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Computer graphics

Computer graphics: Encyclopedia - Computer graphics

Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. The first major advance in computer graphics was the development of the Sketchpad in 1962 by Ivan Sutherland. This field can be divided into several areas: real-time 3D rendering (often used in video games), computer animation, video capture and video creation rendering, special effects editing (often ...

Including:

Computer graphics, Computer graphics - Computer graphics 2D, Computer graphics - Computer graphics 3D, Computer graphics - Shading, Computer graphics - Texturing, Computer graphics - Toolkits and APIs, Color theory, Raster graphics, Vector graphics, including, polygons, Bézier surfaces, splines, subdivision surfaces, implicit surfaces, point-set surfaces, and NURBS, Material properties, including BRDFs, Image compression, Animation, Rendering, Compositing, Projection, 3D projection, Hidden surface determination, Vertex shaders and pixel shaders, Full screen effects, Non-photorealistic rendering, Real-time computer graphics

Computer graphics: Encyclopedia - Computer graphics



Computer graphics

For the ACM SIGGRAPH journal, see Computer Graphics.

Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world.

The first major advance in computer graphics was the development of the Sketchpad in 1962 by Ivan Sutherland.

This field can be divided into several areas: real-time 3D rendering (often used in video games), computer animation, video capture and video creation rendering, special effects editing (often used for movies and television), image editing, and modeling (often used for engineering and medical purposes). Development in computer graphics was first fueled by academic interests and government sponsorship. However, as real-world applications of computer graphics (CG) in broadcast television and movies proved a viable alternative to more traditional special effects and animation techniques, commercial parties have increasingly funded advances in the field.

It is often thought that the first feature film to use computer graphics was 2001: A Space Odyssey, which attempted to show how computers would be much more graphical in the future. However, all the "computer graphic" effects in that film were hand-drawn animation, and the special effects sequences were produced entirely with conventional optical and model effects.

Perhaps the first use of computer graphics specifically to illustrate computer graphics was in Futureworld (1976), which included an animation of a human face and hand - produced by Ed Catmull and Fred Parke at the University of Utah.

Computer graphics - Computer graphics 2D

Main articles: 2D computer graphics, and [[{{{2}}}]], and [[{{{3}}}]], and [[{{{4}}}]], and [[{{{5}}}]]

The first advance in computer graphics was in the use of CRTs. There are two approaches to 2D graphics: vector and raster graphics. Vector graphics stores precise geometric data, topology and style such as coordinate positions of points, the connections between points (to form lines or paths) and the colour, thickness and possible fill of the shapes. Most vector graphic systems can also use primitives of standard shapes such as circles and rectangles etc. In most cases a vector graphic image has to be converted to a raster image to be viewed. Raster graphics is a uniform two dimensional grid of pixels. Each pixel has a specific value such as for instance brightness, colour transparency or a combination of such values. A raster image has an infinite resolution of a specific number of rows and columns. Standard computer displays shows a raster image of resolutions such as 1280(columns)x1024(rows) of pixels. Today one often combines raster and vector graphics in compound file formats (pdf, swf).

Color theory, Raster graphics, Vector graphics, including, polygons, Bézier surfaces, splines, subdivision surfaces, implicit surfaces, point-set surfaces, and NURBS, Material properties, including BRDFs, Image compression, Animation, Rendering, Compositing, Projection, 3D projection, Hidden surface determination, Vertex shaders and pixel shaders, Full screen effects, Non-photorealistic rendering, Real-time computer graphics

Computer graphics - Computer graphics 3D

Main articles: 3D computer graphics, and [[{{{2}}}]], and [[{{{3}}}]], and [[{{{4}}}]], and [[{{{5}}}]]

With the birth of the workstation computers (like LISP machines, paintbox computers and Silicon Graphics workstations) came the 3D computer graphics, based on vector graphics. Instead of the computer storing information about points, lines and curves on a 2-Dimensional plane, the computer stores the location of points, lines and typically faces (to construct a polygon) in 3-Dimensional Space.

3-Dimensional polygons are the life blood of virtually all 3D computer graphics. As a result, most 3D graphics engines are based around storing points (single 3 Dimensional coordinates,) lines that connect those points together, and faces between the lines, and then a sequence of faces to create 3D polygons.

Modern day computer graphics software goes far beyond just the simple storage of polygons in computer memory. Today's graphics are not only the product of massive collections of polygons into recognizable shapes, they also result from techniques in shading, texturing and rasterization.

Computer graphics - Shading

The process of shading (in the context of 3D computer graphics) involves the computer simulating (or more accurately; calculating) how the faces of a polygon will look when illuminated by a virtual light source. The exact calculation varies depending on not only what data is available about the face being shaded, but also the shading technique.

