Andrew Glassner
#56,665
Most Influential Person Now
American computer scientist and graphics expert
Andrew Glassner's AcademicInfluence.com Rankings
Andrew Glassnercomputer-science Degrees
Computer Science
#2692
World Rank
#2817
Historical Rank
#1146
USA Rank
Computer Graphics
#65
World Rank
#68
Historical Rank
#33
USA Rank
Database
#5814
World Rank
#6031
Historical Rank
#788
USA Rank
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Computer Science
Andrew Glassner's Degrees
- PhD Computer Science University of North Carolina at Chapel Hill
- Masters Computer Science University of North Carolina at Chapel Hill
- Bachelors Mathematics University of California, Santa Cruz
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Why Is Andrew Glassner Influential?
(Suggest an Edit or Addition)According to Wikipedia, Andrew S. Glassner is an American expert in computer graphics, well known in computer graphics community as the originator and editor of the Graphics Gems series, An Introduction to Ray Tracing, and Principles of Digital Image Synthesis. His later interests include interactive fiction, writing and directing and consulting in computer game and online entertainment industries. He worked at the New York Institute of Technology Computer Graphics Lab.
Andrew Glassner's Published Works
Published Works
- Principles of Digital Image Synthesis (1995) (797)
- An introduction to ray tracing (1989) (785)
- Space subdivision for fast ray tracing (1984) (719)
- Graphics Gems (1990) (374)
- Proceedings of the 27th annual conference on Computer graphics and interactive techniques (1994) (229)
- Spacetime ray tracing for animation (1988) (155)
- Introduction to computer graphics (2013) (138)
- Interactive Storytelling: Techniques for 21st Century Fiction (2004) (106)
- How to derive a spectrum from an RGB triplet (1989) (82)
- Aperiodic Tiling (1998) (71)
- Circular Reasoning (1998) (64)
- A Model for Fluorescence and Phosphorescence (1995) (63)
- Adaptive precision in texture mapping (1986) (56)
- Principles of digital image synthesis. Volume 1 (1995) (51)
- Upon Reflection (1999) (42)
- Cubism and Cameras: Free-form Optics for Computer Graphics (2000) (41)
- Interactive Pop-up Card Design, Part I (2002) (36)
- Penrose Tiling (1998) (32)
- MONTE CARLO INTEGRATION (1995) (30)
- An introduction to modeling (2008) (29)
- Andrew Glassner's notebook - recreational computer graphics (1999) (29)
- Interactive Storytelling: People, Stories, and Games (2001) (28)
- An overview of ray tracing (1989) (28)
- Getting the Picture (2002) (26)
- MAINTAINING WINGED-EDGE MODELS (1991) (24)
- Interactive Pop-up Card Design, Part 2 (2002) (23)
- Soap Bubbles: Part 2 (2000) (23)
- Soap bubbles. 2 [Computer graphics] (2000) (19)
- The Digital Ceraunoscope: Synthetic Thunder and Lightning, Part 1 (2000) (19)
- Quantum Computing, Part 3 (2001) (19)
- Digital cubism (2004) (18)
- Soap Bubbles: Part 1 (2000) (18)
- Quantum Computing, Part 2 (2001) (17)
- A Change of Scene (2016) (17)
- Digital Weaving, Part 1 (2002) (17)
- Artists and technologists working together (panel) (1998) (16)
- Building Vertex Normals from an Unstructured Polygon List (1994) (16)
- Frieze groups (1996) (14)
- Surface physics for ray tracing (1989) (13)
- Device-directed rendering (1995) (13)
- Inside Moire patterns (1997) (13)
- Digital Weaving, Part 3 (2003) (12)
- Computing surface normals for 3D models (1990) (12)
- Solar halos and sun dogs (1996) (12)
- Geometric substitution: a tutorial (1992) (12)
- Computer-generated solar halos and sun dogs (1996) (11)
- An Open and Shut Case (1999) (11)
- Graphics GEMS C Header File (1992) (11)
- Processing for Visual Artists: How to Create Expressive Images and Interactive Art (2010) (11)
- Digital Weaving, Part 2 (2003) (11)
- Digital Cubism, Part 2 (2004) (10)
- The perils of problematic parameterization (1997) (10)
- Andrew Glassner's notebook (2004) (10)
- Multidimensional sum tables (1990) (9)
- Quantum Computing, Part 1 (2001) (9)
- A Shape Synthesizer (1997) (8)
- Three-D Computer Graphics: A User's Guide for Artists and Designers (1989) (8)
- Useful 3D geometry (1990) (8)
- Interactive Storytelling (2018) (7)
- ADAPTIVE RUN-LENGTH ENCODING (1991) (7)
- Celtic knotwork. 1 [graphic technique] (1999) (6)
- Celtic Knots, Part 2 (1999) (6)
- Hardware Enhancements for Raster Graphics (1985) (6)
- Crop art. Part 1. Computer graphics (2004) (5)
