Computer graphics

Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games, in general.[4] 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.Nevertheless, computer graphics remained 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 laboratory academic research into more advanced computers and the United States military's further development of technologies like radar, aviation, and rocketry developed during the war.In 1959, Douglas T. Ross, while working at MIT on transforming mathematic statements into computer generated 3D machine tool vectors, created a display scope image of a Disney cartoon character.[6] Electronics pioneer Hewlett-Packard went public in 1957 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.[9] 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.Also at BTL, Ken Knowlton, Frank Sinden, Ruth A. Weiss and Michael Noll started working in the computer graphics field.At Lawrence Radiation Laboratory, Nelson Max created the films Flow of a Viscous Fluid and Propagation of Shock Waves in a Solid Form.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.David C. 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.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.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 created a revolution in the publishing world with his PostScript page description language.Modern computers, dating from the 1980s, often use graphical user interfaces (GUI) to present data and information with symbols, icons and pictures, rather than text.The continuing popularity of Star Wars and other science fiction franchises were relevant in cinematic CGI at this time, as Lucasfilm and Industrial Light & Magic became known as the "go-to" house by many other studios for topnotch computer graphics in film.Two other pieces of video would also outlast the era as historically relevant: Dire Straits' iconic, near-fully-CGI video for their song "Money for Nothing" in 1985, which popularized CGI among music fans of that era, and a scene from Young Sherlock Holmes the same year featuring the first fully CGI character in a feature movie (an animated stained-glass knight).1999 saw Nvidia release the seminal GeForce 256, the first home video card billed as a graphics processing unit or GPU, which in its own words contained "integrated transform, lighting, triangle setup/clipping, and rendering engines".The continued rise and increasing sophistication of the graphics processing unit were crucial to this decade, and 3D rendering capabilities became a standard feature as 3D-graphics GPUs became considered a necessity for desktop computer makers to offer.The Nvidia GeForce line of graphics cards dominated the market in the early decade with occasional significant competing presence from ATI.[20] As the decade progressed, even low-end machines usually contained a 3D-capable GPU of some kind as Nvidia and AMD both introduced low-priced chipsets and continued to dominate the market.Shaders which had been introduced in the 1980s to perform specialized processing on the GPU would by the end of the decade become supported on most consumer hardware, speeding up graphics considerably and allowing for greatly improved texture and shading in computer graphics via the widespread adoption of normal mapping, bump mapping, and a variety of other techniques allowing the simulation of a great amount of detail.CGI movies proliferated, with traditional animated cartoon films like Ice Age and Madagascar as well as numerous Pixar offerings like Finding Nemo dominating the box office in this field.In videogames, the Sony PlayStation 2 and 3, the Microsoft Xbox line of consoles, and offerings from Nintendo such as the GameCube maintained a large following, as did the Windows PC.OpenGL continued to mature as well, and it and DirectX improved greatly; the second-generation shader languages HLSL and GLSL began to be popular in this decade.In scientific computing, the GPGPU technique to pass large amounts of data bidirectionally between a GPU and CPU was invented; speeding up analysis on many kinds of bioinformatics and molecular biology experiments.Shaders are now very nearly a necessity for advanced work in the field, providing considerable complexity in manipulating pixels, vertices, and textures on a per-element basis, and countless possible effects.Experiments into the processing power required to provide graphics in real time at ultra-high-resolution modes like 4K Ultra HD begun, though beyond reach of all but the highest-end hardware.In videogames, the Microsoft Xbox One, Sony PlayStation 4, and Nintendo Switch dominated the home space and were all capable of advanced 3D graphics; Windows was still one of the most active gaming platforms as well.Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element.A 3D model can be displayed as a two-dimensional image through a process called 3D rendering, used in a computer simulation of physical phenomena, or animated directly for other purposes.
A Blender screenshot displaying the 3D test model Suzanne
Simulated flight over Trenta valley in the Julian Alps
SAGE Sector Control Room
Pong arcade version
A 1968 center spread from Seattle underground paper Helix features then-state-of-the-art computer graphics.
