
Jim Blinn's corner
by Jim Blinn · first published 1996
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From the same era, folks may also enjoy the three volumes of collected articles from Jim Blinn's Corner. Some of it is a bit dated now, but plenty is still relevant.
on “How much of a genius-level move was binary space partitioning in Doom? (2019)” ↗Jim Blinn's Corner (1996) also has a good chapter/article, "The Homogenous Perspective Transform."
on “One Formula That Demystifies 3D Graphics” ↗…"accessible algebraic geometry for graphics". Blinn provides some notes as to where his material comes from (see the page). He also mentions that some of this material was presented previously in some of his Jim Blinn's Corner articles. In particular: * the "Lines in Space" series: https://ieeexplore.ieee.org/abstract/document/7047281 * the "How many different rational parametric cubic curves are there?" series: https://www.oreilly.com/library/view/jim-blinns-corner/97815...…
on “Algebraic Geometry for Computer Graphics” ↗…(Using only a latch instead of a full flip-flop? I don't quite remember the exact details. I thought this story was in the Graphics Programming Black Book by Michael Abrash of Quake-fame, or maybe one of Jim Blinn's Corner columns, or something like that, but I can't find it.)
on “Tim Sweeney on the First Version of the Unreal Editor” ↗The first place I personally saw CORDIC mentioned was: "How Many Ways Can You Draw a Circle?", the first *Jim Blinn's Corner* article: https://ieeexplore.ieee.org/document/4057251 He found 15 ways, which generalized to methods like CORDIC, etc. A couple years ago I was wondering if SDF shape representation could use something…
on “Why the CORDIC algorithm lives rent-free in my head” ↗