- Venn and Now (2003) (5)
- Image Search and Replace (2003) (5)
- Origami Platonic solids (1996) (5)
- Duck! [water flow in computer graphics] (2002) (5)
- INTRODUCTION TO THE HUMAN VISUAL SYSTEM AND COLOR (1995) (5)
- Quantum computing (2005) (4)
- Andres Glassner's other notebook - further recreations in computer graphics (2002) (4)
- Breaking the Myth: One Picture is Not (always) Worth a Thousand Words (1996) (4)
- Everyday Computer Graphics (2003) (4)
- Chicken crossing (1996) (4)
- Normal coding (1990) (4)
- Situation normal [Gourand and Phong shading] (1997) (4)
- A Dataset and Explorer for 3D Signed Distance Functions (2022) (4)
- The future of computer graphics: an enabling technology? (2002) (3)
- Fiction 2000: technology, tradition, and the essence of story (1999) (3)
- NONUNIFORM SAMPLING AND RECONSTRUCTION (1995) (3)
- The N.Y.I.T. Digital Sound Editor (1982) (3)
- 3D Computer Graphics (1994) (3)
- Celtic Knotwork, Part I (1999) (3)
- Celtic knots, Part 3 (2000) (3)
- Putting the Pieces Together (2002) (3)
- Planar cubic curves (1990) (3)
- Clipping a Concave Polygon (1995) (3)
- Manned Flight (2000) (2)
- Tricks of the Trade (2001) (2)
- Constructing community in cyberspace (1998) (2)
- Hierarchical Textures (2000) (2)
- A SIMPLE VIEWING GEOMETRY (1991) (2)
- A two-dimensional view controller (1990) (2)
- Net results ~3D graphics\ (1997) (2)
- 3 D Object Modeling (1999) (2)
- SIGGRAPH '94 Conference (1994) (2)
- Fourier Polygons (1999) (2)
- More origami solids (1996) (2)
- Going the distance [2D geometry] (1997) (2)
- Morphs, Mallards, and Montages: Computer-Aided Imagination (2004) (2)
- Useful 2D geometry (1990) (2)
- 2 – COLOR SPACES (1995) (1)
- Around and around [computer graphics] (2004) (1)
- Deep learning: a crash course (2018) (1)
- Crop art. 2 [Crop graphical language] (2004) (1)
- THE HUMAN VISUAL SYSTEM (1995) (1)
- Know When to Fold (1998) (1)
- Introduction to SIGGRAPH and computer graphics (2007) (1)
- C Header File and Vector Library (1994) (1)
- Anti-Aliasing in triangular pixels (1992) (1)
- Breaking the Myth: a Picture is NOT (always) Worth a 1, 000 Words (1996) (1)
- 6 – WAVELET TRANSFORMS (1995) (1)
- UNIFORM SAMPLING AND RECONSTRUCTION (1995) (1)
- Crop Art, Part 2 (2004) (1)
- Frame buffers and color maps (1990) (1)
- Musicbox in C: An Interactive, Graphic Digital Sound Editor (1980) (1)
- Globs: A Primitive Shape for Graceful Blends Between Circles (2015) (1)
- Computer graphics : SIGGRAPH '94 Conference proceedings, July 24-29, 1994 (1994) (0)
- Signs of significance [digital displays] (1997) (0)
- Crop Art, Part 3 (2005) (0)
- Report: Productive interactions cluster (2009) (0)
- Recreational computer graphics (2006) (0)
- Deep learning: a crash course (2019) (0)
- Simulating fog and haze (1990) (0)
- Jury statement (1998) (0)
- Foreword (1992) (0)
- Foreword (1994) (0)
- Interpretation of texture map indices (1990) (0)
- Generating random integers (1990) (0)
- AIE volume 3 issue 1 Cover and Back matter (1989) (0)
- About Face (2004) (0)
- INTRODUCTION TO SIGNAL PROCESSING (1995) (0)
- VII.7 – DARKLIGHTS (1992) (0)
- A ray tracing glossary (1989) (0)
- ML/DL roundup (2020) (0)
- Active Storytelling (1999) (0)
- Morphs, Mallards, and Montages (0)
- Introduction to computer graphics (2004) (0)
- Darklights (1992) (0)
- 4 – SIGNALS AND SYSTEMS (1995) (0)
- DMorph [image metamorphosis] (2003) (0)
- 5 – FOURIER TRANSFORMS (1995) (0)
- 2D & 3D VECTOR LIBRARY (1991) (0)
- Introduction to computer graphics (2009) (0)
- SURVEY OF SAMPLING AND RECONSTRUCTION TECHNIQUES (1995) (0)
- Rolling Your Own (2004) (0)
- Be here now together: extended abstract (2005) (0)
- Speed Limit 55 [computer graphics] (2005) (0)
- O say, can you see? [computer graphics] (1999) (0)
- 4-Connected Passwords for Consoles (2019) (0)
- Session details: Recreational computer graphics (2006) (0)
- Picking up the Pieces (2004) (0)
- Processing for Visual Artists (2011) (0)
- Useful trigonometry (1990) (0)
- 2D AND 3D VECTOR C LIBRARY (1990) (0)
- Using stories to understand patterns (2009) (0)
- 2-d and 3-d Vector C Library (1992) (0)
- Reconciling Circular and Elliptical Arcs (2010) (0)
- Deep learning: a crash course (2019) (0)
- The Triangular Manuscripts (1998) (0)
- String Crossings (1999) (0)
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Andrew Glassner is affiliated with the following schools: