COMPUTER GRAPHICS
Computer
graphics are graphics created using computers and, more generally, the
representation and manipulation of image data
by a computer with help from specialized software and hardware.
The development of
computer graphics has made computers easier to interact with, and better for
understanding and interpreting many types of data. Developments in computer
graphics have had a profound impact on many types of media and have
revolutionized animation, movies and thevideo game industry.
The term computer
graphics has been used in a broad sense to describe "almost everything on
computers that is not text or sound".Typically, the term computer
graphics refers to several different things:
§
the representation and manipulation of image data by a computer
§
the various technologies used to create and
manipulate images
§
the sub-field of computer science which studies methods
for digitally synthesizing and manipulating visual content, see study
of computer graphics
Computer graphics is
widespread today. Computer imagery is found on television, in newspapers, for
example in weather reports, or for example in all kinds of medical
investigation and surgical procedures. A well-constructed graph can
present complex statistics in a form that is easier to understand and
interpret. In the media "such graphs are used to illustrate papers,
reports, thesis", and other presentation material.
Many powerful tools have
been developed to visualize data. Computer generated imagery can be categorized
into several different types: 2D, 3D, and animated graphics. As technology has
improved, 3D computer graphics have become more common, but 2D computer
graphics are still widely used. Computer graphics has emerged as a sub-field
of computer science which
studies methods for digitally synthesizing and manipulating visual content.
Over the past decade, other specialized fields have been developed like information
visualization, and scientific
visualizationmore concerned with "the visualization of three dimensional phenomena
(architectural, meteorological, medical, biological,
etc.), where the emphasis is on realistic renderings of volumes, surfaces,
illumination sources, and so forth, perhaps with a dynamic (time)
component".
SAGE Sector Control Room.
The
phrase “Computer Graphics” was coined in 1960 by William Fetter, a graphic designer for Boeing. The field of computer graphics developed with
the emergence of computer graphics hardware. Early projects like the Whirlwind and SAGE Projects introduced the CRT as a viable display and
interaction interface and introduced the light pen as an input device.
Initial 1960s developments
Further
advances in computing led to greater advancements in interactive computer
graphics. In 1959, the TX-2 computer was
developed at MIT's Lincoln Laboratory.
The TX-2 integrated a number of new man-machine interfaces. A light pen could
be used to draw sketches on the computer usingIvan Sutherland's revolutionary Sketchpad software.[4] Using a light pen, Sketchpad
allowed one to draw simple shapes on the computer screen, save them and even
recall them later. The light pen itself had a small photoelectric cell in its
tip. This cell emitted an electronic pulse whenever it was placed in front of a
computer screen and the screen's electron gun fired directly at it. By simply
timing the electronic pulse with the current location of the electron gun, it
was easy to pinpoint exactly where the pen was on the screen at any given
moment. Once that was determined, the computer could then draw a cursor at that
location.
Sutherland seemed to
find the perfect solution for many of the graphics problems he faced. Even
today, many standards of computer graphics interfaces got their start with this
early Sketchpad program. One example of this is in drawing constraints. If one
wants to draw a square for example, they do not have to worry about drawing
four lines perfectly to form the edges of the box. One can simply specify that
they want to draw a box, and then specify the location and size of the box. The
software will then construct a perfect box, with the right dimensions and at
the right location. Another example is that Sutherland's software modeled
objects - not just a picture of objects. In other words, with a model of a car,
one could change the size of the tires without affecting the rest of the car.
It could stretch the body of the car without deforming the tires.
Further 1961 developments
Spacewar! running on the
Computer History Museum's PDP-1.
Also
in 1961 another student at MIT, Steve Russell, created the first video
game, Spacewar. Written for the DEC PDP-1,
Spacewar was an instant success and copies started flowing to other PDP-1
owners and eventually even DEC got a copy. The engineers at DEC used
it as a diagnostic program on every new PDP-1 before shipping it. The sales
force picked up on this quickly enough and when installing new units, would run
the world's first video game for their new customers.
E. E. Zajac, a scientist
at Bell Telephone Laboratory (BTL), created
a film called "Simulation of a two-giro gravity attitude control
system" in 1963.[5] In this computer generated
film, Zajac showed how the attitude of a satellite could be altered as it
orbits the Earth. He created the animation on an IBM 7090 mainframe computer. Also at
BTL, Ken Knowlton, Frank
Sindon and Michael Noll started working in the
computer graphics field. Sindon created a film called Force, Mass and Motion
illustrating Newton's laws of motion in operation. Around the same time, other
scientists were creating computer graphics to illustrate their research. At
Lawrence Radiation Laboratory, Nelson Max created the films, "Flow of a
Viscous Fluid" and "Propagation of Shock Waves in a Solid Form."
Boeing Aircraft created a film called "Vibration of an Aircraft."
