Chapter 1 The World's Largest Easter Egg and What Came Out of It
Chapter 2 What We Need Around Here Is More Aliasing
Chapter 3 Return of the Jaggy
Chapter 4 How Many Different Curves Are There?
Chapter 5 Dirty Pixels
Chapter 6 Cubic Curve Update
Chapter 7 Triage Tables
Chapter 8 The Wonderful World of Video
Chapter 9 Uppers and Downers
Chapter 10 Uppers and Downers, Part II
Chapter 11 The World of Digital Video
Chapter 12 How I Spent My Summer Vacation—1976
Chapter 13 NTSC: Nice Technology, Super Color
Chapter 14 What's the Deal with the DCT?
Chapter 15 Quantization Error and Dithering
Chapter 16 Compositing—Theory
Chapter 17 "Composting"—Practice
Chapter 18 How to Attend a SIGGRAPH Conference
Chapter 19 Three Wrongs Make a Right
Chapter 20 Fun with Premultiplied Alpha
"All problems in computer graphics can be solved with a matrix inversion."—Jim Blinn
Jim Blinn is Back!
Dirty Pixels is Jim's second compendium of articles selected from his award-winning column, "Jim Blinn's Corner," in IEEE Computer Graphics and Applications. Here he addresses topics in image processing and pixel arithmetic and shares the tricks he's uncovered through years of experimentation.
Writing in the inimitable, engaging style for which he's famous, Jim's easy-to-understadn explanations and solutions make abstract concepts accessible to a broad audience. Dirty Pixels is an invaluable resource for anyone in the computer graphics field.
Teapots and More
Jim's contributions to computer graphics include the Voyager Fly-by 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. Jim developed many graphics techniques now in widespread use, among them bump mapping, environment mapping, and blobby modeling.
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- © Morgan Kaufmann 1998
- 29th September 1998
- Morgan Kaufmann
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- Paperback ISBN:
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.
Microsoft, Inc., Redmond, Washington, U.S.A.