James F. Blinn

According to our database1, James F. Blinn authored at least 97 papers between 1976 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

On csauthors.net:

Bibliography

2023
50 Years of Changes-How to Brace Yourself!: SIGGRAPH 2023 Retrospective Panel.
Proceedings of the ACM SIGGRAPH 2023 Panels, 2023

2007
How to Solve a Cubic Equation, Part 5: Back to Numerics.
IEEE Computer Graphics and Applications, 2007

How to Solve a Cubic Equation, Part 4: The 111 Case.
IEEE Computer Graphics and Applications, 2007

SIGGRAPH 2007 papers preview.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

2006
Real-time GPU rendering of piecewise algebraic surfaces.
ACM Trans. Graph., 2006

How to Solve a Cubic Equation, Part 3: General Depression and a New Covariant.
IEEE Computer Graphics and Applications, 2006

How to Solve a Cubic Equation, Part 2: The 11 Case.
IEEE Computer Graphics and Applications, 2006

How to Solve a Cubic Equation, Part 1: The Shape of the Discriminant.
IEEE Computer Graphics and Applications, 2006

How to Solve a Quadratic Equation, Part 2.
IEEE Computer Graphics and Applications, 2006

2005
Resolution independent curve rendering using programmable graphics hardware.
ACM Trans. Graph., 2005

How to solve a Quadratic Equation.
IEEE Computer Graphics and Applications, 2005

What Is a Pixel?
IEEE Computer Graphics and Applications, 2005

Vectors and Geometry and Objects, Oh My!
IEEE Computer Graphics and Applications, 2005

User Interface Stories from the Real World.
IEEE Computer Graphics and Applications, 2005

2004
Lines in Space, Part 8: Line(s) through Four Lines.
IEEE Computer Graphics and Applications, 2004

Lines in Space, Part 7: The Algebra of Tinkertoys.
IEEE Computer Graphics and Applications, 2004

Lines In Space - Part 6: Our Friend the Hyperbolic Paraboloid.
IEEE Computer Graphics and Applications, 2004

2003
Lines in Space: Part 5 - A Tale of Two Lines.
IEEE Computer Graphics and Applications, 2003

Lines in Space: Part 4 - Back to the Diagrams.
IEEE Computer Graphics and Applications, 2003

Lines in Space: Part 3 - The Two Matrices.
IEEE Computer Graphics and Applications, 2003

Lines in Space: Part 2 - The Line Formulation.
IEEE Computer Graphics and Applications, 2003

Lines in Space: Part 1 - The 4D Cross Product.
IEEE Computer Graphics and Applications, 2003

2002
Visualize Whirled 2 x 2 Matrices.
IEEE Computer Graphics and Applications, 2002

Quartic Discriminants and Tensor Invariants.
IEEE Computer Graphics and Applications, 2002

2001
Tensor Contraction in C++.
IEEE Computer Graphics and Applications, 2001

Polynomial Discriminants Part 2: Tensor Diagrams.
IEEE Computer Graphics and Applications, 2001

2000
Polynomial Discriminants-Part 1: Matrix Magic.
IEEE Computer Graphics and Applications, 2000

Optimizing C++ Vector Expressions.
IEEE Computer Graphics and Applications, 2000

How Many Different Rational Parametric Cubic Curves Are There? Part 3: The Catalog.
IEEE Computer Graphics and Applications, 2000

Correction from Last Issue.
IEEE Computer Graphics and Applications, 2000

A Bright, Shiny Future.
IEEE Computer Graphics and Applications, 2000

1999
How Many Different Parametric Cubic Curves Are There? Part 2: The "Same" Game.
IEEE Computer Graphics and Applications, 1999

How Many Rational Parametric Cubic Curves Are There? Part 1: Inflection Points.
IEEE Computer Graphics and Applications, 1999

Inferring Transforms.
IEEE Computer Graphics and Applications, 1999

1998
The Cross Ratio.
IEEE Computer Graphics and Applications, 1998

Ten More Unsolved Problems in Computer Graphics.
IEEE Computer Graphics and Applications, 1998

Upon Further Consideration.
IEEE Computer Graphics and Applications, 1998

W Pleasure, W Fun.
IEEE Computer Graphics and Applications, 1998

A Ghost in a Snowstorm.
IEEE Computer Graphics and Applications, 1998

1996
Fun with premultiplied alpha.
IEEE Computer Graphics and Applications, 1996

Calculating screen coverage.
IEEE Computer Graphics and Applications, 1996

Consider the lowly 2×2 matrix.
IEEE Computer Graphics and Applications, 1996

Blue Screen Matting.
Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, 1996

Jim Blinn's corner - a trip down the graphics pipeline.
Morgan Kaufmann series in computer graphics and geometric modeling, Morgan Kaufmann, ISBN: 978-1-55860-387-5, 1996

1995
Three wrongs make a right.
IEEE Computer Graphics and Applications, 1995

How to draw a sphere. 3. The hyperbolic horizon.
IEEE Computer Graphics and Applications, 1995

How to attend a Siggraph conference.
IEEE Computer Graphics and Applications, 1995

How to draw a sphere.2. Coordinate systems.
IEEE Computer Graphics and Applications, 1995

