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JIM BLINN'S CORNER: NOTATION, NOTATION, NOTATION
Jim Blinn's Corner: Notation, Notation, NotationTo order this title, and for more information, click here

By
Jim Blinn, Microsoft, Inc., Redmond, Washington, U.S.A.

Included in series
The Morgan Kaufmann Series in Computer Graphics,

Description
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.
Highlights - Features 21 expanded and updated installments of "Jim Blinn's Corner," dating from 1995 to 2001, and never before published in book form. - Includes "deleted scenes"?tangential explorations that didn't make it into the original columns. - Details how Blinn represented planets in his famous JPL flyby animations. - Explores a wide variety of other topics, from the concrete to the theoretical: assembly language optimization for parallel processors, exotic usage of C++ template instantiation, algebraic geometry, a graphical notation for tensor contraction, and his hopes for a future world.

Audience
Computer graphics professionals with computer science or mathematics background, including academic computer scientists, researchers, educators, students, and graduate students; graphics designers; computer animators interested in the latest developments of conceptual and practical aspects of rendering and graphics; software and game developers.

Contents
Preface Color Plates 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)

Bibliographic & ordering Information
Paperback, 336 pages, publication date: JUL-2002
ISBN-13: 978-1-55860-860-3
ISBN-10: 1-55860-860-5
Imprint: MORGAN KAUFFMAN
Price: Order form
EUR 50.95
USD 62.95
GBP 35.99

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Last update: 12 Jul 2008
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