Computer Graphics - Technical Papers

Here, for the record, are some technical papers I wrote in college and shortly thereafter. More recent efforts have been consumed by lawyers, further obfuscated, and fed to the US Patent office (a side effect of corporate patent filing bonuses).

Some of the papers originally produced in LaTeX look pretty ragged on the screen in the Acrobat viewer but print just fine.

An Introduction To Knot Vectors (PDF, 104K) A tutorial on B-Spline curves, and in particular, on how to use the knot vector to control their shape.
Arc Length Parametrization of Spline Curves. (PDF, 226K) An academic exercise: How to use Chebyshev polynomials to create spline curves with arc-length parametrization
Ray Tracing Spline Surfaces with Motion Blur (PDF, 328K) A distillation of my MS thesis, it describes how to efficiently ray trace spline surfaces. Some of the techniques, such as the "pixel thresher" are still interesting.
Distributed Computation for Computer Animation (PDF, 187K) Originally presented at the 1987 Usenix Graphics Workshop. A survey of techniques for lashing together Unix workstations to compute animated movie frames.
The Utah Raster Toolkit (PDF, 1.4MB) Originally presented at the 1986 Usenix Graphics Workshop. Image processing in the days before Photoshop. Later made popular by Craig Kolb's Rayshade.
Tessellation of NURB Surfaces (Amazon) Originally published in Graphics Gems IV, 1994. As of this writing it's still in print (and I get a whopping $0.07 for each copy sold!). A great tutorial on how to turn surfaces into triangles for rendering or computation.