Research on James Blinn

 

See article at FXGuide.com ‘Founder Series’ Industry Legend:Jim Blinn by Mike Seymour

http://www.fxguide.com/featured/founders-series-industry-legend-jim-blinn/

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Article with Visuals, on Jim Blinn’s early environment mapping work

http://www.pauldebevec.com/ReflectionMapping/Blinn/

 

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James F. Blinn is a computer scientist who first became widely known for his work as a computer graphics expert at NASA‘s Jet Propulsion Laboratory (JPL),

Blinn devised new methods to represent how objects and light interact in a three dimensional virtual world, like environment mapping and bump mapping. He is well known for creating animation for three television series: Carl Sagan‘s Cosmos: A Personal Voyage; Project MATHEMATICS!; and the pioneering instructional graphics in The Mechanical Universe. His simulations of the Voyager spacecraft visiting Jupiter and Saturn have been seen widely. He is now a graphics fellow at Microsoft Research. Blinn also worked at the New York Institute of Technology in the summer of 1976

In 1978 he received a Ph.D. in computer science from the College of Engineering at the University of Utah.   Taken from Wikipedia

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What is Bump Mapping??  Taken from Wikipedia

Bump mapping is a technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not actually changed. Bump mapping was introduced by Blinn in 1978.[1] —-

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Article on bump mapping -> (c) 1995 Brian Lingard

‘……… In 1978, James Blinn presented a method of performing what is called bump mapping. Bump mapping simulates the bumps or wrinkles in a surface without the need for geometric modifications to the model. The surface normal of a given surface is perturbed according to a bump map. The perturbed normal is then used instead of the original normal when shading the surface using the Lambertian technique. This method gives the appearance of bumps and depressions in the surface….’

http://web.cs.wpi.edu/~matt/courses/cs563/talks/bump/bumpmap.html

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