How to draw a sphere. 1.
IEEE Computer Graphics and Applications, 1995

1994
Composting, part 2: practice.
IEEE Computer Graphics and Applications, 1994

Compositing. 1. Theory.
IEEE Computer Graphics and Applications, 1994

Quantization error and dithering.
IEEE Computer Graphics and Applications, 1994

Farewell to Fortran.
IEEE Computer Graphics and Applications, 1994

1993
Backface culling snags [rendering algorithm].
IEEE Computer Graphics and Applications, 1993

What's that deal with the DCT?
IEEE Computer Graphics and Applications, 1993

A trip down the graphics pipeline: the homogeneous perspective transform.
IEEE Computer Graphics and Applications, 1993

NTSC: nice technology, super color.
IEEE Computer Graphics and Applications, 1993

1992
The world of digital video.
IEEE Computer Graphics and Applications, 1992

Jim Blinn's Corner-uppers and downers. 2. [graphics].
IEEE Computer Graphics and Applications, 1992

Jim Blinn's corner-uppers and downers.
IEEE Computer Graphics and Applications, 1992

A trip down the graphics pipeline: grandpa, what does 'viewport' mean?
IEEE Computer Graphics and Applications, 1992

1991
Jim Blinn's Corner - a trip down the graphics pipeline: subpixelic particles.
IEEE Computer Graphics and Applications, 1991

A trip down the graphics pipeline: pixel coordinates.
IEEE Computer Graphics and Applications, 1991

Jim Blinn's Corner - WYSBOAVRTWYG.
IEEE Computer Graphics and Applications, 1991

Jim Blinn's corner - A trip down the graphics pipeline: line clipping.
IEEE Computer Graphics and Applications, 1991

1990
The ultimate design tool.
IEEE Computer Graphics and Applications, 1990

Jim Blinn's corner-wonderful world of video [animation].
IEEE Computer Graphics and Applications, 1990

The truth about texture mapping.
IEEE Computer Graphics and Applications, 1990

Triage tables.
IEEE Computer Graphics and Applications, 1990

Special section: SIGGRAPH bowl.
Proceedings of the Panel Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques, 1990

Beyond scientific visualization: mapping information (panel session).
Proceedings of the Panel Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques, 1990

1989
Cubic curve update.
IEEE Computer Graphics and Applications, 1989

Optimal tubes [spacecraft modelling].
IEEE Computer Graphics and Applications, 1989

Jim Blinn's corner-how many different cubic curves are there?
IEEE Computer Graphics and Applications, 1989

Jim Blinn's corner-return of the Jaggy [high frequency filtering].
IEEE Computer Graphics and Applications, 1989

What we need around here is more aliasing [computer graphics].
IEEE Computer Graphics and Applications, 1989

Physically-based modeling: past, present, and future.
Proceedings of the Panel Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques, 1989

Bloopers, outtakes, and horror stories of SIGGRAPH films.
Proceedings of the Panel Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques, 1989

1988
The 3D kaleidoscope.
IEEE Computer Graphics and Applications, 1988

Where am I? What am I looking at? [cinematography].
IEEE Computer Graphics and Applications, 1988

The world's largest easter egg and what came out of it.
IEEE Computer Graphics and Applications, 1988

Designing effective pictures: is photographic realism the only answer?
Proceedings of the Panel Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, 1988

Four paths to computer animation: entertainment, broadcast, education, and science: will their futures converge?
Proceedings of the Panel Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, 1988

Designing effective pictures: is photographic realism the only answer? (panel session).
Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, 1988

Four paths to computer animation: entertainment, broadcast, education and science - will their future converge? (panel session).
Proceedings of the 15th Annual Conference on Computer Graphics and Interactive Techniques, 1988

1987
How Many Ways Can You Draw a Circle?
IEEE Computer Graphics and Applications, 1987

1983
The simulation of natural phenomena (Panel Session).
Proceedings of the 10th Annual Conference on Computer Graphics and Interactive Techniques, 1983

1982
A Generalization of Algebraic Surface Drawing.
ACM Trans. Graph., 1982

Light reflection functions for simulation of clouds and dusty surfaces.
Proceedings of the 9th Annual Conference on Computer Graphics and Interactive Techniques, 1982

1980
Scan Line Methods for Displaying Parametrically Defined Surfaces.
Commun. ACM, 1980

1978
Clipping using homogeneous coordinates.
Proceedings of the 5th Annual Conference on Computer Graphics and Interactive Techniques, 1978

Simulation of wrinkled surfaces.
Proceedings of the 5th Annual Conference on Computer Graphics and Interactive Techniques, 1978

A scan line algorithm for displaying parametrically defined surfaces.
Proceedings of the 5th Annual Conference on Computer Graphics and Interactive Techniques, 1978

1977
A homogeneous formulation for lines in 3 space.
Proceedings of the 4th Annual Conference on Computer Graphics and Interactive Techniques, 1977

Models of light reflection for computer synthesized pictures.
Proceedings of the 4th Annual Conference on Computer Graphics and Interactive Techniques, 1977

The progression of realism in computer generated images.
Proceedings of the 1977 annual conference, 1977

1976
Texture and Reflection in Computer Generated Images.
Commun. ACM, 1976


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