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CG - 1.2 History and Introduction

This document provides an introduction to computer graphics from the 1950s to present day. It discusses the evolution of hardware and software used to produce computer graphics, from early wireframe models to photorealistic rendered images. Key developments included the introduction of raster graphics, 3D modeling software like Maya, real-time rendering capabilities using GPUs, and modern applications in virtual reality, mobile devices, and artificial intelligence. The document traces the history and technological advances that have enabled the field of computer graphics to progress from simple lines and basic shapes to highly realistic digital content.

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0% found this document useful (0 votes)
37 views21 pages

CG - 1.2 History and Introduction

This document provides an introduction to computer graphics from the 1950s to present day. It discusses the evolution of hardware and software used to produce computer graphics, from early wireframe models to photorealistic rendered images. Key developments included the introduction of raster graphics, 3D modeling software like Maya, real-time rendering capabilities using GPUs, and modern applications in virtual reality, mobile devices, and artificial intelligence. The document traces the history and technological advances that have enabled the field of computer graphics to progress from simple lines and basic shapes to highly realistic digital content.

Uploaded by

iamdevsoni
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We take content rights seriously. If you suspect this is your content, claim it here.
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Introduction to Computer

Graphics
By
Prof. Vaibhav P. Vasani
Assistant Professor
Department of Computer Engineering
K. J. Somaiya College of Engineering
Somaiya Vidyavihar University
Computer Graphics
• Computer graphics deals with all aspects of creating images with a
computer
• Hardware
• Software
• Applications
Example
• Where did this image come from?

• What hardware/software did we need to produce it?


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
Basic Graphics System

Output device

Input devices
Image formed in FB
CRT

Can be used either as a line-drawing device (calligraphic) or to display


contents of frame buffer (raster mode)
Computer Graphics: 1950-1960
• Computer graphics goes back to the earliest days of computing
• Strip charts
• Pen plotters
• Simple displays using A/D converters to go from computer to calligraphic
CRT
• Cost of refresh for CRT too high
• Computers slow, expensive, unreliable
Computer Graphics: 1960-1970
• Wireframe graphics
• Draw only lines
• Sketchpad
• Display Processors
• Storage tube

wireframe representation
of sun object
Sketchpad
• Ivan Sutherland’s PhD thesis at MIT
• 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
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


• Host compiles display list and sends to DPU
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
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


Raster Graphics
• Image produced as an array (the raster) of picture elements (pixels) in
the frame buffer
Raster Graphics
• Allows us to go from lines and wire frame images to filled polygons
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: 1980-1990
Realism comes to computer graphics

smooth shading environment bump mapping


mapping
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: 1990-2000
• OpenGL API
• Completely computer-generated feature-length movies (Toy Story) are
successful
• New hardware capabilities
• Texture mapping
• Blending
• Accumulation, stencil buffers
Computer Graphics: 2000-2010
• Photorealism
• Graphics cards (GPU) for PCs dominate market
• Nvidia, ATI
• Game boxes and game players determine direction of market (Wii,
Kinect, etc)
• Computer graphics routine in movie industry: Maya, Lightwave
• Programmable pipelines
Computer Graphics: 2010-
• Mobile Computing
• iPhone
• Cloud Computing
• Amazon Web Services (AWS)
• Virtual Reality
• Oculus Rift
• Artificial Intelligence
• Big Data/Deep Learning
• Google Car
Thank you

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