Computer graphics are graphics Graphics are visual presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. Examples are photographs, drawings, Line Art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, created using computers A computer is a programmable machine that receives input, stores and manipulates data//information, and provides output in a useful format and, more generally, the representation and manipulation of image An image is an artifact, for example a two-dimensional picture, that has a similar appearance to some subject—usually a physical object or a person data The term data refers to groups of information that represent the qualitative or quantitative attributes of a variable or set of variables. Data are typically the results of measurements and can be the basis of graphs, images, or observations of a set of variables. Data are often viewed as the lowest level of abstraction from which information and by a computer A computer is a programmable machine that receives input, stores and manipulates data//information, and provides output in a useful format.

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 Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. It is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in a number of ways. The most common method of presenting animation is as a motion, movies A film, also called a movie or motion picture, is a story conveyed with moving images. It is produced by recording photographic images with cameras, or by creating images using animation techniques or visual effects. The process of filmmaking has developed into an art form and industry and the video game A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game," it now implies any type of display device. The electronic systems used to industry.

Contents

Overview

The term computer graphics has been used in a broad sense to describe "almost everything on computers that is not text or sound".[1] Typically, the term computer graphics refers to several different things:

Compute graphics is the life line of today's computer world Today, computers and computer-generated images touch many aspects of daily life. 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, theses", and other presentation material.[2]

Many powerful tools have been developed to visualize data. Computer generated imagery can be categorized into several different types: 2D, 3D, 5D, 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 Computer science or computing science is the study of the theoretical foundations of information and computation, and of practical techniques for their implementation and application in computer systems. It is frequently described as the systematic study of algorithmic processes that create, describe, and transform information. 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 Information visualization is the interdisciplinary study of "the visual representation of large-scale collections of non-numerical information, such as files and lines of code in software systems, library and bibliographic databases, networks of relations on the internet, and so forth", and scientific visualization Scientific visualization is an interdisciplinary branch of science according to Friendly (2008) "primarily 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 more concerned with "the visualization of three dimensional Three-dimensional space is a geometric model of the physical universe in which we live. The three dimensions are commonly called length, width, and depth , although any three mutually perpendicular directions can serve as the three dimensions phenomena (architectural, meteorological, medical, biological Biology Data Visualization is a branch of bioinformatics concerned with the application of computer graphics, scientific visualization, and information visualization to different areas of the life sciences. This includes visualization of sequences, genomes, alignments, phylogenies, macromolecular structures, systems biology, microscopy, and, etc.), where the emphasis is on realistic renderings of volumes, surfaces, illumination sources, and so forth, perhaps with a dynamic (time) component".[3]

Computer Graphics

The advance in computer graphics was to come from one MIT student, Ivan Sutherland. In 1961 Sutherland created another computer drawing program called Sketchpad. 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, s/he doesn't have to worry about drawing four lines perfectly to form the edges of the box. One can simply specify that s/he wants 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.

These early computer graphics were Vector graphics, composed of thin lines whereas modern day graphics are Raster based using pixels. The difference between vector graphics and raster graphics can be illustrated with a shipwrecked sailor. He creates an SOS sign in the sand by arranging rocks in the shape of the letters "SOS." He also has some brightly colored rope, with which he makes a second "SOS" sign by arranging the rope in the shapes of the letters. The rock SOS sign is similar to raster graphics. Every pixel has to be individually accounted for. The rope SOS sign is equivalent to vector graphics. The computer simply sets the starting point and ending point for the line and perhaps bend it a little between the two end points. The disadvantages to vector files are that they cannot represent continuous tone images and they are limited in the number of colors available. Raster formats on the other hand work well for continuous tone images and can reproduce as many colors as needed.

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. 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 wasn't 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 1960's. 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.

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.

Dave 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 1968 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.

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.

A student by the name of Ed 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 didn't 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.

Italic text== Image types ==

2D computer graphics

Raster graphic In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats sprites In computer graphics, a sprite is a two-dimensional image or animation that is integrated into a larger scene (left) and masks (right)

2D computer graphics 2D computer graphics is the computer-based generation of digital images—mostly from two-dimensional models and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves are the computer-based generation of digital images A digital image is a representation of a two-dimensional image using ones and zeros . Depending on whether or not the image resolution is fixed, it may be of vector or raster type. Without qualifications, the term "digital image" usually refers to raster images also called bitmap images—mostly from two-dimensional models, such as 2D geometric models A 2D geometric model is a geometric model of an object as two-dimensional figure, usually on the Euclidean or Cartesian plane, text, and digital images, and by techniques specific to them. The word may stand for the branch of computer science Computer science or computing science is the study of the theoretical foundations of information and computation, and of practical techniques for their implementation and application in computer systems. It is frequently described as the systematic study of algorithmic processes that create, describe, and transform information. Computer science that comprises such techniques, or for the models themselves.

