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      • The precursor sciences to the development of modern computer graphics were the advances in electrical engineering, electronics, and television that took place during the first half of the twentieth century.
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    What was the precursor to modern computer graphics?

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  2. A Short History of Computer Graphics › xgeorge › uea

    Silicon Graphics (SGI) workstations that supported real-time raster line drawing and later polygons became the computer graphicists desired. The data glove, a precursor to virtual reality, was invented at NASA. VLSI for special purpose graphics processors and parallel processing became hot research areas. The Early '90's

  3. Computer graphics - Wikipedia › wiki › Computer_graphics

    Today, computer graphics is a core technology in digital photography, film, video games, 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 ...

  4. CG1 - History of Computer Graphics › courses › cg1-2018

    History of Computer Graphics • 1982: Lucasfilm computer graphics division develops a one-minute shot for Star Trek II: The Wrath of Khan making the first use of fractal-generated landscape in a film. William (Bill) Reeves leads the Genesis Effect programming team and creates the so-called Particle Systems.

  5. CS Blog: The Story Behind Computer Graphics: Principles and ... › 2019/02/05 › story-behind

    Feb 05, 2019 · It showed interactive computer graphics for the first time, and was a precursor to the drawing programs we see so commonly today.” It was this experience that motivated Andy to really begin his work on graphics, which he eventually wrote his PhD dissertation on.

  6. Introduction to Computer Graphics › computer-graphics
    • History
    • Introduction
    • Definition of Computer Graphics
    • Why Are Computer Graphics used?

    The main forerunner sciences to the development of modern computer graphics were the advances in electrical engineering, electronics, and television that took place during the first half of the twentieth century when no technology was available. Thus, screens could display art since the Lumiere brothers' use of mattes to create special effects for the earliest films dating from 1893 to 1895, but such displays were limited and not interactive with everyone. Then, the first cathode ray tube, the Braun tube, was invented in 1896 to 1897 – it, in turn, would permit the oscilloscope and the military control panel – the more direct precursors of the field, as they provided the first two-dimensional electronic displays that responded to programmatic or user input for anything. Wherever, computer graphicsremained used relatively unknown as a discipline until the 1950s and the post-World War II period – during which time the discipline emerged from a combination of both pure university and l...

    Computer Graphicsinvolves technology to be accessed by everyone. Then, the Process transforms and presents information in a visual form for everyone. Thus, the role of computer graphics is insensible. Wherever today life, computer graphics has now become a common element in user interfaces, T.V. commercial motion pictures for everyone's entertainment. Computer Graphicsis the creation of pictures with the help of a computer for us. Then, at the end product of the computer graphics is a picture it may be a business graph, drawing, and engineering for working in it. Mainly in computer graphics, two or three-dimensional pictures can be created that are used for research is used. Many hardware devices algorithms have been developing for improving the speed of picture generation with time rapidly. Then, it includes the creation storage of models and images of objects for view. Thus, these models for various fields like engineering, mathematics and many more. Nowadays computer graphicsare...

    Computer Graphicis the use of computers to create and manipulate pictures on a display device by this. Thus, it comprises software techniques to create, store, modify, and represent pictures for everyone.

    Let a shoe manufacturing company want to show the sale of shoes for five years. Now, for this vast amount of information is to store in this. Then, a lot of time and memory will be needed for this. This method will be tough to understand by a common man by this. So, in this situation graphics are a better alternative. Thus, Graphics tools are charts and graphs for this. So using graphs, data can be represented in pictorial form for everyone. This is a picture that can be understood easily just with a single look. This is an interactive computer graphics work using the concept of two-way communication between computer users in it. Thus, the computer will receive signals from the input device, and the picture is modified accordingly for this. Pictures will be changed quickly when we apply command.

  7. A History of Computer Art - Victoria and Albert Museum › content › articles
    • 1950s
    • 1960s
    • 1970s
    • 1980s
    • 1990s Onwards

    In the 1950s, many artists and designers were working with mechanical devices and analogue computers in a way that can be seen as a precursor to the work of the early digital pioneers who followed. One of the earliest electronic works in the V&A's collection is 'Oscillon 40' dating from 1952. The artist, Ben Laposky, used an oscilloscope to manipulate electronic waves that appeared on the small fluorescent screen. An oscilloscope is a device for displaying the wave shape of an electric signal, commonly used for electrical testing purposes. The waves would have been constantly moving and undulating on the display, and there would have been no way of recording these movements on paper at this time. It was only through long exposure photography that the artist was able to record these fleeting moments, allowing us to see them decades later. Laposky photographed numerous different combinations of these waves and called his images 'Oscillons'. The earliest photographs were black and whit...

