Fr. 76.00

Jim Blinn''s Corner: A Trip Down the Graphics Pipeline

English · Paperback / Softback

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Description

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Informationen zum Autor 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. Klappentext Jim Blinn is one of the graphic world's most renowned figures. He created the animation for the PBS series, "Cosmos", as well as the animated sequences for the 52 part telecourse, The Mechanical Universe. In this book he shares his most useful graphics tips and tricks, many of which have never before been addressed and can't be found in any other book. Zusammenfassung The author! a computer graphicist! shares his insight and experience in "Jim Blinn's Corner"! an award-winning column in the technical magazine "IEEE Computer Graphics and Applications" in which he unveils his graphics methods and observations. This compendium presents 20 of the column's articles! leading you through the 'graphics pipeline'. Inhaltsverzeichnis How Many Ways Can You Draw a Circle? What, Teapots Again? Nested Transformations and Blobby Man. Platonic Solids. How to Write a Paper for SIGGRAPH. Me and My (Fake) Shadow. Things I Hope Not to See or Hear at SIGGRAPH. Where Am I? What am I Looking At? The Three-Dimensional Kaleidoscope. Fractional Invisibility. Optimal Tubes. The Ultimate Design Tool. Line Clipping. Pixel Coordinates. Subpixelic Particles. Grandpa, What does "Viewport" Mean? Hyperbolic Interpolation. The Homogeneous Perspective Transform. Backface Culling Snags. Farewell to FORTRAN....

List of contents

How Many Ways Can You Draw a Circle? What, Teapots Again? Nested Transformations and Blobby Man. Platonic Solids. How to Write a Paper for SIGGRAPH. Me and My (Fake) Shadow. Things I Hope Not to See or Hear at SIGGRAPH. Where Am I? What am I Looking At? The Three-Dimensional Kaleidoscope. Fractional Invisibility. Optimal Tubes. The Ultimate Design Tool. Line Clipping. Pixel Coordinates. Subpixelic Particles. Grandpa, What does "Viewport" Mean? Hyperbolic Interpolation. The Homogeneous Perspective Transform. Backface Culling Snags. Farewell to FORTRAN.

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