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Lecture 2 - What Is Computer Graphics? John Shearer

This document provides an overview of the history and development of computer graphics from the 1950s to present day. It discusses early applications using pen plotters and simple displays, the development of wireframe graphics and interactive programs like Sketchpad. Raster graphics emerged in the 1970s enabling filled polygons. Workstations and PCs incorporated graphics capabilities. By the 1980s, realism was added through techniques like smooth shading and bump mapping. Standards and APIs like OpenGL were developed, enabling photorealistic rendering by the 1990s used in movies and games. Graphics hardware advanced with dedicated cards, and programmable pipelines are now common.

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0% found this document useful (0 votes)
150 views20 pages

Lecture 2 - What Is Computer Graphics? John Shearer

This document provides an overview of the history and development of computer graphics from the 1950s to present day. It discusses early applications using pen plotters and simple displays, the development of wireframe graphics and interactive programs like Sketchpad. Raster graphics emerged in the 1970s enabling filled polygons. Workstations and PCs incorporated graphics capabilities. By the 1980s, realism was added through techniques like smooth shading and bump mapping. Standards and APIs like OpenGL were developed, enabling photorealistic rendering by the 1990s used in movies and games. Graphics hardware advanced with dedicated cards, and programmable pipelines are now common.

Uploaded by

George Popov
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Computer Graphics

Lecture 2 - What is Computer Graphics?

John Shearer
Culture Lab – space 2
[email protected]
http://di.ncl.ac.uk/teaching/csc3201/

Computer Graphics 1
Objectives

•In this lecture, we explore what computer


graphics is about and survey some application
areas
•We start with a historical introduction

Computer Graphics 2
Computer Graphics

•Computer graphics deals with all aspects of


creating images with a computer
–Hardware
–Software
–Applications

Computer Graphics 3
Example
•Where did this image come
from?

•What hardware/software did


we need to produce it?

Computer Graphics 4
Preliminary Answer
•Application: The object is an artist’s rendition
of the sun for an animation to be shown in a
domed environment (planetarium)
•Software: Maya for modeling and rendering but
Maya is built on top of OpenGL
•Hardware: PC with graphics card for modeling
and rendering

Computer Graphics 5
Basic Graphics System

Output device

Input devices Image formed in FB

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CRT

Can be used either as a line-drawing device


(calligraphic) or to display contents of frame buffer
(raster mode)

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Computer Graphics: 1950-1960
•Computer graphics goes back to the
earliest days of computing
–Strip charts
–Pen plotters (e.g. HP 7470)
–Simple displays using D/A converters to go
from computer to calligraphic CRT
•Cost of refresh for CRT too high
–Computers slow, expensive, unreliable
image ref: http://www.hpmuseum.net/display_item.php?hw=73

Computer Graphics 8
Computer Graphics: 1960-1970
•Wireframe graphics
–Draw only lines
•Sketchpad
•Display Processors
•Storage tube

wireframe representation
of sun object

Computer Graphics 9
Sketchpad
•Ivan Sutherland’s PhD thesis at MIT
–http://www.cl.cam.ac.uk/TechReports/UCAM-CL-TR-
574.pdf
–Recognized the potential of man-machine interaction
–Loop
•Display something
•User moves light pen
•Computer generates new display
–Sutherland also created many of the now common
algorithms for computer graphics
image ref: http://en.wikipedia.org/wiki/File:Sketchpad-Apple.jpg

Computer Graphics 10
Display Processor
•Rather than have the host computer try to refresh display use a
special purpose computer called a display processor (DPU)

•Graphics stored in display list (display file) on display processor


(note: this is not the same as the display lists we'll come across later)
•Host compiles display list and sends to DPU

Computer Graphics 11
Direct View Storage Tube
•Created by Tektronix
–Did not require constant refresh
–Standard interface to computers
•Allowed for standard software
•Plot3D in Fortran
–Relatively inexpensive
•Opened door to use of computer graphics for
CAD community
image ref: http://en.wikipedia.org/wiki/File:Tektronix_4014.jpg

Computer Graphics 12
Computer Graphics: 1970-1980
•Raster Graphics
•Beginning of graphics standards
–IFIPS
•GKS: European effort
–Becomes ISO 2D standard
•Core: North American effort
– 3D but fails to become ISO standard
•Workstations and PCs

Computer Graphics 13
Raster Graphics
•Image produced as an array (the raster) of picture
elements (pixels) in the frame buffer

Computer Graphics 14
Raster Graphics
•Allows us to go from lines and wire frame images to
filled polygons

Computer Graphics 15
PCs and Workstations
•Although we no longer make the distinction between
workstations and PCs, historically they evolved from
different roots
–Early workstations characterized by
•Networked connection: client-server model
•High-level of interactivity
–Early PCs included frame buffer as part of user memory
•Easy to change contents and create images

Computer Graphics 16
Computer Graphics: 1980-1990
Realism comes to computer graphics

environment
smooth shading bump mapping
mapping

Computer Graphics 17
Computer Graphics: 1980-1990
•Special purpose hardware
–Silicon Graphics geometry engine
•VLSI implementation of graphics
pipeline
•Industry-based standards
–PHIGS
–RenderMan
•Networked graphics: X
Window System
•Human-Computer Interface
(HCI)

Computer Graphics 18
Computer Graphics: 1990-2000

• Completely computer-generated feature-


length movies (Toy Story) are successful
• OpenGL API
• DirectX (September 1995 as the Windows Games
SDK)
• New hardware capabilities
–Texture mapping
–Blending
–Accumulation, stencil buffers

Computer Graphics 19
Computer Graphics: 2000-
•Photorealism (real-time)
•Graphics cards for PCs
dominate market
–Nvidia, ATI
•Game boxes and game
players determine direction of
market
•Computer graphics routine
in movie industry: Maya,
Lightwave
•Programmable pipelines

Computer Graphics 20

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