    In the early 1960s computers were still in their infancy, and access to them was very limited. Computing technology was heavy and cumbersome, as well as extremely expensive. Only research laboratories, universities and large corporations could afford such equipment. As a result, some of the first people to use computers creatively were computer scientists or mathematicians. Many of the earliest practitioners programmed the computer themselves. At this time, there was no 'user interface', such as icons or a mouse, and little pre-existing software. By writing their own programs, artists and computer scientists were able to experiment more freely with the creative potential of the computer. Early output devices were also limited. One of the main sources of output in the 1960s was the plotter, a mechanical device that holds a pen or brush and is linked to a computer that controls its movements. The computer would guide the pen or brush across the drawing surface, or, alternatively, coul...

    By the 1970s, a number of artists had begun to teach themselves to program, rather than relying on collaborations with computer programmers. Many of these artists came to the computer from a traditional fine art background, as opposed to the scientific or mathematical background of the earliest practitioners. Artists were attracted to the logical nature of the computer and the processes involved. In the early 1970s the Slade School of Art, University of London, established what was later called the 'Experimental and Computing Department'. The Slade was one of the few institutions that attempted to fully integrate the use of computers in art into its teaching curriculum during the 1970s. The department offered unparalleled resources with its in-house computer system. Paul Brown studied at the Slade from 1977 to 1979. His computer-generated drawings, use individual elements that evolve or propagate in accordance with a set of simple rules. Brown developed a tile-based image generating...

    The 1980s saw digital technologies reach into everyday life, with the widespread adoption of computers for both business and personal use. Computer graphics and special effects began to be used in films such as 'Star Trek II: The Wrath of Khan' and 'Tron', both 1982, as well as in television programmes. Combined with the popularity of video and computer games, computing technology began to be a much more familiar sight at home, as well as at work. The late 1970s had seen the births of both Apple and Microsoft and the appearance of some of the first personal computers. PCs were now available that were affordable and compact, and ideal for household use. Alongside this, inkjet printers developed to become the cheapest method of printing in colour. The development of off-the-shelf paint software packages meant it was much simpler to create images using the computer. As this new medium entered popular culture, the type of art being produced changed. Much of the new work of this period d...

    James Faure Walker can be described as both a digital artist and a painter. Since the late 1980s Faure Walker has been integrating the computer into his practice as a painter, incorporating computer-generated images into his paintings, as well as painterly devices into his digital prints. He moves between the tools of drawing, painting, photography and computer software, blending and exploiting the different characteristics of each. His work frequently plays on the contrast between physical paint and digital paint, and sometimes it is difficult to differentiate between the two. Faure Walker aims to complete at least one drawing each day, either in pencil, pen or watercolour. These drawings are always abstract, and have their roots in gestural mark making, rather than being figurative drawings of objects. In the same way, the artist uses software packages such as Illustrator and Photoshop to explore digital motifs, or linear marks and patterns. A motif that has been created digitally...

  8. Computer Graphics Programs - javatpoint › computer-graphics-programs

    Computer Graphics Programs with Computer Graphics Tutorial, Line Generation Algorithm, 2D Transformation, 3D Computer Graphics, Types of Curves, Surfaces, Computer Animation, Animation Techniques, Keyframing, Fractals etc.

  9. A Gentle Introduction to Computer Graphics Programming › lessons › 3d-basic-rendering
    • Understand How It Works!
    • A Gentle Introduction to Computer Graphics Programming
    • Describing Objects Making Up The Virtual World
    • Creating An Image of This Virtual World
    • What Have We Learned?
    • Where Should I Start?
    • What Should I Read Next?

    If you are here, it's probably because you want to learn computer graphics. Each reader may have a different reason for being here, but we are all driven by the same desire: understand how it works! Scratchapixel was created to answer this particular question. Here you will learn how it works and learn techniques used to created CGI, from the simplest and most important methods, to the more complicated and less common ones. Maybe you like video games, and you would like to know how it works, how they are made. Maybe you have seen a film a Pixar film and wonder what's the magic behind it. Whether you are at school, university, already working in the industry (or retired), it is never a bad time to be interested in these topics, to learn or improve your knowledge and we always need a resource like Scratchapixel to find answers to these questions. That's why we are here. Scratchapixel is accessible to all. They are lessons for all levels. Of course it requires a minimum of knowledge in...