The Utah teapot by Martin Newell and its static renders became emblematic of CGI development during the 1970s.
Donkey Kong was one of the video games that helped to popularize computer graphics to a mass audience in the 1980s.
Quarxs , series poster, Maurice Benayoun , François Schuiten , 1992
A screenshot from the videogame Killing Floor , built in Unreal Engine 2 . Personal computers and console video games took a great graphical leap forward in the 2000s, becoming able to display graphics in real time computing that had previously only been possible pre-rendered and/or on business-level hardware.
A diamond plate texture rendered close-up using physically based rendering principles – increasingly an active area of research for computer graphics in the 2010s
Raster graphic sprites (left) and masks (right)
Vector graphics versus raster (bitmap) graphics
Stable Diffusion output for the prompt "an astronaut riding a horse, by Hiroshige ", 2024
Example of Computer animation produced using Motion capture
In the enlarged portion of the image individual pixels are rendered as squares and can be easily seen.
Example of shading
Volume rendered CT scan of a forearm with different colour schemes for muscle, fat, bone, and blood
A modern render of the Utah teapot , an iconic model in 3D computer graphics created by Martin Newell , 1975
Computer graphics (computer science)Computer graphics (disambiguation)Blender3D test modelSuzanneimagescomputerscomputer graphics hardwareWilliam Fettercomputer generated imagerycomputer scienceuser interface designsprite graphicsrenderingray tracinggeometry processingcomputer animationvector graphics3D modelingshadersimplicit surfacesvisualizationscientific computingimage processingcomputational photographyscientific visualizationcomputational geometrycomputer visiongeometryopticsphysicsperceptionTrenta valleyJulian Alpsanimationmoviesadvertisingvideo gamestechnologiesstudy of computer graphics3D computer graphics2D computer graphicsinformation visualizationthree dimensionalbiologicalHistory of computer animationelectrical engineeringelectronicstelevisionLumiere brothersmattescathode ray tubeBraun tubeoscilloscopecontrol panelWorld War IIuniversitylaboratoryUnited States militaryaviationrocketryWhirlwindSAGE Projectsdisplaylight peninput deviceDouglas T. RossTennis for TwoWilliam HiginbothamBrookhaven National LaboratoryDisneycartoonHewlett-PackardStanford UniversityalumniSan Francisco Bay AreaSilicon Valleyinteractive computer graphicsMIT's Lincoln LaboratoryIvan SutherlandSketchpad softwarephotoelectric cellelectron gunSpacewar!Computer History MuseumBoeingSteve RussellBell Telephone LaboratoryIBM 7090Ken KnowltonRuth A. WeissMichael NollNewton's laws of motionLawrence Radiation LaboratoryBoeing AircraftautomobilesPierre BézierRenaultPaul de CasteljauBézier curvesLockheed-GeorgiaGeneral ElectricSperry RandIBM 2250Ralph BaerSanders Associatesvideo gameMagnavoxOdysseyDavid C. EvansBendix CorporationUniversity of Utahhead-mounted displaystereoscopic 3Dvirtual realityEvans & Sutherlandray castingphotorealismSIGGRAPHgraphics standardsUtah teapotMartin NewellSilicon GraphicsAdobe SystemsEdwin CatmullThe Boeing Companytexture mappingtexturesFred ParkeFutureworldJohn WarnockPostScriptphoto editingAdobe Photoshopspecial effectsAdobe After EffectsJames Clarkhidden surface determination3D Core Graphics SystemSpecial Interest GroupHenri GouraudJim BlinnBui Tuong PhongshadingGouraud shadingBlinn–Phong shadingbump mappingvideogamearcade gamesreal-timeSpeed RacespritesscrollingGun FightSpace Invadersbarrel shifterIntel 8080microprocessorframebufferDonkey Konghome