Computer graphics
Computer graphics
Computer Graphics
Table of Contents
Introduction 3
How It Was 3
How It All Began 4
Times Were Changing 6
Industry's First Attempts 7
The Second Wave 10
How the Magic is Made 11
Modeling 12
Animation 13
Rendering 13
Conclusion 15
Bibliography 16
Introduction
Hollywood has gone digital, and the old ways of doing things are dying. Animation and special effects created with computers have been embraced by television networks, advertisers, and movie studios alike. Film editors, who for decades worked by painstakingly cutting and gluing film segments together, are now sitting in front of computer screens. There, they edit entire features while adding sound that is not only stored digitally, but also has been created and manipulated with computers. Viewers are witnessing the results of all this in the form of stories and experiences that they never dreamed of before. Perhaps the most surprising aspect of all this, however, is that the entire digital effects and animation industry is still in its infancy. The future looks bright.
How It Was
In the beginning, computer graphics were as cumbersome and as hard to control as dinosaurs must have been in their own time. Like dinosaurs, the hardware systems, or muscles, of early computer graphics were huge and ungainly. The machines often filled entire buildings. Also like dinosaurs, the software programs or brains of computer graphics were hopelessly underdeveloped. Fortunately for the visual arts, the evolution of both brains and brawn of computer graphics did not take eons to develop. It has, instead, taken only three decades to move from science fiction to current technological trends. With computers out of the stone age, we have moved into the leading edge of the silicon era. Imagine sitting at a computer without any visual feedback on a monitor. There would be no spreadsheets, no word processors, not even simple games like solitaire. This is what it was like in the early days of computers. The only way to interact with a computer at that time was through toggle switches, flashing lights, punchcards, and Teletype printouts.
How It All Began
In 1962, all this began to change. In that year, Ivan Sutherland, a Ph.D. student at (MIT), created the science of computer graphics. For his dissertation, he wrote a program called Sketchpad that allowed him to draw lines of light directly on a cathode ray tube (CRT). The results were simple and primitive. They were a cube, a series of lines, and groups of geometric shapes. This offered an entirely new vision on how computers could be used. In 1964, Sutherland teamed up with Dr. David Evans at the University of Utah to develop the world's first academic computer graphics department. Their goal was to attract only the most gifted students from across the country by creating a unique department that combined hard science with the creative arts. They new they were...
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