Jim Blinn's Corner: Notation, Notation, NotationThe 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.

What people are saying  Write a review
We haven't found any reviews in the usual places.
Contents
1  
7  
23  
Chapter Three How to Draw a Sphere Part III The Hyperbolic Horizon  41 
Chapter Four The Truth about Texture Mapping  59 
Chapter Five Consider the Lowly 2 2 Matrix  69 
Chapter Six Calculating Screen Coverage  97 
Chapter Seven Fugue for MMX  107 
Chapter Fourteen How Many Different Rational Parametric Cubic Curves Are There? Part I Inflection Points  195 
Chapter Fifteen How Many Different Rational Parametric Cubic Curves Are There? Part II The Same Game  207 
Chapter Sixteen How Many Different Rational Parametric Cubic Curves Are There? Part III The Catalog  219 
Chapter Seventeen A Bright Shiny Future  231 
Chapter Eighteen Optimizing C + + Vector Expressions  237 
Chapter Nineteen Polynomial Discriminants Part I Matrix Magic  255 
Chapter Twenty Polynomial Discriminants Part II Tensor Diagrams  269 
Chapter TwentyOne Tensor Contraction in C+ +  293 
Chapter Eight FloatingPointTricks  123 
Chapter Nine A Ghost in a Snowstorm  133 
Chapter Ten W Pleasure W Fun  147 
Chapter Eleven Ten More Unsolved Problems in Computer Graphics  159 
Chapter Twelve The Cross Ratio  169 
Chapter Thirteen Inferring Transforms  179 
Other editions  View all
Common terms and phrases
_asm adjoint algebra algorithm alpha approximation arithmetic barycentric coordinates buffering calculate Chapter clipping planes coefficient matrix column components computer graphics const Vector coordinate system cross product cubic curve define definition space determinant diagram Dirty Pixels discriminant dot product eigenvalues eigenvectors epsilon Equation error Evaluate expression eye space factor Figure float floatingpoint function geometric gives Graphics Pipeline homogeneous homogeneous coordinates infinity inflection points inline integer intersecting Jim Blinn's Corner linear look loop Matrix44 means memory Monomial movg multiply negative notation operator operator+ paddw perspective transformation pixel pixel space pixel values plane at infinity polynomial problem psrlw quadratic quadric quantity range real eigenvalues reparametrization rotation scalar scale scan line screen space simple solve sphere square root surface symmetric symmetric matrix Table tangent technique tensor texture map things tion transformation matrix write Xmax Xmin zero