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Computer graphics deals with generating images with the aid of computers. 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 of computer science.

The phrase was coined in 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. 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 , 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". 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.

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.

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. Screens could display art since the Lumiere brothers ' use of mattes to create special effects for the earliest films dating from , but such displays were limited and not interactive.

The first cathode ray tube , the Braun tube , was invented in — 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. Nevertheless, computer graphics remained relatively unknown as a discipline until the s and the post- World War II period — during which time the discipline emerged from a combination of both pure university and laboratory academic research into more advanced computers and the United States military 's further development of technologies like radar , advanced aviation , and rocketry developed during the war.

New kinds of displays were needed to process the wealth of information resulting from such projects, leading to the development of computer graphics as a discipline. Douglas T. Ross of the Whirlwind SAGE system performed a personal experiment in which he wrote a small program that captured the movement of his finger and displayed its vector his traced name on a display scope.

One of the first interactive video games to feature recognizable, interactive graphics — Tennis for Two — was created for an oscilloscope by William Higinbotham to entertain visitors in at Brookhaven National Laboratory and simulated a tennis match. In , Douglas T. Ross innovated again while working at MIT on transforming mathematic statements into computer generated 3D machine tool vectors by taking the opportunity to create a display scope image of a Disney cartoon character.

Electronics pioneer Hewlett-Packard went public in after incorporating the decade prior, and established strong ties with Stanford University through its founders, who were alumni.

This began the decades-long transformation of the southern San Francisco Bay Area into the world's leading computer technology hub — now known as Silicon Valley. The field of computer graphics developed with the emergence of computer graphics hardware. Further advances in computing led to greater advancements in interactive computer graphics.

The TX-2 integrated a number of new man-machine interfaces. A light pen could be used to draw sketches on the computer using Ivan Sutherland 's revolutionary Sketchpad software.

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 car without deforming the tires. The phrase "computer graphics" has been credited to William Fetter , a graphic designer for Boeing in Fetter in turn attributed it to Verne Hudson, also at Boeing. In another student at MIT, Steve Russell , created another important title in the history of video games , Spacewar!

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. At around the same time — in the University of Cambridge, Elizabeth Waldram wrote code to display radio-astronomy maps on a cathode ray tube.

Zajac, a scientist at Bell Telephone Laboratory BTL , created a film called "Simulation of a two-giro gravity attitude control system" in He created the animation on an IBM mainframe computer. 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.

Boeing Aircraft created a film called Vibration of an Aircraft. These curves would form the foundation for much curve-modeling work in the field, as curves — unlike polygons — are mathematically complex entities to draw and model well. 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 mids.

IBM was quick to respond to this interest by releasing the IBM graphics terminal, the first commercially available graphics computer. Ralph Baer , a supervising engineer at Sanders Associates , came up with a home video game in 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 to , 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 , 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 s. It displayed two separate wireframe images, one for each eye. This allowed the viewer to see the computer scene in stereoscopic 3D.

The heavy hardware required for supporting the display and tracker was called the Sword of Damocles because of the potential danger if it were to fall upon the wearer.

After receiving his Ph. In Sutherland was recruited by Evans to join the computer science program at the University of Utah — a development which would turn that department into one of the most important research centers in graphics for nearly a decade thereafter, eventually producing some of the most important pioneers in the field.

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. 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 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.

Subsequently, a number of breakthroughs in the field — particularly important early breakthroughs in the transformation of graphics from utilitarian to realistic — occurred at the University of Utah in the s, which had hired Ivan Sutherland. He was paired with David C. Evans to teach an advanced computer graphics class, which contributed a great deal of founding research to the field and taught several students who would grow to found several of the industry's most important companies — namely Pixar , Silicon Graphics , and Adobe Systems.

Tom Stockham led the image processing group at UU which worked closely with the computer graphics lab. One of these students was Edwin Catmull. 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 computer animation that Catmull saw was his own. He created an animation of his hand opening and closing. He also pioneered texture mapping to paint textures on three-dimensional models in , now considered one of the fundamental techniques in 3D modeling.

It became one of his goals to produce a feature-length motion picture using computer graphics — a goal he would achieve two decades later after his founding role in Pixar. In the same class, Fred Parke created an animation of his wife's face. The two animations were included in the feature film Futureworld. 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.

James Clark was also there; he later founded Silicon Graphics , a maker of advanced rendering systems that would dominate the field of high-end graphics until the early s.

   


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