# Jim Blinn’s Corner

This is really a note to self sort of post.

I’m always searching through my back copies of CG&A for something that Jim Blinn wrote in his *Jim Blinn’s Corner* column. He had great explanations of lots of important corners of computer graphics. They’re great for explaining things to coworkers. A lot of the columns have been collected into his two books (link1, link2), but I still like to go back to the originals.

He used to have an index of all of the columns on his website, but I haven’t been able to find it recently. So I’m putting a copy here so I’ll be able to find it next time.

Issue |
Title |

Aug 1987 | How many ways can you draw a circle? |

Sep 1988 | The 3D kaleidoscope |

Jan 1989 | What we need around here is more aliasing |

Mar 1989 | Return of the jaggy |

Sep 1989 | Optimal tubes |

Nov 1989 | Cubic curve update |

Jan 1990 | Triage tables |

Mar 1990 | The truth about texture mapping |

May 1990 | Wonderful world of video |

Nov 1990 | The ultimate design tool |

Jan 1991 | A trip down the graphics pipeline: Line clipping |

May 1991 | WYSBOAVRTWYG |

Jul 1991 | A trip down the graphics pipeline: Pixel coordinates |

Sep 1991 | A trip down the graphics pipeline: Subpixelic particles |

Jan 1992 | A trip down the graphics pipeline: Grandpa, what does “viewport” mean? |

Mar 1992 | Uppers and downers |

May 1992 | Uppers and downers, part 2 |

Jul 1992 | Hyperbolic interpolation |

Sep 1992 | The world of digital video |

Nov 1992 | How I spent my summer vacation – 1976 |

Mar 1993 | NTSC: Nice technology, super color |

May 1993 | A trip down the graphics pipeline: The homogeneous perspective transform. |

Jul 1993 | What’s the deal with the DCT? |

Nov 1993 | Backface culling snags |

Mar 1994 | Farewell to Fortran |

Jul 1994 | Quantization error and dithering |

Sep 1994 | Compositing, part 1: Theory |

Nov 1994 | Compositing, part 2: Practice |

Jan 1995 | How to draw a sphere – part 1 |

Mar 1995 | How to draw a sphere – part 2: Coordinate systems |

Jul 1995 | How to attend a SIGGRAPH conference |

Sep 1995 | How to draw a sphere – part 3: The hyperbolic horizon |

Nov 1995 | Three wrongs make a right |

Mar 1996 | Consider the lowly 2×2 matrix |

May 1996 | Calculating screen coverage |

Sep 1996 | Fun with premultiplied alpha |

Nov 1996 | Hey, buddy, how do I get into the SIGGRAPH electronic theater? |

Mar 1997 | Fugue for MMX |

Jul 1997 | Floating-point tricks |

Jan 1998 | A ghost in a snowstorm |

May 1998 | W pleasure, W fun |

Jul 1998 | Upon further consideration |

Sep 1998 | Ten more unsolved problems in computer graphics |

Nov 1998 | The cross ratio |

May 1999 | inferring transforms |

Jul 1999 | How many different rational parametric cubic curves are there? part 1: Inflection points |

Nov 1999 | How many different rational parametric cubic curves are there? part 2: The “same” game |

Jan 2000 | Corrections from the last column |

Mar 2000 | How many different rational parametric cubic curves are there? part 3: The catalog |

Jul 2000 | Optimizing C++ vector expressions |

Nov 2000 | Polynomial discriminants, part 1: Matrix magic |

Jan 2001 | Polynomial discriminants, part 2: Tensor diagrams |

Mar 2001 | Tensor contraction in C++ |

Mar 2002 | Quartic discriminants and tensor invariants |

Jul 2002 | Visualize whirled 2×2 matrices |

Mar 2003 | Lines in space, part 1: The 4D cross product |

May 2003 | Lines in space, part 2: The line formulation |

Jul 2003 | Lines in space, part 3: The two matrices |

Sep 2003 | Lines in space, part 4: Back to the diagrams |

Nov 2003 | Lines in space, part 5: A tale of two lines |

May 2004 | Lines in space, part 6: Our friend the hyperbolic paraboloid |

Jul 2004 | Lines in space, part 7: The algebra of Tinkertoys |

Sep 2004 | Lines in space, part 8: Line(s) through four lines |

Jan 2005 | User interface stories from the real world |

May 2005 | Vectors and geometry and objects, oh my! |

Sep 2005 | What is a pixel? |

Nov 2005 | How to solve a quadratic equation |

Mar 2006 | How to solve a quadratic equation, part 2 |

May 2006 | How to solve a cubic equation, part 1: The shape of the discriminant |

Jul 2006 | How to solve a cubic equation, part 2 |

Nov 2006 | How to solve a cubic equation, part 3 |

Jan 2007 | How to solve a cubic equation, part 4: The 111 case |

May 2007 | How to solve a cubic equation, part 5: Back to numerics |

And as a special bonus, here’s a list of the *Andrew Glassner’s Notebook* columns (although you can find these at his website.

Issue |
Title |

Jan 1996 | Solar halos and sun dogs |

Mar 1996 | Computer generated solar halos and sun dogs |

May 1996 | Frieze groups |

Jul 1996 | Origami platonic solids |

Sep 1996 | More origami solids |

Jan 1997 | Going the distance |

Mar 1997 | Situation normal |

May 1997 | Signs of significance |

Jul 1997 | Net results |

Sep 1997 | The perils of problematic parameterization |

Nov 1997 | Inside moire patterns |

Jan 1998 | Upon reflection |

Mar 1998 | Circular reasoning |

May 1998 | Aperiodic tiling |

Jul 1998 | Penrose tiling |

Sep 1998 | Know when to fold |

Nov 1998 | The triangular manuscripts |

Jan 1999 | Fourier polygons |

Mar 1999 | String crossings |

May 1999 | An open and shut case |

Jul 1999 | O say, can you see? |

Sep 1999 | Celtic knots, part 1 |

Nov 1999 | Celtic knots, part 2 |

Jan 2000 | Celtic knots, part 3 |

Mar 2000 | The digital ceraunoscope: Synthetic thunder and lightning, part 1 |

May 2000 | The digital ceraunoscope: Synthetic thunder and lightning, part 2 |

Jul 2000 | Hierarchical textures |

Sep 2000 | Soap bubbles: part 1 |

Nov 2000 | Soap bubbles: part 2 |

Jan 2001 | Fill ‘er up! |

Mar 2001 | Tricks of the trade |

May 2001 | A change of scene |

Jul 2001 | Quantum computing, part 1 |

Sep 2001 | Quantum computing, part 2 |

Nov 2001 | Quantum computing, part 3 |

Jan 2002 | Interactive pop-up card design, part 1 |

Mar 2002 | Interactive pop-up card design, part 2 |

May 2002 | Putting the pieces together |

Jul 2002 | Duck! |

Sep 2002 | Getting the picture |

Nov 2002 | Digital weaving, part 1 |

Jan 2003 | Digital weaving, part 2 |

Mar 2003 | Digital weaving, part 3 |

May 2003 | Image search and replace |

Jul 2003 | Venn and now |

Sep 2003 | DMorph |

Nov 2003 | Everyday computer graphics |

Jan 2004 | About face |

Mar 2004 | Around and around |

May 2004 | Digital cubism |

Jul 2004 | Digital cubism, part 2 |

Sep 2004 | Crop art, part 1 |

Nov 2004 | Crop art, part 2 |

Jan 2005 | Crop art, part 3 |

Mar 2005 | Speed limit 55 |