glassner@arisia.Xerox.COM (Andrew Glassner) (08/08/89)
CONTRIBUTE TO A NEW BOOK FOR COMPUTER GRAPHICS PROGRAMMERS! Contributions are solicited for a new book, tentatively titled GRAPHICS GEMS. This book will be a collection of short notes by and for computer graphics programmers and researchers. The basic idea is to create a book similar to the CRC Mathematics Handbook, only tailored to the subject of computer graphics. The motivation for Graphics Gems comes from a desire to document and share the many techniques that are a necessary part of every graphics programmer's toolbox, yet don't appear in the standard literature. Each Gem represents a solution to a problem: not necessarily a research result, nor even a deep observation, but simply a good, practical technique for dealing with a typical computer graphics programming problem. A typical Gem may be a code fragment, a short analysis of an interesting problem, a bit of mathematics, a data structure, or a geometric relationship. Here are some appropriate topics for Gems - this list contains only a few suggestions for topics that might be covered by interesting Gems, and is far from complete: Two Dimensions: Fill, smooth, blur, dither, 2d plots, line drawing, curve drawing, bounding boxes, overlapping boxes, efficient bitblit (example: automatic selection of tick marks on a plot). Three Dimensions: Scan conversion, highlight detection, shading, isosurfaces, ray intersection, form factor calculation, visibility, texturing, transformations, deformations, smoothing, 3d plotting, parameterizations, surface subdivision, texturing functions, bounding boxes (example: fast shading formulae). Graphics: Colormap hacking, object manipulations, sampling, filtering, optics, interaction techniques, modelling primitives, efficient rendering, edge detection (example: reconstruction from stochastic sampling). General Math: Algebra, calculus, geometry (e.g. why normals don't move under the same transformations as surfaces). Programming: Numerical integration, root finding, root polishing, data structures (objects), data structures (programs), inner loops, interactive debugging, graphical debugging, color map hacking, over- and under-flow detection and correction, unusual functions (e.g. polynomial root-finding). Most Gems will be about 1 or 2 final printed pages (4 or 5 pages of typewritten, double-spaced manuscript), though if you choose to include source code the listings may run longer. Rough figures and equations will be professionally redrawn by the publisher. Each contributor will have a chance to review the final copy for his or her Gems before publication. Each Gem will be clearly identified with the name and affiliation of its contributor(s). If you have developed a nice solution to a problem that others might encounter, be it a data structure, an inner loop, or even an algebraic simplification that makes your programs shorter and more robust, then it would probably make a splendid Graphics Gem. Write it up and send it to the editor at the address below, either in hardcopy or electronic mail. Acceptable formats are plain text, nroff, TeX, MacWrite, and Microsoft Word (Macintosh). I would like to receive a rough draft of all Gems by November 1989. Contribute and share your favorite tricks and techniques with the rest of the community! Send your Graphics Gems to: Andrew Glassner Editor, Graphics Gems Xerox PARC 3333 Coyote Hill Road Palo Alto, CA 94304 USA email: glassner.pa@xerox.com phone: (415) 494 - 4467
glassner@arisia.Xerox.COM (Andrew Glassner) (09/10/89)
Now that the school year has begun, I am reposting the announcement below. I encourage students, as well as professionals, to consider contributing to this new book - a "cookbook" of useful graphics algorithms, ideas, and structures. Contributions don't have to be earth-shatteringly brilliant, just useful to yourself and others. Together, we can create a valuable reference work that will help us all! --------- CONTRIBUTE TO A NEW BOOK FOR COMPUTER GRAPHICS PROGRAMMERS! Contributions are solicited for a new book, tentatively titled GRAPHICS GEMS. This book will be a collection of short notes by and for computer graphics programmers and researchers. The basic idea is to create a book similar to the CRC Mathematics Handbook, only tailored to the subject of computer graphics. The motivation for Graphics Gems comes from a desire to document and share the many techniques