as well as the SIGGRAPH Coons Award, and has developed many widely used graphics techniques, including bump mapping, environment mapping, and blobby modeling. In 2000, he was elected to the National Academy of Engineering. He currently works at Microsoft Research.

Chapter 1 How to Draw a Sphere Part I, Basic Math (January 1995)
Chapter 2 How to Draw a Sphere Part II, Coordinate Systems (March 1995)
Chapter 3 How to Draw a Sphere Part III, The Hyperbolic Horizon (September 1995)
Chapter 4 The Truth about Texture Mapping (March 1990)
Chapter 5 Consider the Lowly 2x2 Matrix (March 1996)
Chapter 6 Calculating Screen Coverage (May 1996)
Chapter 7 Fugue for MMX (March-April 1997)
Chapter 8 Floating Point Tricks (July-August 1997)
Chapter 9 A Ghost in a Snowstorm (January-February 1998)
Chapter 10 W Pleasure, W Fun (May-June 1998)
Chapter 11 Ten More Unsolved Problems in Computer Graphics (September-October 1998)
Chapter 12 The Cross Ratio (November-December 1998)
Chapter 13 Inferring Transforms (May-June1999)
Chapter 14 How Many Different Rational Parametric Cubic Curves Are There? Part I, Inflection Points (July-August 1999)
Chapter 15 How Many Different Rational Parametric Cubic Curves Are There? Part II, The "Same" Game (November-December 1999)
Chapter 16 How Many Different Rational Parametric Cubic Curves Are There? Part III, The Catalog (March-April 2000)
Chapter 17 A Bright, Shiny Future (January 2000)
Chapter 18 Optimizing C++ Vector Expressions (July-August 2000)
Chapter 19 Polynomial Discriminants Part I, Matrix Magic (November-December 2000)
Chapter 20 Polynomial Discriminants Part II, Tensor Diagrams (January-February 2001)
Chapter 21 Tensor Contraction in C++ (March-April 2001)

Erscheint lt. Verlag 16.7.2002
Reihe/Serie Jim Blinn's Corner Series
Verlagsort San Francisco
Sprache englisch
Maße 187 x 235 mm
Gewicht 680 g
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Software Entwicklung
ISBN-10 1-55860-860-5 / 1558608605
ISBN-13 978-1-55860-860-3 / 9781558608603
Zustand Neuware
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