  • Flat shading: A technique that shades each polygon of an object based on the polygon's "normal" and the position and intensity of a light source.
  • Gouraud shading: Invented by Henri Gouraud in 1971, a fast and resource-conscious technique used to simulate smoothly shaded surfaces by interpolating vertex colors across a polygon's surface.
  • Texture mapping: A technique for simulating surface detail by mapping images (textures) onto polygons.
  • Phong shading: Invented by Bui Tuong Phong, a smooth shading technique that approximates curved-surface lighting by interpolating the vertex normals of a polygon across the surface; the lighting model includes glossy reflection with a controllable level of gloss.
  • Bump mapping: Invented by Jim Blinn, a normal-perturbation technique used to simulate bumpy or wrinkled surfaces.
  • Ray Tracing: A method based on the physical principles of geometric optics that can simulate multiple reflections and transparency.
  • Radiosity: a technique for global illumination that uses radiative transfer theory to simulate indirect (reflected) illumination in scenes with diffuse surfaces.
  • Blobs: a technique for representing surfaces without specifying a hard boundary representation, usually implemented as a procedural surface like a Van der Waals equipotential (in chemistry).

Computer graphics - Texturing

Polygon surfaces (the sequence of faces) can contain data corresponding to not only a color, but in more advanced software, can be a virtual canvas for a picture, or other rasterized image. Such an image is placed onto a face, or series of faces and is called a Texture.

Textures add a new degree of customization as to how a faces & polygons will ultimately look after being shaded, depending on the shading method, and how the image is interpreted during shading.

See also

Several important topics in 2D and 3D graphics include:

  • Color theory
  • Raster graphics
  • Vector graphics
  • Geometric surface representations
    • including, polygons, Bézier surfaces, splines, subdivision surfaces, implicit surfaces, point-set surfaces, and NURBS
  • Material properties, including BRDFs
  • Image compression
  • Animation
  • Rendering
  • Compositing
  • Projection
  • 3D projection
  • Hidden surface determination
  • Vertex shaders and pixel shaders
  • Full screen effects
  • Non-photorealistic rendering
  • Real-time computer graphics

Computer graphics - Toolkits and APIs

For an application relying heavily on computer graphics, the following could be useful:

  • Adobe Systems
  • BRL-CAD
  • Computer Graphics Metafile (CGM)
  • Crystal Space
  • Power Render
  • DirectX
  • GLUT
  • Graphical Kernel System (GKS)
  • Macromedia Flash
  • Macromedia Shockwave
  • Open Inventor
  • OpenGL
  • Pixia
  • PostScript
  • Scalable Vector Graphics (SVG)
  • X Window System

See also

  • Bresenham's line algorithm
  • Computer-generated imagery
  • Digital image editing
  • Timeline of CGI in films
  • Computer vision
  • Digital image processing
  • Graphics processing unit
  • Graphical output devices
  • List of computer graphics and descriptive geometry topics
  • Utah Teapot
  • Stanford Bunny
  • SIGGRAPH
  • ASCII art

Other related archives

1976, 2001: A Space Odyssey, 2D, 2D computer graphics, 3D, 3D computer graphics, 3D projection, ACM SIGGRAPH, ASCII art, Adobe Systems, Animation, BRDFs, BRL-CAD, Blobs, Bresenham's line algorithm, Bui Tuong Phong, Bump mapping, Bézier surfaces, CRTs, Color theory, Compositing, Computer Graphics, Computer Graphics Metafile, Computer vision, Computer-generated imagery, Crystal Space, Digital image editing, Digital image processing, DirectX, Ed Catmull, Flat shading, Fred Parke, Full screen effects, Futureworld, GLUT, Gouraud shading, Graphical Kernel System, Graphical output devices, Graphics processing unit, Henri Gouraud, Hidden surface determination, Image compression, Ivan Sutherland, Jim Blinn, LISP machines, List of computer graphics and descriptive geometry topics, Macromedia Flash, Macromedia Shockwave, NURBS, Non-photorealistic rendering, Open Inventor, OpenGL, Phong shading, Pixia, PostScript, Power Render, Projection, Radiosity, Raster graphics, Ray Tracing, Real-time computer graphics, Rendering, SIGGRAPH, Scalable Vector Graphics, Silicon Graphics, Sketchpad, Stanford Bunny, Texture mapping, Timeline of CGI in films, University of Utah, Utah Teapot, Van der Waals, Vector graphics, Vertex shaders, X Window System, animation, boundary representation, computer animation, computers, computing, film, global illumination, graphics, implicit surfaces, paintbox, pdf, pixel shaders, pixels, polygons, procedural surface, rasterization, rendering, resolution, splines, subdivision surfaces, swf, topology, vector graphics, workstation



Adapted from the Wikipedia article "Computer graphics", under the G.N U Free Docmentation License. Please also see http://en.wikipedia.org/wiki

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