It
was not long before major corporations started taking an interest in computer
graphics. TRW, Lockheed-Georgia, General Electric and Sperry Randare among the many companies that
were getting started in computer graphics by the mid-1960s. IBM was quick to
respond to this interest by releasing the IBM 2250 graphics terminal, the first
commercially available graphics computer.
Pong arcade version
Ralph Baer, a supervising engineer at Sanders
Associates, came up with a home video game in 1966 that was later
licensed to Magnavox and called
theOdyssey. While
very simplistic, and requiring fairly inexpensive electronic parts, it allowed
the player to move points of light around on a screen. It was the first
consumer computer graphics product.
David C. Evans was director of
engineering at Bendix Corporation's
computer division from 1953 to 1962, after which he worked for the next five
years as a visiting professor at Berkeley. There he continued his interest in
computers and how they interfaced with people. In 1966, the University of Utah
recruited Evans to form a computer science program, and computer graphics
quickly became his primary interest. This new department would become the
world's primary research center for computer graphics.
Also
in 1966, Sutherland at MIT invented the first computer controlled head-mounted display (HMD).
Called the Sword of Damocles because of the hardware required for support, it
displayed two separate wireframe images, one for each eye. This allowed the
viewer to see the computer scene in stereoscopic 3D. After receiving his Ph.D.
from MIT, Sutherland became Director of Information Processing at ARPA (Advanced
Research Projects Agency), and later became a professor at Harvard.
In
1967 Sutherland was recruited by Evans to join the computer science program at
the University of Utah. There he perfected his HMD. Twenty years later, NASA
would re-discover his techniques in their virtual reality research. At Utah,
Sutherland and Evans were highly sought after consultants by large companies but
they were frustrated at the lack of graphics hardware available at the time so
they started formulating a plan to start their own company.
In
1969, the ACM initiated
A Special Interest Group in Graphics (SIGGRAPH) which organizes conferences,
graphics standards, and publications within the field of computer graphics. In
1973, the first annual SIGGRAPH conference was held, which has become one of
the focuses of the organization. SIGGRAPH has grown in size and importance as
the field of computer graphics has expanded over time.
1970s
Many
of the most important early breakthroughs in computer graphics research
occurred at the University of Utah in
the 1970s. A student by the name of Edwin Catmull started at the University
of Utah in 1970 and signed up for Sutherland's computer graphics class. Catmull
had just come from The Boeing Company and had been working on his degree in
physics. Growing up on Disney, Catmull loved animation yet quickly discovered
that he did not have the talent for drawing. Now Catmull (along with many
others) saw computers as the natural progression of animation and they wanted
to be part of the revolution. The first animation that Catmull saw was his own.
He created an animation of his hand opening and closing. It became one of his
goals to produce a feature length motion picture using computer graphics. In
the same class, Fred Parke created
an animation of his wife's face. Because of Evan's and Sutherland's presence,
UU was gaining quite a reputation as the place to be for computer graphics
research so Catmull went there to learn 3D animation.
As
the UU computer graphics laboratory was attracting people from all over, John Warnock was one of those early
pioneers; he would later found Adobe Systems and create a revolution in
the publishing world with his PostScript page description language. Tom
Stockham led the image processing group at UU which worked closely with the
computer graphics lab. Jim Clark was also there; he would later found Silicon
Graphics, Inc.
The
first major advance in 3D computer graphics was created at UU by these early
pioneers, the hidden-surface algorithm. In order to draw a representation of a
3D object on the screen, the computer must determine which surfaces are
"behind" the object from the viewer's perspective, and thus should be
"hidden" when the computer creates (or renders) the image.
The 3D Core Graphics
System (or Core) was the first graphical standard
to be developed. A group of 25 experts of the ACM Special Interest
Group SIGGRAPH developed
this "conceptual framework". The specifications were published in
1977, and it became a foundation for many future development in the field.
1980s
In
the early 1980s, the availability of bit-slice and 16-bit microprocessors
started to revolutionise high resolution computer graphics terminals which now
increasingly became intelligent, semi-standalone and standalone workstations.
Graphics and application processing were increasingly migrated to the
intelligence in the workstation, rather than continuing to rely on central
mainframe and mini-computers. Typical of the early move to high resolution
computer graphics intelligent workstations for the computer-aided engineering
market were the Orca 1000, 2000 and 3000 workstations, developed by Orcatech of
Ottawa, a spin-off from Bell-Northern
Research, and led by an early workstation pioneer David John Pearson.
The Orca 3000 was based on Motorola 68000 and AMD bit-slice processors and had
Unix as its operating system. It was targeted squarely at the sophisticated end
of the design engineering sector. Artists and graphic designers began to see
the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that
could save time and draw more accurately than other methods. In the late
1980s, SGI computers
were used to create some of the first fully computer-generated short films at Pixar.