computermetal–oxide–semiconductorvery-large-scale integration16-bitcentral processing unitmicroprocessorsgraphics processing unithigh-resolutionpersonal computerμPD7220fabricated1024x1024 resolutiongraphics cardsIntel's graphics processing unitsMOS memoryvideo RAMTexas InstrumentsHitachicomplementary MOS4K resolutionTMS34010minicomputersBell-Northern ResearchMotorola 68000bit-sliceMacintoshgraphical user interfacesmultimediaOsaka UniversityLINKS-1 Computer Graphics SystemsupercomputerZilog Z8001light sourcecomputerrendering equationJames Kajiyaglobal illuminationStar WarsLucasfilmIndustrial Light & Magicchroma keyingDire StraitsMoney for NothingYoung Sherlock Holmesknightshort filmsgolden eravideogamesNintendoMS-DOSApple IIsAmigasarcadesgraphics boardsNamco System 21parallel processingMaurice BenayounFrançois Schuiten3D modelersMicrosoft WindowsApple MacintoshAutodesk3D Studiophotorealistic3D graphicsgamingQuarxsToy StoryshaderVirtua RacingSega Model 1arcade system boardracing games3D polygonal graphicsvideo game industrySega Model 2Sega Model 3Wolfenstein 3Dfirst-person shooterid SoftwareJohn CarmackSony PlayStationSega SaturnNintendo 64platform gamesSuper Mario 64fighting gamesVirtua FighterBattle Arena ToshindenTekkennormal mappingNvidiaGeForce 256video cardtransformlightingtriangle setupclippingDirectXOpenGLgraphics hardware3D modeling softwareKilling FloorUnreal Engine 2Personal computersconsole video gamesreal time computingcinematelevision advertisementsdesktop computerNvidia GeForcetextureuncanny valleyIce AgeMadagascarFinding NemoThe Polar ExpressPlayStation 2GameCubeWindows PCGrand Theft AutoAssassin's CreedFinal FantasyBioShockKingdom HeartsMirror's EdgeMicrosoftbioinformaticsmolecular biologyBitcoindiamond platephysically based renderingisosurfacesspecular highlightsreflectionshadow volumespixelsverticesambient occlusionsubsurface scatteringRayleigh scatteringphoton mappingray-tracingreal time4K Ultra HDanimated moviesmany animated CGI films are made per yearcartoonsXbox OnePlayStation 4Nintendo SwitchWindowsVideo display controllerRaster graphicdigital imagesprintingdrawingphotographytypographyPixel artraster graphicsgraphing calculatormobile phoneSprite (computer graphics)spritebitmapscreencircuitrysoftwarehardwareStable DiffusionHiroshigeText-to-image modeldeep neural networkslanguage modelgenerativeDall-E 2algorithmscomputer simulationsMotion captureFractal landscapecomputer-generated imageryreal-time renderingmediumtransformation matrixkeyframesproceduralexpressionparticlecrowd simulationshierarchyskeletal systemmotion picturescamerasmirrorslensestelescopesmicroscopesvectorrasterraster imagesampleintensitysubpixelsred, green, and blueGraphicsvisualengineering drawingsPrimitives (computer graphics)geometric primitivespolygonstriangleshardware for efficient renderinggraphics applicationRendering (computer graphics)digital imagegraphics pipeline3D projectionrasterizationRay tracing (graphics)image order algorithmsimage planescanline renderingcomputational cost3D modelsdarknesscross hatchingcomputer-generated graphic3D modelProcedural texturesbitmap texturesimage editingdigital cameraUV mappingpolygon surfacesnon-uniform rational B-splineparameterizationnormal mapsbump mapsspecular mapsenvironment mappingliquid-crystal displayCRT televisionaliasing artifactsjaggiessupersamplingbitmap textureprocedurally defined texturemipmappingtexture filteringVolume rendering2D projectionsampleddata setwireframeplastic artssculptingpolygonal mesh modelingsubdivision3D renderingcomputer simulation3D PrintingCharles CsuriSmithsonianMuseum of Modern ArtAssociation for Computing MachineryDonald P. GreenbergRobert