IEEE CG&A Columns

For almost 10 years I wrote a regular column called Andrew Glassner’s Notebook for IEEE Computer Graphics & Applications. In each column I wrote about something that I found interesting that was related to computer graphics. Sometimes I knew about the topic, but often the column gave me the impetus to learn about something that I thought would be cool. Remarkably, they gave me complete freedom to choose my topics.

The IEEE has generously allowed me to provide PDFs of the columns here – just click on any of them to read it.

I later updated and revised many of these columns in three books in the Andrew Glassner’s Notebook series, which you can see here.

Solar Halos and Sun Dogs, Part 1

How to create simulations of these beautiful solar phenomena

Solar Halos and Sun Dogs, Part 2

How to turn the dot patterns from Part 1 into smooth color images

Frieze Groups

All about the 7 linear symmetry groups

Polyhedral Origami, Part 1

How to build the Platonic solids just by folding paper

Polyhedral Origami, Part 2

How to fold the Archimedean solids from a sheet of paper

Hey Buddy, How Do I Get Into the Electronic Theater?

Joint column with Jim Blinn about getting accepted into the SIGGRAPH “flim show”

Going the Distance

How to draw contours of constant intensity in a 2D image

Situation Normal

The surfaces really implied by Grouarud and Phong shading are probably not what you modeled!

Signs of Significance

How to make great-looking segmented displays

Net Results

How to build cool and surprising polyhedra from unfolded nets

The Perils of Problematic Parameterization

More polygons is not always better!

Inside Moire Patterns

How to understand and make your own cool Moire patterns

Upon Reflection

Cool geometry with mirrors, triangles, reflections, and the neat idea of a “light triangle”

Circular Reasoning

How Ptolemy’s Theorem unites Snell’s Law and Fermat’s Principle of Least Time

Aperiodic Tiling, Part 1

How to tile your kitchen floor in a way that is guaranteed to never, ever repeat!

Aperiodic Tiling, Part 2

How to use Penrose tiles and Gummelt decagons to create never-repeating patterns

Know When to Fold

The interesting details behind the mundane cardboard box

The Triangular Manuscripts

Mysterious documents from the long past that seem to anticipate computer graphics

Fourier Polygons

Amazing but true, the 2D Fourier transform is merely a sum of scaled regular and star polygons

String Crossings

Some of the interesting patterns and relationships in string art designs

An Open and Shut Case

Unusual camera shutters can produce some awesome and unexpected images

O Say, Can You See?

Different ways of setting up your windshield washers can lead to very different views of the world

Celtic Knots, Part 1

The basic techniques for making your own beautiful Celtic knotwork

Celtic Knots, Part 2

More about Celtic knots: Snakes, tiles and knotwork on non-square grids

Celtic Knots, Part 3

Ways to take Celtic knotwork into 3D, including knotwork polyhedra

Synthetic Thunder and Lightning, Part 1

The physics of lightning, and how to make your own physically-based lightning

Synthetic Thunder and Lightning, Part 2

Starting with lightning from Part 1, generate the actual thunder it would produce

Hierarchical Textures

How to use chains of symmetry patterns to produce gorgeous textures

Soap Bubbles, Part 1

The chemistry and physics of soap bubbles, and writing your own soap-film shader

Soap Bubbles, Part 2

The geometry of soap bubble clusters and the physics behind their stunning colors

Fill ‘Er Up

Unusual fill algorithms can produce cool results

Tricks of the Trade

Useful graphics tricks such as smooth 2D interpolation and a nice family of easing curves

A Change of Scene

How to create a variety of cool video transitions

Quantum Computing, Part 1

The basics of the fascinating and surprising discipline of quantum computing

Quantum Computing, Part 2

The idea of superposition, entanglement, and quantum gates

Quantum Computing, Part 3

Cool applications: dense coding, teleportation, and quantum encryption

Pop-Up Card Design, Part 1

How to write a program to help you design real pop-up cards to make and share

Pop-Up Card Design, Part 2

Lots of the little things that make a Pop-Up Card Design Assistant practical

Putting the Pieces Together

How to reconstruct strip-shredded and cross-shredded documents.

Duck!

The physics of water waves behind a moving boat (or duck!) and how to render them

Getting the Picture

A variety of cool, unusual ways to draw pictures

Digital Weaving, Part 1

The basics of wearving patterns, and The Weaving Equation that brings them all together

Digital Weaving, Part 2

Creating tie-ups with Andrew’s Weaving Language, and writing a C# parser for the language

Digital Weaving, Part 3

All about tartans, and how to write a flexible digital loom

Image Search and Replace

Replace any image with a different image. In color!

Venn and Now

Three-circle Venn diagrams are famous. Here are Venn diagrams for four, five, and more variables

DMorph

A fully automatic metaphorphosis technique for convex polyhedra with really cool in-betweens

Everyday Computer Graphics

Ideas for using graphics and new interfaces to make lots of little everyday tasks easier.

About Face

how to find similar typefaces from a huge collection

Around and Around

Taking Spirograph to the next level. Way past epicycloids!

Digital Cubism, Part 1

My multicamera collage technique for cubist-like images and animation

Digital Cubism, Part 2

The math behind the multicamera collage (it’s basically smooth 2D point interpolation)

Crop Circles, Part 1

The history of crop formations, plus statement and proofs of the infamous “Hawkin’s Theorems’

Crop Circles, Part 2

Introducing my Crop language for describing crop formations

Crop Circles, Part 3

A new crop formation made with Crop, and how a couple of friend and I went out and made it!