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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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Digital Weaving Part 2 introduces and discusses Andrew's
Weaving Language. This is a compact little notation I
cooked up for describing weaves that can otherwise take a
lot of numbers to specify. I based this on the language that
ships with Corel Painter. This column also talks about how
to infer your loom setup if all you have to start with a piece
of woven fabric. You can download a parser in the C# language
for my weaving language here.
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Digital Weaving Part 3 talks about the structure and
colors in the traditional Scottish patterns known as tartans.
I also talk about my digital loom, and how to program your
own.
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Image Search and Replace is my technique that does
for pictures what traditional search-and-replace functions
do for text documents. You tell the system what to look for,
and what you'd like to replace it with. It finds the targets,
removes them, cleans up the background, and then puts in the
new images transformed appropriately so that they look good.
The tricks are finding an efficient way to search (otherwise
it would take much, much too long) and then using modern texture-synthesis
algorithms to fill in the holes after a piece has been removed.
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Venn and Now talks about how to generalize Venn diagrams
beyond the standard three-circle form that we're all used
to. It turns out that you can't just draw four circles! Lewis
Carroll had a go at the problem, and made some nice progress.
In this column I talk about what other people have done, and
I give my own technique for drawing these types of diagrams
for large numbers of variatbles.
Bart Barenbrug
has found a nice geometric alternative to my equations for
finding the circles for the Edwards construction, shown in
Figure 31 on page 95. Noting that C2 is on the line from C1
through M, write C2=C1+q(M-C1). Because the circles
are perpendicular at A and B, C1-A is perpendicular to C2-A.
Writing (X,Y) for the dot product of vectors
X and Y, we have (C1-A,C2-A)=0. Plugging in
the value for C2 from above, and simplifying, we get q=-(C1-A,C1-A)/(C1-A,M-C1)
= -r1^2/(C1-A,M-C1). Plug this value for q back into
the first equation to get C2, then find r2=|C2-A|. Done, and
without any trig functions!
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DMorph discusses my algorithm for smoothly blending
one convex polyhedron to another. It's a refinement on my
metamorphosis technique, described here.
The basic idea is to take the planes that define the start
and end shapes, move them all simulaneously, and then find
the volume they define as their interior at each moment along
the transition. It's really easy and fast to program, and
the results look great because they're smooth and continuous.
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In Everyday Computer Graphics I talk about some of
the many ways that our lives could be improved when we have
handy display devices at our disposal, and smart computers
around us all the time that can remember where we put things,
where we've been, and can talk to other computers to help
us find friends and directions.
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