L. CookMarc LevoyBrian A. Barskydigitalvisual artsFrieder NakeGeorg NeesBela JuleszJack BresenhamBresenham's line algorithmWinthrop UniversitypatentsEd CatmullFrank CrowJames D. FoleyHenry FuchsCharles LoopNadia Magnenat ThalmannBenoit MandelbrotDaniel J. SandinAlvy Ray SmithBob SproullDaniel ThalmannAndries van DamJ. Turner WhittedLance WilliamsJim KajiyaJames H. ClarkBell Telephone LaboratoriesUnited States Armed ForcesWhirlwind computerSAGE ProjectEurographicsEvans and SutherlandKhronos GroupAMD (ATI Technologies)academicaestheticAugmented realityComputational biologyComputational physicsComputer-aided designComputingDesignDigital artEducationExtended realityGraphic designInfographicsMixed realityMotion graphicsRational drug designSimulationComputer representation of surfacesGlossary of computer graphicsMichael FriendlyIEEE Computer SocietyInstitute of Electrical and Electronics EngineersSpringer Science & Business MediaGameSpotSteven K. FeinerJohn F. HughesPeter ShirleyComputer graphicsDiffusion curve2D graphicsAlpha compositingLayersText-to-imageIsometric graphicsMode 7Parallax scrollingSkyboxImage-basedSpectralUnbiasedAliasingAnisotropic filteringCel shadingFluid animationHidden-surface determinationPolygon meshTriangle meshDeferredSurface triangulationWire-frame modelAffine transformationBack-face cullingCollision detectionPlanar projectionBeam tracingCone tracingCheckerboard renderingPath tracingRotationScalingShadow mappingShadow volumeShear matrixTranslationGraphics software3D computer graphics softwaremodelingRaster graphics editorsVector graphics editorsList of computer graphics algorithmsBiological data visualizationChemical imagingCrime mappingData visualizationEducational visualizationFlow visualizationGeovisualizationMathematical visualizationMedical imagingMolecular graphicsProduct visualizationSocial visualizationSoftware visualizationTechnical drawingVisual cultureVolume visualizationDiagramEngineering drawingGraph of a functionIdeogramPhotographPictogramSankey diagramSchematicSkeletal formulaStatistical graphicsTechnical drawingsTechnical illustrationEdmond HalleyCharles-René de FourcroyJoseph PriestleyGaspard MongeCharles DupinAdolphe QueteletAndré-Michel GuerryWilliam PlayfairAugust KekuléCharles Joseph MinardFrancis Amasa WalkerJohn VennOliver ByrneMatthew SankeyCharles BoothJohn SnowFlorence NightingaleKarl Wilhelm PohlkeToussaint LouaFrancis GaltonEdward Walter MaunderOtto NeurathW. E. B. Du BoisHenry GanttArthur Lyon BowleyHoward G. FunkhouserJohn B. PeddleEjnar HertzsprungHenry Norris RussellMax O. LorenzFritz KahnHarry BeckErwin RaiszJacques BertinRudolf ModleyArthur H. RobinsonJohn TukeyMary Eleanor SpearEdgar AndersonHoward T. FisherBorden DentNigel HolmesWilliam S. ClevelandGeorge G. RobertsonBruce H. McCormickCatherine PlaisantStuart CardPat HanrahanEdward TufteBen ShneidermanHoward WainerClifford A. PickoverLawrence J. RosenblumThomas A. DeFantiGeorge FurnasSheelagh CarpendaleCynthia BrewerJock D. MackinlayAlan MacEachrenDavid GoodsellKwan-Liu MaMichael MaltzLeland WilkinsonAlfred InselbergBen FryJeffrey HeerJessica HullmanGordon KindlmannAaron KoblinChristopher R. JohnsonManuel LimaDavid McCandlessMauro MartinoJohn MaedaMiriah MeyerTamara MunznerAde OlufekoHanspeter PfisterHans RoslingClaudio SilvaMoritz StefanerFernanda ViégasMartin WattenbergBang WongHadley WickhamCartographyChartjunkColor codingin computer scienceCPK coloringGraph drawingGraphic organizerImaging scienceInformation graphicsInformation scienceMisleading graphNeuroimagingPatent drawingScientific modellingSpatial analysisVisual analyticsVisual perceptionVolume cartographyInformation art