COMPUTER GRAPHICS


:''For the journal by ACM SIGGRAPH, see Computer Graphics (Publication).''
'Computer graphics' is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. Computer graphics is often differentiated from the field of visualization, although the two have many similarities.
A broad classification of major subfields in computer graphics might be:
# Geometry: studies ways to represent and process surfaces
# Animation: studies with ways to represent and manipulate motion
# Rendering: studies algorithms to reproduce light transport
# Imaging: studies image acquisition or image editing




Contents
Definition
Geometry
Subfields
Animation
Rendering
Transport
Scattering
Other subfields
History
Applications
Connected studies
Computer graphics research groups
Academia
Industry
Notable people in computer graphics
See also
References
External links

Definition


A term used to define virtual characteristics of visual integrety.

Geometry


The subfield of geometry studies the representation of three-dimensional objects in a discrete digital setting. Because the appearance of an object depends largely on the exterior of the object, boundary representations are most common in computer graphics. Two dimensional surfaces are a good analogy for the objects most often used in graphics, though quite often these objects are non-manifold. Since surfaces are not finite, a discrete digital approximation is required: polygonal meshes (and to a lesser extent subdivision surfaces) are by far the most common representation, although point-based representations have been gaining some popularity in recent years (see the Symposium on Point-Based Graphics, for instance). These representations are ''Lagrangian,'' meaning the spatial locations of the samples are independent. In recent years, however, ''Eulerian'' surface descriptions (i.e., where spatial samples are fixed) such as level sets have been developed into a useful representation for deforming surfaces which undergo many topological changes (with fluids being the most notable example[1]).
Subfields


Constructive solid geometry - Process by which complicated objects are modelled with implicit geometric objects and boolean operations

★ Discrete differential geometry - a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics[2].

★ Digital geometry processing - surface reconstruction, simplification, fairing, mesh repair, parameterization, remeshing, mesh generation, surface compression, and surface editing all fall under this heading [3][4][5].

★ Point-based graphics - a recent field which focuses on points as the fundamental representation of surfaces.

★ Simulation (e.g. cloth modeling, animation of fluid dynamics, etc.)

Subdivision surfaces

Animation


The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time. Historically most interest in this area has been focused on parametric and data-driven models, but in recent years physical simulation has experienced a renaissance due to the growing computational capacity of modern machines.

Rendering


Rendering converts a model into an image either by simulating light transport to get physically-based photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). See Rendering (computer graphics) for more information.
Transport

Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.
Scattering

Models of ''scattering'' and ''shading'' are used to describe the appearance of a surface. Although these issues may seem like a problems all on their own, they are studied almost exclusively within the context of rendering . Shading can be broken down into two orthogonal issues, which are often studied independently:
# 'scattering' - how light interacts with the surface ''at a given point''
# 'shading' - how material properties vary across the surface
The former problem refers to scattering, i.e., the relationship between incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF. The latter issue addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there is some confusion since the word "shader" is sometimes used for programs that describe local ''geometric'' variation.)
Other subfields


physically-based rendering - concerned with generating images according to the laws of geometric optics

real time rendering - focuses on rendering for interactive applications, typically using specialized hardware like GPUs

non-photorealistic rendering

relighting - recent area concerned with quickly re-rendering scenes

History


William Fetter was credited with coining the term Computer Graphics in 1960, to describe his work at Boeing. One of the first displays of computer animation was ''Futureworld'' (1976), which included an animation of a human face and hand — produced by Ed Catmull and Fred Parke at the University of Utah.
There are several international conferences and journals where the most significant results in computer graphics are published. Among them are the SIGGRAPH and Eurographics conferences and the Association for Computing Machinery (ACM) Transactions on Graphics journal. The joint Eurographics and ACM SIGGRAPH symposium series features the major venues for the more specialized sub-fields: Symposium on Geometry Processing,Symposium on Rendering, and Symposium on Computer Animation.
An extensive history of computer graphics can be found at this page.

Applications



Digital art

Special effects

Visual effects

Video games

Connected studies



Computer vision

Image processing

Computer graphics research groups


Academia

The number of computer science departments with computer graphics groups has grown rapidly over the past two decades. A partial list of departments notably involved in graphics research includes:

Berkeley Computer Modeling and Animation Group

Bristol University Computer Graphics Group

C²G² at Columbia University

Caltech Multi-Res Modeling Group

Carnegie Mellon Graphics Lab

Center for Graphics and Geometric Computing at Technion Israel Institute of Technology, Haifa, Israel

Computer Graphics Department at Max-Planck-Institut fur Informatik

Computer Graphics Department at Haute Ecole Albert Jacquard

Computer Graphics Group at Brown

Computer Graphics Group at RWTH Aachen University

Computer Graphics at Harvard

Computer Graphics and Immersive Technologies Laboratory at USC

Computer Graphics Laboratory at Korea Advanced Institute of Science and Technology (KAIST)

