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Abstract

Book 3 of reprints from my IEEE Computer Graphics and Applications column

Get it at www.amazon.com/gp/product/1558608605

Table of Contents

  1. Notation
  2. How to Draw a Sphere Part 1, Basic Math
  3. How to Draw a Sphere Part 2, Coordinate Systems
  4. How to Draw a Sphere Part 3, The Hyperbolic Horizon
  5. The Truth About Texture Mapping
  6. Consider the Lowly 2x2 Matrix
  7. Calculating Screen Coverage
  8. Fugue for MMX
  9. Floating-point Tricks
  10. A Ghost in a Snowstorm
  11. W Pleasure, W Fun
  12. Ten More Unsolved Problems in Computer Graphics
  13. The Cross Ratio
  14. Inferring Transforms
  15. How Many Different Rational Parametric Cubic Curves Are There? Part 1, Inflection Points
  16. How Many Different Rational Parametric Cubic Curves Are There? Part 2, The "Same" Game
  17. How Many Different Rational Parametric Cubic Curves Are There? Part 3, The Catalog
  18. A Bright Shiny Future
  19. Optimizing C++ Vector Expressions
  20. Polynomial Discriminants, Part 1, Matrix Magic
  21. Polynomial Discriminants, Part 2, Tensor Diagrams
  22. Tensor Contraction in C++

Details

Publication typeBook
URL http://www.amazon.com/gp/product/1558608605
Pages327
ISBN1-55860-860-5
PublisherMorgan Kaufmann Publishers

Previous versions

James F. Blinn. Jim Blinn's Corner: Dirty Pixels, Morgan Kaufmann Publishers, 1998.

James F. Blinn. Jim Blinn's Corner: A Trip Down the Graphics Pipeline, Morgan Kaufmann Publishers, 1996.

> Publications > Jim Blinn's Corner: Notation, Notation, Notation