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.
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.
Artikelnr. des Verlages: B978-1-55860-860-3.X5000-6
Seitenzahl: 336
Erscheinungstermin: 9. Juli 2002
Englisch
Abmessung: 238mm x 185mm x 21mm
Gewicht: 682g
ISBN-13: 9781558608603
ISBN-10: 1558608605
Artikelnr.: 11105474
Herstellerkennzeichnung
Libri GmbH
Europaallee 1
36244 Bad Hersfeld
gpsr@libri.de
Autorenporträt
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.
Inhaltsangabe
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)
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)
Es gelten unsere Allgemeinen Geschäftsbedingungen: www.buecher.de/agb
Impressum
www.buecher.de ist ein Internetauftritt der buecher.de internetstores GmbH
Geschäftsführung: Monica Sawhney | Roland Kölbl | Günter Hilger
Sitz der Gesellschaft: Batheyer Straße 115 - 117, 58099 Hagen
Postanschrift: Bürgermeister-Wegele-Str. 12, 86167 Augsburg
Amtsgericht Hagen HRB 13257
Steuernummer: 321/5800/1497
USt-IdNr: DE450055826