|
|
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
My
first work in 3D computer graphics
was on a Tektronix 4014 storage tube in 1976.
We've come a long way since then! These pages
document some of my research work, my books,
my journal activities, and my columns.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
I'm
interested in finding ways to use the computer to help people
do creative work in computer graphics. This ends up taking me
into the three big fields of rendering, modeling, and animation.
Here are summaries of some of my major projects from the last
few years. You can find more information on any of project by
selecting the icon. I tend to publish most of my new ideas these
days in my columns. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Shape
Synthesis |
|
|
|
|
|
|
|
|
|
|
|
 |
|
Sound synthesizers opened up a new way
to think about sounds. The Shape Synthesizer adapts
the ideas behind these powerful instruments to create
three-dimensional models and shapes that are not in
the CAD tradition. Read
more.
|
|
|
|
|
|
|
|
| Cubism
for Computer Graphics |
|
|
|
|
|
|
 |
|
Computer graphics lets us
put cameras anywhere we want. I've looked into how to
create tools to let us use wild cameras in new ways for
storytelling. The approach shares in spirit some of the
ideas in the art technique known as cubism. Read
more. |
|
| Crop |
|
|
 |
|
Crop circles are a fascinating
phenomenon in many ways, from sociology and technology
to public relations and art. Most crop formations can
be described using techniques of classical geometric construction.
I've created a small computer language called Crop
designed to help describe and construct crop formations.
Read more. |
|
| Geometric
Substitutions |
|
|
|
|
|
|
|
|
 |
|
This is a novel modeling technique
for creating complex, interesting three-dimensional structures
based on simple starting forms and transformation rules.
Read more.
|
|
| Fluorescence
and Phosphorescence |
|
|
|
|
|
 |
|
The hands on our
watches glow in the dark, and some posters look cool under
a black light because of these phenomena. I've developed
a computational model of the physics appropriate for image
synthesis. Read
more. |
|
|
|
|
|
|
|
| Device-Directed
Rendering |
|
|
|
|
|
|
|
 |
|
Often the colors
computed in a synthetic image cannot be displayed by a
specific device, which means the image must be distorted.
Device-Directed Rendering automatically produces accurate
pictures for any device. Read
more. |
|
|
|
|
|
|
|
| Pop-Up
Card Design |
|
|
|
|
|
|
|
|
|
|
 |
|
Pop-up cards are
fun to make and receive, but can be difficult to design.
I've worked out the geometry for the most popular types
of pop-ups, and written an interactive design program
for creating many styles of pop-up cards. Read
more. |
|
|
|
|
|
|
|
| Dynamic
Stratification |
|
|
|
|
|
|
|
|
|
|
 |
|
When rendering a picture with
ray tracing, every sample is precious. The method of dynamic
stratification is a technique for increasing the value
of every sample.
Read more.
|
|
| Shape
Metamorphosis |
|
|
|
|
|
|
|
|
|
|
 |
|
Shape transformation is very
cool. It's fun to see one 3D shape turning itself into
another. This automatic technique is fast and works great
for convex objects, and gives an artist a good head-start
for other shapes. It also includes a general algorithm
for smoothly turning any shape into its convex hull.
Read more.
|
|
| Spectrum |
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
Experimenting with image synthesis
algorithms requires a stable rendering system that is
flexible and extendable. The Spectrum architecture specifies
such a system.
Read more. |
|
| Lightning
and Thunder |
|
|
|
|
|
|
|
|
|
 |
|
Building on the work of atmospheric scientists, I've
developed a statistical model of lightning which can
be controlled by a designer. Then I compute the thunder
that a listener would hear due to that specific lightning
bolt. Read
more.
|
|
|
|
|
|
|
|
| Space
Subdivision for Fast Ray Tracing |
|
|
|
|

|
|
Ray tracing is a technique
for creating images. It's easy to understand and implement.
It's also very slow. This paper presented an algorithm
for speeding things up significantly. Read
more. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Spacetime
Ray Tracing |
|
|
|
|
|
|
|
To make ray-traced
movies, I show how to build a four-dimensional spacetime
structure that lets us trace rays through the entire animation
at once, resulting in a much faster rendering process
with no loss in the quality of the images. Read
more. |
|
|
|
 |
|
|
|
|
|
|
|
|
| Adaptive
Precision in Texture Mapping |
|
|
|

|
|
Texture mapping is an important
graphics technique. This paper presents an adaptive, iterative
method for computing texture values for pixels with shapes
that aren't exactly square or rectangular. Read
more. |
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
|
My interests in books comes from
two sources: a love of language and writing, and a sense of
community. I like to write both for technical and non-technical
audiences, and have written books and articles for both. |
|
|
|
|
|
|
|
Interactive
Storytelling
|
|
|
 |
|
Interactive fiction is an exciting new field
that will be born when computers, communications,
and storytelling merge. Many different approaches
have been investigated in an effort to find out
what "interactive fiction" might really mean,
but none of these experiments have yet acheived
mainstream success. In this book I discuss how
I see the field, and the most important aspects
of storytelling and gaming that will inform our
future progress. Read
more or see
it on Amazon.
|
|
|
|
|
|
|
|
|
|
|
|
Andrew
Glassner's Third Notebook
|
|
|
 |
|
This is my third collection of columns.
