Tech Notes
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Tech Note 11: Globs
Here's a cool new geometric primitive that lets you blend together two circles or spheres of different radii i...
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Tech Note 10: Interpreting Alpha
Everyone uses alpha values to composite images, but what does alpha really describe? Is it opacity? Coverage? ...
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Tech Note 09: AU Library Quick Reference
A collection of all the AU Library objects, functions, and constants in one place for handy reference. ...
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Tech Note 08: Equal Spacing Along Curves
How to use two objects that let you find evenly-spaced points along curves of any number of points. You can al...
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Tech Note 07: Fields and Cameras
How to use my implementations of 2D arrays of floats to represent grayscale images, color images, and any othe...
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Tech Note 05: Waves
A library of many useful waves and curve shapes for modeling and animation....
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Tech Note 04: Blending and Easing
How to make your moving objects appear to move gracefully, and (when you want it), realistically....
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Tech Note 03: The AU Library
The overview document for the AU Library. If you read nothing else about the AU Library, read this! The other ...
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Tech Note 02: Trig for Computer Graphics
What the basic trig functions do, and how they provide us with really useful information for making animated a...
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Tech Note 01: Solving Geometry Problems
How to solve and program the kinds of geometry problems that often crop up when writing Processing sketches....
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Tech Note 06: Measuring Distances
How to measure and compute distances in a variety of useful and interesting ways. By using this section of the...
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Andrew’s Quick Guide To Python
Here's a quick guide to getting up and running with python. It's for people who already know about programming...
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Cubism and Cameras
This documents the first promising results in my work on bringing Cubist ideas to computer graphics. The final...
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Interactive Pop-Up Card Design
This documents the first promising results in my work on building a pop-up card design assistant. The final wo...
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Darklights
There's no reason not to assign a negative value to your light source intensity! That's really all there is to...
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Anti-Aliasing in Triangular Pixels
If you render polygons in triangular pixels, you'll want to anti-alias them. Here's a geometrical approach for...
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Two Derivations of the Angular Interpolation Formula
Interpolating vectors by equal angles requires its own little formula. Here's two different ways to derive tha...
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How To Derive A Spectrum From An RGB Triple
RGB is fine for casually describing colors, but for high-quality rendering we need more accurate spectra. Here...
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On the Transformation of Surface Normals
Correctly transforming surface normals is a famous stumbling block in learning computer graphics. Here's a sho...
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