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Andrew
Glassner's Notebook is a regular column in
IEEE Computer Graphics & Applications. The articles
from January 1996 through March 1999 have been collected,
edited and expanded in the book Andrew
Glassner's Notebook,
published by Morgan-Kaufmann. The articles from May 1999
to
November 2001 have been edited and expanded in the
book Andrew
Glassner's Other Notebook, published by AK Peters.
My columns from January 2002 to November 2004 have been
updated, revised, and expanded, and will be published in
Morphs,
Mallards, and Montages: Computer-Aided Imagination
(published by AK Peters,
to appear Summer 2004).
These pages collect notes, errata, and comments from the original
columns, and those that have not yet been printed in book form.
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Fourier Polygons discusses a fascinating relationship
between the Fourier analysis of signals and polygons, which
Alvy Ray Smith told me about. It turns out that if you think
of the vertices of points (x,y) as complex numbers
a+bi, then you can decompose polygons into "basis"
polygons just as you can decompose signals into basis signals
like sines and cosines. It's a really cool and beautiful thing.
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String Crossing looks at those string-art figures
you may have made at camp. You hammer a bunch of nails into
a board, and then tie metallic string from every nail to every
other nail. Graph theorists call this a complete graph.
How many crossings are there in such a pattern? The path to
the answer involves noticing and making use of all sorts of
unexpected patterns that keep showing up in the formulas and
geometry.
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An Open and Shut Case tackles the issue of camera
shutters. In computer graphics we usually assume that our
shutters are perfect: they open up completely in no time at
all, and then shut down in an equally instantaneous moment.
But real shutters aren't like that. Iris shutters open up
to reveal an enlarging hole, which shuts down as they close.
Guillotine shutters have a plate that drops down (or moves
sideways) to let light pass to the film. Motion-picture shutters
use a couple of pie-slices at a fixed angle to each other.
It turns out that these different shutter geometries can really
influence the images we make. If we want our computer-generated
effects to match up with live-action images, we need to pay
as much attention to film shutters as we do now to interlace
for video projects.
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O Say, Can You See? looks at the efficiencies of different
kinds of windshield wipers. Some go left and right in a short
arc, others sweep out a half-circle, and some move left and
right with almost no vertical motion. Some rough approximations
and simulations shows that the types of wipers we have on
most of our cars are the best compromise between keeping the
rain off and not blocking the driver's view of the road.
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Celtic Knots Part I starts off a 3-part series on
this topic, which has always fascinated me both technically
and artistically. I talk about the construction technique
pioneered by George Bain and his sons, and show how it can
be efficiently implemented in a computerized assistant. The
goal isn't to turn the computer loose making art; it's to
design a tool that helps us make art that satisfies our vision.
I show how to draw pleasing curves for a variety of situations,
and how to determine the proper overlapping and underlapping
of a knot.
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Celtic Knots Part II gets further into the theory
of knotwork. I introduce my idea of "snakes" derived
from knotwork graphs, and show how to make a set of tiles
that, when placed together properly, will create a Celtic
knot. I also talk about knotwork on grids that aren't square,
which opens up all sorts of new design possibilities.
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