It's directed to hobbyists and anyone else interested
in computer graphics and interesting applications
and ideas relating to the field. This collects
and expands upon the most recent three years of
my columns for IEEE Computer Graphics &
Applications. The book is being published
by AK Peters, and will be available in the summer
of 2004. Read
more.
|
|
|
|
|
|
|
|
|
|
|
|
Andrew
Glassner's Other Notebook
|
|
|
 |
|
This is my second collection of columns.
It's directed to hobbyists and anyone else interested
in computer graphics and interesting applications
and ideas relating to the field. This collects
and expands upon the more recent three years of
my columns for IEEE Computer Graphics &
Applications. Read
more, or see
it on Amazon.
|
|
|
|
|
|
|
|
|
|
|
|
Andrew
Glassner's Notebook
|
|
|
 |
|
This book is directed to hobbyists and anyone
else interested in computer graphics and interesting
applications and ideas relating to the field.
This collects and expands upon the first three
years of my columns
for IEEE Computer Graphics & Applications.
Read more,
or see
it on Amazon.
|
|
|
|
|
|
|
|
|
|
|
| Principles
of Digital Image Synthesis |
|
 |
|
|
|
I believe that computer graphics rendering is
woven together from three fields: human perception,
digital signal processing, and the physics of
light. This two-volume set brings these ideas
together in a single, unified presentation that
covers the theory and practice of rendering. Read
more, or see
it on Amazon.
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Graphics
Gems I |
|
|
 |
|
|
|
I originally conceived of Graphics Gems as a
"little pocket reference." The cover
was by Thad Beier, then of PDI. I can't make heads
or tails out of the cover of the Chinese translation;
it's some kind of wild pop art. Read
more, or see
it on Amazon. Also get source code and errata
from http://www.graphicsgems.org.
|
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| An
Introduction to Ray Tracing |
|
|
 |
|
Ray tracing is an image synthesis technique that
is simple, fast, and fun to use. This book covers
a lot of the fundamental ideas that are useful
to those starting out in the field, or are thinking
of writing their own ray tracer. Read
more, or see
it on Amazon.
|
|
|
|
|
|
|
|
| Computer
Graphics User's Guide |
|
|
 |
|
|
|
My first
book! In 1984 I wrote a book on 3D computer graphics
for artists, describing the nuts and bolts of computer
graphics without going into math or programming.
I made the cover very late one night while an intern
at the IBM TJ Watson Research Center. The book was
translated into Japanese; I have no idea what their
cover was meant to communicate! Read
more, or see
it on Amazon. |
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| Computer
Graphics for Artists and Designers |
|
 |
|
|
|
My second
book was a top-to-bottom rewrite of my first. The
book was very popular in its day; it's still used
in some design and art classes. The Japanese translation
has a nice abstract for a cover. Read
more, or see
it on Amazon. |
|
|
 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
 |
|
|
|
|
|
|
|
|
I like working on journals. Getting good papers contributed
to journals, and making sure they're reviewed quickly and
fairly is very important to the progress of our field.
|
|
|
|
|
|
| Journal
of Graphics Tools |
|
|
|
|
|
|
|
 |
|
|
|
When we ended the
Graphics Gems series, it was clear that there was
a place in the world for a journal of small but useful
graphics articles. With publishers AK Peters we founded
the Journal of Graphics Tools. Here's an image
of the cover of Volume 1, Number 1, back in 1996. We're
still going strong! |
|
|
|
|
|
|
|
|
|
|
| IEEE
Computer Graphics & Applications |
|
|
|
|
|
 |
|
|
I was a member of the editorial
board for CG&A for several years. Eventually I decided
I could do more by focusing on my regular
column, described below. |
|
| ACM
Transactions on Graphics |
|
|
|
|
|
|
 |
|
|
|
|
This quarterly journal, affectionately
known as TOG, is the pre-eminent journal for publishing
scholarly articles on computer graphics. I was a member
of the editorial board for several years, and Editor-In-Chief
from 1995 to 1997. |
|
|
|
| ACM
SIGGRAPH |
|
|
|
|
|
|
|
|
 |
|
SIGGRAPH (the Special Interest Group for Computer Graphics)
refers both to an organization, and the big annual conference
it sponsors every year. This is the premier conference
publication in our field. I was Papers Chair in 1994,
which is also when I invented the Sketches venue for
informal presentations. Here's the cover of the 1994
conference proceedings.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
 |
|
|
|
|
|
|
|
I've been writing a regular column called Andrew Glassner's
Notebook for the magazine IEEE Computer Graphics &
Applications since January 1996. I range pretty far and
wide in my topics, but they all relate somehow to computer
graphics. You can read summaries of all the columns, plus
some additional notes and errata on my column
pages.
The first three years of those columns have been collected,
revised, and expanded in a book, Andrew
Glassner's Notebook. The most recent three years have
been collected in a new book, Andrew
Glassner's Other Notebook.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|