The Macintosh remains a highly popular tool for computer graphics among graphic
design studios and businesses. Modern computers, dating from the 1980s often
use graphical user
interfaces (GUI) to present data and information with symbols,
icons and pictures, rather than text. Graphics are one of the five key elements
of multimedia technology.
1990s
3D graphics became more popular in the
1990s in gaming, multimedia and animation. At the end of the 80s and beginning
of the nineties were created, in France, the very first computer graphics TV
series: "La Vie des bêtes" by studio Mac Guff Ligne (1988), Les
Fables Géométriques J.-Y. Grall, Georges Lacroix and Renato (studio
Fantome, 1990–1993) and Quarxs, the first HDTV
computer graphics series by Maurice Benayoun and François Schuiten (studio
Z-A production, 1991–1993). In 1995, Toy Story, the first full-length
computer-generated animation film, was released in cinemas worldwide. In
1996, Quake, one of
the first fully 3D games, was released. Since then, computer
graphics have only become more detailed and realistic, due to more powerful
graphics hardware and 3D modeling software.
Image type
Two-dimensional
Raster graphicsprites (left)
and masks (right)
2D computer graphics are
the computer-based generation of digital images—mostly from two-dimensional
models, such as 2D geometric models,
text, and digital images, and by techniques specific to them.
2D
computer graphics are mainly used in applications that were originally
developed upon traditional printing and drawing technologies, such as typography, cartography,technical drawing, advertising, etc.. In those applications, the
two-dimensional image is not just a representation of a
real-world object, but an independent artifact with added semantic value;
two-dimensional models are therefore preferred, because they give more direct
control of the image than 3D computer graphics,
whose approach is more akin to photography than to typography.
Pixel art
Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level.
Graphics in most old (or relatively limited) computer and video games, graphing calculator games,
and many mobile phone games
are mostly pixel art.
Vector graphics
Example showing effect
of vector graphics versus raster (bitmap) graphics.
Vector graphics formats are complementary
to raster graphics.
Raster graphics is the representation of images as an array of pixels and
is typically used for the representation of photographic images. [6] Vector graphics consists in
encoding information about shapes and colors that comprise the image, which can
allow for more flexibility in rendering. There are instances when working with
vector tools and formats is best practice, and instances when working with
raster tools and formats is best practice. There are times when both formats
come together. An understanding of the advantages and limitations of each
technology and the relationship between them is most likely to result in
efficient and effective use of tools.
Three-dimensional
3D computer graphics in
contrast to 2D computer graphics are
graphics that use a three-dimensional representation
of geometric data that is stored in the computer for the purposes of performing
calculations and rendering 2D images. Such images may be for later display or
for real-time viewing.
Despite
these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered
display. In computer graphics software, the distinction between 2D and 3D is
occasionally blurred; 2D applications may use 3D techniques to achieve effects
such as lighting, and primarily 3D may use 2D rendering techniques.
3D
computer graphics are often referred to as 3D models. Apart from the rendered graphic,
the model is contained within the graphical data file. However, there are
differences. A 3D model is the mathematical representation of any three-dimensional object.
A model is not technically a graphic until it is visually displayed. Due
to 3D printing, 3D models are not confined to
virtual space. A model can be displayed visually as a two-dimensional image
through a process called 3D rendering, or used in
non-graphical computer simulations and
calculations. There are some 3D computer
graphics software for users to create 3D images e.g. autocad,
photoshop,solidwork,google sketch up etc.
Fractal landscape, an example of computer-generated
imagery. .
Computer animation is
the art of creating moving images via the use of computers. It is a subfield of computer
graphics and animation. Increasingly
it is created by means of 3D computer graphics,
though 2D computer graphics are
still widely used for stylistic, low bandwidth, and faster real-time rendering
needs. Sometimes the target of the animation is the computer itself, but
sometimes the target is another medium, such as film.
It is also referred to as CGI (Computer-generated
imagery or computer-generated imaging), especially when used in
films.
Virtual
entities may contain and be controlled by assorted attributes, such as
transform values (location, orientation, and scale) stored in an object'stransformation matrix.
Animation is the change of an attribute over time. Multiple methods of
achieving animation exist; the rudimentary form is based on the creation and
editing of key frames, each storing a value at a given
time, per attribute to be animated. The 2D/3D graphics software will interpolatebetween key frames, creating an
editable curve of a value mapped over time, resulting in animation. Other
methods of animation include procedural and
expression-based
techniques: the former consolidates related elements of animated entities into
sets of attributes, useful for creating particle effects and crowd simulations; the latter allows an
evaluated result returned from a user-defined logical expression, coupled with
mathematics, to automate animation in a predictable way (convenient for
controlling bone behavior beyond what a hierarchy offers in skeletal system set
up).
To
create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new
image that is similar to the previous image, but shifted slightly. This
technique is identical to the illusion of movement in television and motion
pictures.
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