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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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Celtic Knots, Part 3 takes Celtic knots into 3D, creating
overlapping weaves in the plane and 3D objects covered with
knotwork. I show how to wrap knots around the surfaces of
some objects with interesting topologies (such as the donut
above). I also show some interesting ways to take the idea
of overlap and underlap and move them into 3D.
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The Digital Ceraunoscope: Synthetic Thunder and Lightning,
Part 1 begins the discussion of how to write a physically-based
simulator that creates statistically accurate thunder and
lighting. This first part focuses on lightning and its geometric
structure.
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The Digital Ceraunoscope: Synthetic Thunder and Lightning,
Part 2 shows how to take the lightning created in the
previous column, and the position of a listener, and create
a sound file that represents what that person would actually
hear from that particular lightning stroke.
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Texturing With Symmetry shows how to create a vareity
of attractive patterns using hierarchies of symmetry elements
and image-processing actions. The basic idea is to create
a simple prototype tile that can be placed in a variety of
orientations (square tiles have eight of them; equilateral
triangles have six). Then apply the tile using a symmetry
transformation to create a larger tile, and apply another
symmetry operator to make a still-larger tile, and so on,
creating a hierarchy of tiles. The result is a pattern with
a lot of structure but a lot of variation.
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Soap Bubbles, Part 1 talks about the chemistry of
soap films, some of their basic geometry, and how to write
a soap-film shader. I talk about how soap bubbles take on
their shape: basically they're trying to minimize the amount
of surface area formed by the soap film while obeying the
constraints of the physical environment.
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Soap Bubbles, Part 2 shows the geometry behind create
clusters of soap bubbles. I show how two or more bubbles combine,
and how to compute the geometry of the inner walls that are
formed between pairs of bubbles. It turns out that if we ignore
gravity (which is a pretty safe bet for objects as light as
soap bubbles) then everything is a piece of a sphere: the
bubbles themselves, as well as the walls between them.
I also talk about wave interference, and how that gives rise
to the beautiful colors that make up soap bubbles.
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