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I considered editing the second book, but I felt that I had exercised
a lot of personal choice in the first book (as an Editor is supposed
to do, of course). I thought that if I could find a talented colleague
with the time and interest to edit the second book, it would help
stir up the "gene pool" of ideas. I wanted the second
book to have its own personality. I was thrilled when my friend
and colleague Jim Arvo agreed to take on editing duties for the
second book.
Settling on a name for this second book was harder than I thought.
Many people wanted to use "More Graphics Gems", but I
thought that if there were more volumes to come (as indeed there
were), we would end up with titles like "Still Yet Even More
Bride of the Son of Graphics Gems Returns." Happily, "Graphics
Gems II" won out, and the pattern was established.
Well, the ball was rolling by that point. I found myself the Series
Editor for the Graphics Gems Series, a project that seemed
to take on a life of its own. My most important job was selecting
and helping the editor of each volume; I also drew the chapter-opening
graphics and wrote a preface. I am very pleased and proud that the
next three books were edited by David Kirk, Paul Heckbert, and Alan
Paeth.
One reason that the Gems series was popular was because
it was populist: the profits went back to the contributors. Often
in a large volume with dozens of contributors, each person is paid
a flat fee upon acceptance of the piece, and then the royalties
from the books go to the editors and publishers. I felt that the
Gems books were by the community, and for the community.
I set up a royalty scheme where the profits were considered to be
a big "pie", and each contributor got one "slice"
per contribution. There was a little play in the system - some small
entries got clustered together, and the editor got a few extra slices
for his service. People felt good about contributing to Graphics
Gems because the money was coming back into their pockets. Royalty
checks continue to be mailed out even today.
Another nice part of the Gems package was that I thought
we should illustrate as many of the contributions as possible with
real, working source code. And I wanted that source code to be free.
Each book contains public-domain listings, and some of the later
books include disks. You can download all of the Gems code,
including bug fixes, from www.graphicsgems.org,
a web site managed by Eric Haines.
Once we'd reached the fifth book in the series I felt that we had
done our job. The flood of pent-up tricks had reduced to a drizzle,
which told me that we had emptied people's drawers and notebooks.
That seemed like a good time to wrap up the series. I have declined
to approve any new volumes, and I believe that this wonderful ride
has acheived its goal.
The Gems books are available at Amazon. You can click on
any cover above, or follow these links to Gems
I, Gems
II, Gems
III, Gems
IV, and Gems
V.
After some time I felt that there should be a place for new, small
tips and techniques like those in the Gems series, even though
I knew that more books wasn't the answer. A journal, however, seemed
just the right vehicle. I was delighted to found The Journal
of Graphics Tools, published by AK Peters. Ronen Barzel has
been our unflappable and generous Editor-in-Chief since the beginning.
If you have new little ideas, check out the jgt
home page and consider sending them in.
To see the complete Table of Contents for each Gems volume,
and download the source code, hop on over to graphicsgems.org.
By the way, please be aware that there are other books that have
the word "Gems" in the title. Although some of these are
quite good, some are not. None of them are associated with the Graphics
Gems series, nor have I been involved in their production.
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