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Computer graphics

Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, 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 1960 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.[1]

For more specific scientific fields, see Computer graphics (computer science). For other uses, see Computer graphics (disambiguation).

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, and video games, in general.

the representation and manipulation of image data by a computer

the various used to create and manipulate images

technologies

methods for digitally synthesizing and manipulating visual content, see

study of computer graphics

The term computer graphics has been used in a broad sense to describe "almost everything on computers that is not text or sound".[2] Typically, the term computer graphics refers to several different things:


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.[3]


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.), where the emphasis is on realistic renderings of volumes, surfaces, illumination sources, and so forth, perhaps with a dynamic (time) component".[4]

Pierre Bézier

Jim Blinn

Jack Bresenham

John Carmack

Paul de Casteljau

Ed Catmull

Frank Crow

James D. Foley

William Fetter

Henry Fuchs

Henri Gouraud

Charles Loop

Nadia Magnenat Thalmann

Benoit Mandelbrot

Martin Newell

Fred Parke

Bui Tuong Phong

Steve Russell

Daniel J. Sandin

Alvy Ray Smith

Bob Sproull

Ivan Sutherland

Daniel Thalmann

Johnson K. Yan

Andries van Dam

John Warnock

J. Turner Whitted

Lance Williams

Jim Kajiya

James H. Clark

Augmented reality

Computational biology

Computational photography

Computational physics

Computer-aided design

Computing

Design

Digital art

Education

Extended reality

Graphic design

Infographics

Information visualization

Mixed reality

Rational drug design

Simulation

Scientific visualization

for cinema

Special effects

Video games

Virtual reality

Web3D

Computer graphics may be used in the following areas:

Computer representation of surfaces

Glossary of computer graphics

L. Ammeraal and K. Zhang (2007). Computer Graphics for Java Programmers, Second Edition, John-Wiley & Sons,  978-0-470-03160-5.

ISBN

David Rogers (1998). Procedural Elements for Computer Graphics. McGraw-Hill.

Andries Van Dam, Steven K. Feiner and John F. Hughes (1995). Computer Graphics: Principles and Practice. Addison-Wesley.

James D. Foley

Donald Hearn and M. Pauline Baker (1994). Computer Graphics. Prentice-Hall.

Francis S. Hill (2001). Computer Graphics. Prentice Hall.

John Lewell (1985). Computer Graphics: A Survey of Current Techniques and Applications. Van Nostrand Reinhold.

Jeffrey J. McConnell (2006). Computer Graphics: Theory Into Practice. Jones & Bartlett Publishers.

R. D. Parslow, R. W. Prowse, Richard Elliot Green (1969). Computer Graphics: Techniques and Applications.

and others. (2005). Fundamentals of computer graphics. A.K. Peters, Ltd.

Peter Shirley

M. Slater, A. Steed, Y. Chrysantho (2002). Computer graphics and virtual environments: from realism to real-time. Addison-Wesley.

Wolfgang Höhl (2008): Interactive environments with open-source software, Springer Wien New York,  3-211-79169-8

ISBN

(archived 5 April 2007)

A Critical History of Computer Graphics and Animation

(archived 2 March 2007)

History of Computer Graphics series of articles

Computer Graphics research at UC Berkeley

Thomas Dreher: History of Computer Art, chap. IV.2 Computer Animation

History of Computer Graphics on RUS