that are a necessary part of every graphics programmer's toolbox, yet don't appear in the standard literature. Each Gem represents a solution to a problem: not necessarily a research result, nor even a deep observation, but simply a good, practical technique for dealing with a typical computer graphics programming problem. A typical Gem may be a code fragment, a short analysis of an interesting problem, a bit of mathematics, a data structure, or a geometric relationship. Here are some appropriate topics for Gems - this list contains only a few suggestions for topics that might be covered by interesting Gems, and is far from complete: Two Dimensions: Fill, smooth, blur, dither, 2d plots, line drawing, curve drawing, bounding boxes, overlapping boxes, efficient bitblit (example: automatic selection of tick marks on a plot). Three Dimensions: Scan conversion, highlight detection, shading, isosurfaces, ray intersection, form factor calculation, visibility, texturing, transformations, deformations, smoothing, 3d plotting, parameterizations, surface subdivision, texturing functions, bounding boxes (example: fast shading formulae). Graphics: Colormap hacking, object manipulations, sampling, filtering, optics, interaction techniques, modelling primitives, efficient rendering, edge detection (example: reconstruction from stochastic sampling). General Math: Algebra, calculus, geometry (e.g. why normals don't move under the same transformations as surfaces). Programming: Numerical integration, root finding, root polishing, data structures (objects), data structures (programs), inner loops, interactive debugging, graphical debugging, color map hacking, over- and under-flow detection and correction, unusual functions (e.g. polynomial root-finding). Most Gems will be about 1 or 2 final printed pages (4 or 5 pages of typewritten, double-spaced manuscript), though if you choose to include source code the listings may run longer. Rough figures and equations will be professionally redrawn by the publisher. Each contributor will have a chance to review the final copy for his or her Gems before publication. Each Gem will be clearly identified with the name and affiliation of its contributor(s). If you have developed a nice solution to a problem that others might encounter, be it a data structure, an inner loop, or even an algebraic simplification that makes your programs shorter and more robust, then it would probably make a splendid Graphics Gem. Write it up and send it to the editor at the address below, either in hardcopy or electronic mail. Acceptable formats are plain text, nroff, TeX, MacWrite, and Microsoft Word (Macintosh). I would like to receive a rough draft of all Gems by November 1989. Contribute and share your favorite tricks and techniques with the rest of the community! Send your Graphics Gems to: Andrew Glassner Editor, Graphics Gems Xerox PARC 3333 Coyote Hill Road Palo Alto, CA 94304 USA email: glassner.pa@xerox.com phone: (415) 494 - 4467 fax: (415) 494 - 4241
Kenneth.Maier@branch.FIDONET.ORG (Kenneth Maier) (09/11/89)
Andrew, Unfortunately I don't have the graphics experience to contribute but please sign me up for the first copy! I think this book would be a TREMENDOUS help if it manages to get published! Good Luck! -Kenneth -- Kenneth Maier via FidoNet node 1:369/11 UUCP: {attctc,<internet>!mthvax}!ankh,novavax!branch!Kenneth.Maier
bouma@cs.purdue.EDU (William J. Bouma) (09/12/89)
In article <2899@arisia.Xerox.COM> glassner@arisia.Xerox.COM (Andrew Glassner) writes: >Now that the school year has begun, I am reposting the announcement >below. I encourage students, as well as professionals, to consider >contributing to this new book - a "cookbook" of useful graphics >algorithms, ideas, and structures. Contributions don't have to be >earth-shatteringly brilliant, just useful to yourself and others. >Together, we can create a valuable reference work that will help us all! >--------- Perhaps, but mostly it will help the guy who puts this book together on his way to the bank! Who is to make profit from the sales of this book? If I contribute, do I at least get a free copy? It just seems like the contributors are not getting much out of their efforts other than a good feeling for helping their fellow man. The person that simply collects together the work of all these others stands to make cash. Is that fair? -- Bill <bouma@cs.purdue.edu> || ...!purdue!bouma