    You want to learn computer graphics. First do you know what it is? In the second lesson of this section, you can find a definition of computer graphics, and also learn about how it generally works. Maybe you have heard about terms such as modelling, geometry, animation, 3D, 2D, digital images, 3D viewport, real-time rendering, compositing but you are unsure about what they mean and more importantly, how they relate to each other. The second lesson of this section will answer these questions. From there, you should know little about CG programming, but have a general understanding of CG and the different tools and processes involved in the making of CGI. What's next? Our world is fundamentally three-dimensional. At least as far as we can experience it with our senses. To which some people like to add the dimension of time. Time plays an important role in CGI, but we will come back to this later on. Objects from the real world then are three-dimensional. That's a fact we think we can...

    The difference between the painter who is actually painting a real scene (unless the subject of the painting comes from his/her imagination), and us, trying to create an image with a computer, is that we actually have to first somehow describe the shape (and the appearance) of objects making up the scene we want to render an image of to the computer. One of the simplest and most important concept we learn at school is the idea of space in which points can be defined. The position of a point is generally defined with relation to an origin. On a ruler, this is generally the tick marked with the number zero. If we use two rulers, one perpendicular to the other, we can define the position of points in two dimensions. Add a third ruler, perpendicular to the first two, and you can define the position of points in three dimensions. The actual numbers representing the position of the point with respect to one of the tree rulers are called the points coordinates. We are all familiar with the...

    The process of projecting 3D point of the surface of the canvas, actually involves a special matrix called the perspective matrix (don't worry if you don't know what a matrix is). Using this matrix to project point is not absolutely necessary but makes things much easier. However, you don't really need mathematics and matrices to figure out how it works. You can see an image, or a canvas as some sort of flat surface placed some distance away from the eye. Trace four lines all starting from the eye to each one of the four corners of the canvas and extend these lines further away into the world (as far as you can see). You get a pyramid which we call a viewing frustum(and not frustrum). The viewing frustum defines some sort of volume in 3D space and the canvas itself it just a plane cutting of this volume perpendicular to the eye line of sight. Place your box in front of the canvas. Next, trace a line from each corner of the box to the eye and mark a dot where the line intersects the...

    That we first need to describe three-dimensional objects using things such as vertices and topology (information about how these vertices are connected to each other to form polygons or faces) befo...
    That rendering is the process by which an image of a 3D scene is created. No matter which technique you use to create 3D models (there are quite a few), rendering is a necessary step to 'see' any 3...
    From this simple exercise it should be quite apparent that mathematics (more than programming) are essential in the process of making an image with a computer. Actually the computer is merely a too...
    In conlusion, computer graphics is mostly mathematics applied to a computer program which purpose is to generate an image (photo-real or not) at the quickest possible speed (and the accuracy that c...

    We hope the simple box example got you hooked but the main goal of this introduction is to underline the role that geometry plays in computer graphics. Of course it's not only about geometry, but a lot of the problems can be solved with geometry. Most computer graphics books start with a chapter on geometry, which is always a bit discouraging because it seems like you need to study a lot before you can actually get to making fun stuff. However, we really recommend you to read the lesson on Geometryfirst before anything else. We will talk and learn about points but also about the concept of vector and normal. We will learn about coordinate systems and more importantly about the concept of matrix. Matrices are used extensively to handle transformations such as rotation, scaling or translation. These concepts are used everywhere throughout all computer graphics literature which is why you need to study them first. Many CG books do not provide a very good introduction to geometry maybe...

    It's generally easier and more fun to start learning computer graphics programming with rendering. One possible way for you to get through the content of this website, is to start reading the lessons from the Foundation of 3D Renderingsection in chronological order. To understand the content of a lesson you may need prior knowledge about some other techniques. At the beginning of each lesson you will find a list of other lessons that contains everything you need to know in order to understand the content of the lesson you are about to start (we call them prerequisites). Use this list to guide you through the content of the website and more importantly get the foundations you need in order to progress in your studies.

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