2D computer graphics are mainly used in applications that were originally developed upon traditional printing Printing is a process for reproducing text and image, typically with ink on paper using a printing press. It is often carried out as a large-scale industrial process, and is an essential part of publishing and transaction printing and drawing Drawing is a visual art that makes use of any number of drawing instruments to mark a two-dimensional medium. Common instruments include graphite pencils, pen and ink, inked brushes, wax color pencils, crayons, charcoals, chalk, pastels, markers, stylus, or various metals like silverpoint. An artist who practices or works in drawing may be technologies, such as typography Typography is the art and technique of arranging type, type design, and modifying type glyphs. Type glyphs are created and modified using a variety of illustration techniques. The arrangement of type involves the selection of typefaces, point size, line length, leading , adjusting the spaces between groups of letters (tracking) and adjusting the, cartography Cartography is the study and practice of making maps (also can be called mapping). Combining science, aesthetics, and technique, cartography builds on the premise that reality can be modeled in ways that communicate spatial information effectively, technical drawing Technical drawing, also known as drafting, is the academic discipline of creating standardized technical drawings by architects, interior designers, drafters, design engineers, and related professionals. Standards and conventions for layout, line thickness, text size, symbols, view projections, descriptive geometry, dimensioning, and notation are, advertising Advertising is a form of communication intended to persuade an audience to purchase or take some action upon products, ideals, or services. It includes the name of a product or service and how that product or service could benefit the consumer, to persuade a target market to purchase or to consume that particular brand. These brands are usually, etc.. In those applications, the two-dimensional image An image is an artifact, for example a two-dimensional picture, that has a similar appearance to some subject—usually a physical object or a person 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 3D computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) 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, whose approach is more akin to photography Photography is the process, activity and art of creating still or moving pictures by recording radiation on a radiation-sensitive medium, such as a photographic film, or an electronic sensor. Photography uses foremost radiation in the UV, visible and near-IR spectrum. For common purposes the term light is used in stead of radiation. Light than to typography Typography is the art and technique of arranging type, type design, and modifying type glyphs. Type glyphs are created and modified using a variety of illustration techniques. The arrangement of type involves the selection of typefaces, point size, line length, leading , adjusting the spaces between groups of letters (tracking) and adjusting the.

Pixel art

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 computer and video games, graphing calculator games, and many mobile phone games are mostly pixel art is a form of digital art Digital art is an umbrella term for a range of artistic works and practices that utilize digital technology. Since the 1970s various names have been used to describe what is now called digital art including computer art and multimedia art but digital art is itself placed under the larger umbrella term new media art, created through the use of raster graphics In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats software Computer software, or just software, is the collection of computer programs and related data that provide the instructions telling a computer what to do. The term was coined to contrast to the old term hardware . In contrast to hardware, software is intangible, meaning it "cannot be touched". Software is also sometimes used in a more, where images are edited on the pixel In digital imaging, a pixel is a single point in a raster image. The pixel is the smallest addressable screen element; it is the smallest unit of picture that can be controlled. Each pixel has its own address. The address of a pixel corresponds to its coordinates. Pixels are normally arranged in a two-dimensional grid, and are often represented level. Graphics in most old (or relatively limited) computer and video games, graphing calculator A graphing calculator typically refers to a class of handheld calculators that are capable of plotting graphs, solving simultaneous equations, and performing numerous other tasks with variables. Most popular graphing calculators are also programmable, allowing the user to create customized programs, typically for scientific/engineering and games, and many mobile phone A mobile phone is an electronic device used for full duplex two-way radio telecommunications over a cellular network of base stations known as cell sites. Mobile phones differ from cordless telephones, which only offer telephone service within limited range through a single base station attached to a fixed land line, for example within a home or games are mostly pixel art.

Vector graphics

Example showing effect of vector graphics versus raster (bitmap) graphics.

Vector graphics Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon, which are all based on mathematical equations, to represent images in computer graphics formats are complementary to raster graphics In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats, which is the representation of images as an array of pixels In digital imaging, a pixel is a single point in a raster image. The pixel is the smallest addressable screen element; it is the smallest unit of picture that can be controlled. Each pixel has its own address. The address of a pixel corresponds to its coordinates. Pixels are normally arranged in a two-dimensional grid, and are often represented, as it is typically used for the representation of photographic images.[4] 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.

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