Computer Graphics Group at PUC-Rio

Computer Graphics Group at University of Virginia

Computer Graphics Laboratory at University of Tokyo

Computer Graphics Laboratory at UT Austin

Computer Graphics Laboratory at ETH Zurich

Computer Graphics / Geometric Design Group at Rice

Computer Graphics and User Interfaces Lab at Columbia University

Computer Graphics and Visualization Lab at Purdue University

Computer Graphics and Visualization Lab at University of Utah

Computer Graphics and Visualization Lab at University of Wisconsin

Cornell University Program of Computer Graphics

Dynamic Graphics Project at University of Toronto

Geometric Modeling and Industrial Geometry Group at Technische Universitat Wien

Graphics and Image Analysis at UNC

Graphics and Geometric Computing Group at Tsinghua University

Graphics@Illinois

GRAIL at University of Washington

GRAVIR at iMAGIS

GVIL at University of Maryland, College Park

GVU Center at Georgia Tech

IDAV Visualization and Graphics Research Group at UC Davis

IMAGINE Research Group at Universidad de los Andes, Bogotá, Colombia

Imager Laboratory at University of British Columbia

MIT Computer Graphics Group

MRL at NYU

Princeton Graphics and Geometry Group

Stanford Computer Graphics Laboratory

UCSD Computer Graphics Laboratory

Vision Research Center at Vanderbilt
Industry

Industrial labs doing "blue sky" graphics research include:

★ Adobe Research

MERL

Microsoft Research - Graphics

★ NVIDIA Research
Major film studios notable for graphics research include:

ILM

PDI/Dreamworks Animation

Pixar

Notable people in computer graphics


(Based on computer graphics paper citations - see this list)

★ Al Barr [6]

Alexei Efros [7]

Allen Van Gelder [8]

Andrew Witkin [9]

Andries van Dam [10]

Bjorn Engquist

Brian Curless [11]

Carlo Sequin [12]

Carlo Tomasi [13]

Chris Bregler [14]

Dani Lischinski [15]

David Baraff [16]

David Donoho [17]

David Forsyth

David Salesin [18]

Demetri Terzopoulos [19]

Dimitris Metaxas [20]

Dinesh Manocha [21]

Donald Greenberg [22]

Edwin Catmull

Frederic Pighin

Gene Golub

George Grie

Greg Turk

Guillermo Sapiro [23]

Henry Fuchs [24]

Hugues Hoppe [25]

Ingrid Daubechies [26] - known for her work on wavelets

James D. Foley [27]

James Kajiya - known for the rendering equation

James Sethian - known for the level set method

Jarek Rossignac [28]

Jean-Michel Morel [29]

Jessica Hodgins [30]

Jim Blinn - known for bump mapping

Jack E. Bresenham [31] -known for line drawing algorithm

Jitendra Malik [32]

Joe Warren [33]

John Canny [34]

John Hughes [35]

Ken Perlin

Kenneth Torrance [36]

Lance Williams [37]

Leonidas Guibas [38]

Leonard McMillan [39]

Leon Tabak [40]

Li-Yi Wei [41]

Loren Carpenter

Marc Levoy

Michael Black

Michael Cohen [42]

Michael Garland [43] - known for the quadric error metric

Michael Kass [44]

Ming Lin [45]

Norman Badler [46]

Olivier Faugeras [47]

Pat Hanrahan

Paul Debevec

Paul Heckbert [48]

Peter Lax

Peter Schroder [49]

Pierre-Louis Lions

Pietro Perona [50]

Przemyslaw Prusinkiewicz [51]

Richard Szeliski [51]

Robert Cook

Ron Fedkiw

Sebastian Thrun [52]

Shree Nayar [53]

Stan Osher [54]

Steven Gortler [55]

Steven Seitz [56]

Takeo Kanade

Thomas Porter

Thomas Sederberg [57]

Tom Duchamp [58]

Tony DeRose [59]

Turner Whitted [60]

William Reeves

Wim Sweldons [61]

See also



3D computer graphics

3D Projections on 2D planes

ASCII art

Computer facial animation

Cloth modeling

Digital geometry

Digital image editing

Geometry pipelines

Geometry processing

Graphics processing unit (GPU)

Graphical output devices

Painter's algorithm

Utah Teapot

Stanford Bunny

SIGGRAPH

Tile engine

Timeline of CGI in films

Video Display Controller
Numerous sub-areas of computer graphics can be found in .

References


1. [1]
2. [2]
3. [3]
4. [4]
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28. [28]
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32. [32]
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55. [56]
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External links



A Critical History of Computer Graphics and Animation

Basic Computer Graphics Programs

''History of Computer Graphics'' series of articles

The ARTS: Episode 5 An in depth interview with Legalize on the subject of the History of Computer Graphics. (Available in MP3 audio format)

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