Computergraphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.[1]
Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific computing, image processing, computational photography, scientific visualization, computational geometry and computer vision, among others. The overall methodology depends heavily on the underlying sciences of geometry, optics, physics, and perception.
Computer graphics is responsible for displaying art and image data effectively and meaningfully to the consumer. It is also used for processing image data received from the physical world, such as photo and video content. Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games, in general.
The term computer graphics has been used in a broad sense to describe "almost everything on computers that is not text or sound".[2] Typically, the term computer graphics refers to several different things:
Today, computer graphics is widespread. Such imagery is found in and on television, newspapers, weather reports, and in a variety of medical investigations 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, theses", and other presentation material.[3]
Many tools have been developed to visualize data. Computer-generated imagery can be categorized into several different types: two dimensional (2D), three dimensional (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 visualization more 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".[4]
In 1961 another student at MIT, Steve Russell, created another important title in the history of video games, Spacewar! Written for the DEC PDP-1, Spacewar was an instant success and copies started flowing to other PDP-1 owners and eventually DEC got a copy.[citation needed] 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. (Higginbotham's Tennis For Two had beaten Spacewar by almost three years, but it was almost unknown outside of a research or academic setting.)
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.[10] 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 Sinden, Ruth A. Weiss and Michael Noll started working in the computer graphics field. Sinden 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 Rand are 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. 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 the Odyssey. 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 through the 1970s.
In 1968, Dave Evans and Ivan Sutherland founded the first computer graphics hardware company, Evans & Sutherland. While Sutherland originally wanted the company to be located in Cambridge, Massachusetts, Salt Lake City was instead chosen due to its proximity to the professors' research group at the University of Utah.
Also in 1968 Arthur Appel described the first ray casting algorithm, the first of a class of ray tracing-based rendering algorithms that have since become fundamental in achieving photorealism in graphics by modeling the paths that rays of light take from a light source, to surfaces in a scene, and into the camera.
In 1969, the ACM initiated A Special Interest Group on Graphics (SIGGRAPH) which organizes conferences, graphics standards, and publications within the field of computer graphics. By 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.
As the UU computer graphics laboratory was attracting people from all over, John Warnock was another of those early pioneers; he later founded Adobe Systems and create a revolution in the publishing world with his PostScript page description language, and Adobe would go on later to create the industry standard photo editing software in Adobe Photoshop and a prominent movie industry special effects program in Adobe After Effects.
The modern videogame arcade as is known today was birthed in the 1970s, with the first arcade games using real-time 2D sprite graphics. Pong in 1972 was one of the first hit arcade cabinet games. Speed Race in 1974 featured sprites moving along a vertically scrolling road. Gun Fight in 1975 featured human-looking animated characters, while Space Invaders in 1978 featured a large number of animated figures on screen; both used a specialized barrel shifter circuit made from discrete chips to help their Intel 8080 microprocessor animate their framebuffer graphics.
The 1980s began to see the commercialization of computer graphics. As the home computer proliferated, a subject which had previously been an academics-only discipline was adopted by a much larger audience, and the number of computer graphics developers increased significantly.
Computer graphics terminals during this decade became increasingly 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 minicomputers. 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 David Pearson, an early workstation pioneer. The Orca 3000 was based on the 16-bit Motorola 68000 microprocessor 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 Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. 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.
In the field of realistic rendering, Japan's Osaka University developed the LINKS-1 Computer Graphics System, a supercomputer that used up to 257 Zilog Z8001 microprocessors, in 1982, for the purpose of rendering realistic 3D computer graphics. According to the Information Processing Society of Japan: "The core of 3D image rendering is calculating the luminance of each pixel making up a rendered surface from the given viewpoint, light source, and object position. The LINKS-1 system was developed to realize an image rendering methodology in which each pixel could be parallel processed independently using ray tracing. By developing a new software methodology specifically for high-speed image rendering, LINKS-1 was able to rapidly render highly realistic images."[15] The LINKS-1 was the world's most powerful computer, as of 1984.[16]
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