Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer. The development of computer graphics has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry.
Overview
The term computer graphics has been used in a broad sense to describe "almost everything on computers that is not text or sound". Typically, the term computer graphics refers to several different things:
• the representation and manipulation of image data by a computer
• the various
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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 the car without deforming the tires.
These early computer graphics were vector graphics, composed of thin lines whereas modern day graphics are Raster based using pixels.
Further 1960s developments
Also in 1961 another student at MIT, Steve Russell, created the first video game, Spacewar. Written for the DEC PDP-1, Spacewar was an instant success and copies started flowing to other PDP-1 owners and eventually even DEC got a copy. The engineers at DEC used it as a diagnostic program on every new PDP-1 before shipping it. 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.
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.[5] In this computer generated film, Zajac showed how the attitude of a satellite could be altered as it orbits the Earth. He created the animation on an IBM 7090 mainframe computer. Also at BTL, Ken Knowlton, Frank Sindon and Michael Noll started working in the computer graphics field. Sindon created a film called Force, Mass and Motion illustrating Newton's laws of motion in
In this day and age anything is possible, whereas just a few years ago all we had for creating graphics were a pencil and paper.
Many artists depicted theme material subjective theoretically by technology as well. For instance, the thinkers, who fanciful the exquisiteness and possibilities of technology, but there are many artists that also discovered the adverse effects, e.g., Patricia Picnicking - "Restless," Effects like photography
Digital graphics are in their own way an art form, digitally constructed to create phenomenal images. However, you need to have some sort of artistic ability combined with a suitable computer system before you can design the perfect graphic.
in today's society and is important to have in life. Graphic design is used in media, the
Video games have been around since 1958, when physicist William Higinbotham created Tennis for Two to entertain guests for the Brookhaven national Laboratory. MIT arguably created the first real and widely known video game in the late 1960s, Spacewar!. Many people think that the first commercially available game is Pong!, this on the other hand, is not true. The first commercially available video game was called Computer Space. It was an arcade game much like Spacewar!, the only difference being that Computer Space used more processing power and new technology, and that it was the first arcade game as well, not available to personal computers or home televisions. The Magnavox Odyssey was the first home console that was available for the general public. It featured a controller much like the one that pong would eventually make, except that its two dials controlled vertical and horizontal, rather than just vertical. The Magnavox Odyssey as a console was eventually a huge failure, leaving tens of thousands unsold. Games continued to be produced for households, with the most noticeable violent game releasing on August 18, 1995. The game was called Mortal Kombat, the game depicted two
Prior to the digital computer, some artists were using manual devices like the oscilloscope, which displayed the waves of an electric signal. Artists like Ben Laposky would record the waves moving by photographing them with long exposure. Because the waves were constantly moving the photographs would show the fluid shape of the wave and its motion.2 Moving forward to the 1960’s, Bell Laboratories, one of the research facilities funded by the government for computer intelligence research,
Stan Vanderbeek considered himself to be a “technological fruit picker” as he worked with various types of media throughout his career. He would pick up new techniques as often as he dropped ones that were no longer beneficial to him and his works. When computers became commercially available in 1955, Vanderbeek’s curiosity piqued at the potential as an art form since he was a “technically oriented film-artist.” The year 1964 signaled his initial experiments with the new medium and he has since produced many works that have contributed to the field of motion graphics. Vanderbeek’s uncouth techniques and ideas led him to be an uncommon, yet substantial contributor to the development of digital media as
Video games have come a long way in the development of the graphics system. To really understand the substantial innovations that have been made, one needs to understand where the original graphics started. The original video games used vector based graphics, which uses geometric primitives to produce an image. This was common for arcade games. These vector based graphics were mainly two dimensional and had little detail. For the time that these games released it was an amazing feat of art that they could use math to produce these images and have a reaction through the use of a joystick and buttons. Video games of the modern time we live in have blown this feat of the past out of the water. The common form of producing graphics in a video game now uses resolution based bitmap graphics to develop images. These image can be three or two dimensional and have detail down to a bead of sweat rolling down your cheek or the swift movement of the grass and landscape. Skyrim is a modern day video game that has achieved this feat of art. “Skyrim 's new game engine brings to
Many artists have crossed over into media art transforming many activities such as, painting, sculptures or drawing. Digital art roughly started in 1960 as artists started trying to create art with computers. computers are used in all forms of art today, from photography, illustrations and fine art. To many people art has been significantly influenced by the development in digital technology. The ongoing progression has introduced many new, more striking and greater materials for artists to design more creative pieces. The innovation of technology has expanded and opened new artistic frontiers that have reduced time in the execution of the piece, allowing more time to be focused on the ideas. Due to new technologies that are now available can sometimes had negative effects on not only the art pieces but the artists. The technology of digital art offers a mean of expression that’s was never possible before. The artists different emotions are reflected in his work, which may cause their work to become repetitive and lacking imagination. Therefore, the creativity flame dies out, the tide of inspiration withdraws and the building blocks of the artists imagination freezes. The way society uses technology, digital art and modern techniques have had such a major impact on art form painting and drawing. Artists in the past had
For example, Paintings. A huge reason why we as a whole are advanced now. Stronger painting and well defined lines were a new way of paint. 3D , realism and landscaping's in the backgrounds was another new way and was the sign that we were
Through the use of sketching techniques (the ability to create fast, understandable views of objects with only a pencil and a piece of paper- still used by engineers, designers, architects, builders, and craftsmen, today), the French had developed greater animation in their gothic decoration than their followers. They emphasized soaring heights and light qualities that were later adopted across Europe.
Today the method of traditional animation is outdated. New technology is now in place to make the process faster and make the images crisper. Today, drawings or backgrounds are scanned into or drawn directly onto a computer software program. These software programs can simulate camera movement as well as various other effects. In 1994, the Lion King was produced using a combination of traditional animation alongside computer animation.
Early computer was much different from the computers we know today. Artist were not interested in computers for art in their earliest designs. The earliest computers did not have monitors and were massive machines that filled large rooms. An example of such a computer, the ENAIC that was developed at the University of Pennsylvania in the 1940s was the most powerful computer at the
The use of description instead of actual graphics allows the game to appear much more expansive than it actually is. Allowing the player to build up the imagery using their own sense of wonder saves on space and maximises the sense of adventure that the game is able to give off to to the player. At the time, games were very limited in their color pallets, and the amount of memory that the games were able to be stored in. The most powerful graphics could be found in arcades, where dedicated gaming cabinets held games like space invaders. While the graphics for space invaders is nothing short of iconic, there was no way a 3D adventure game could be created, especially on a non-graphics dedicated computer.
Digital art is a general term for a range of works by the artists who use digital technologies as a major part of the processes of creation and representation (Paul, 2006). Specifically, digital technology refers to the application of computers as media and partners for the artists in creating art works. However, digital industry is often a vague term and does not clearly define the final form of the art work. In his book called Art of The Digital Age, Wands (2006) has classified digital art works based on their final tool to digital prints, sculpture, installations and virtual reality, performance, music and art of sounds, video and animation, software, databank, and the art of gaming. He says although many digital arts including digital picture