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Computer graphics (computer science)

Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. The individuals who serve as professional designers for computers graphics are known as "Graphics Programmers", who often are computer programmers with skills in computer graphics design. [1]

A modern rendering of the Utah teapot, an iconic model in 3D computer graphics created by Martin Newell in 1975.

Overview

Computer graphics studies the aesthetic manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.

Connected studies include:

Applications of computer graphics include:

History

There are several international conferences and journals where the most significant results in computer graphics are published. Among them are the SIGGRAPH and Eurographics conferences and the Association for Computing Machinery (ACM) Transactions on Graphics journal. The joint Eurographics and ACM SIGGRAPH symposium series features the major venues for the more specialized sub-fields: Symposium on Geometry Processing,[2] Symposium on Rendering, Symposium on Computer Animation,[3] and High Performance Graphics.[4]

As in the rest of computer science, conference publications in computer graphics are generally more significant than journal publications (and subsequently have lower acceptance rates).[5][6][7][8]

Subfields

A broad classification of major subfields in computer graphics might be:

  1. Geometry: ways to represent and process surfaces
  2. Animation: ways to represent and manipulate motion
  3. Rendering: algorithms to reproduce light transport
  4. Imaging: image acquisition or image editing

Geometry

 
Successive approximations of a surface computed using quadric error metrics

The subfield of geometry studies the representation of three-dimensional objects in a discrete digital setting. Because the appearance of an object depends largely on its exterior, boundary representations are most commonly used. Two dimensional surfaces are a good representation for most objects, though they may be non-manifold. Since surfaces are not finite, discrete digital approximations are used. Polygonal meshes (and to a lesser extent subdivision surfaces) are by far the most common representation, although point-based representations have become more popular recently (see for instance the Symposium on Point-Based Graphics).[9] These representations are Lagrangian, meaning the spatial locations of the samples are independent. Recently, Eulerian surface descriptions (i.e., where spatial samples are fixed) such as level sets have been developed into a useful representation for deforming surfaces which undergo many topological changes (with fluids being the most notable example).[10]

Geometry subfields include:

  • Implicit surface modeling – an older subfield which examines the use of algebraic surfaces, constructive solid geometry, etc., for surface representation.
  • Digital geometry processing – surface reconstruction, simplification, fairing, mesh repair, parameterization, remeshing, mesh generation, surface compression, and surface editing all fall under this heading.[11][12][13]
  • Discrete differential geometry – a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics.[14]
  • Point-based graphics – a recent field which focuses on points as the fundamental representation of surfaces.
  • Subdivision surfaces
  • Out-of-core mesh processing – another recent field which focuses on mesh datasets that do not fit in main memory.

Animation

The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time. Historically, most work in this field has focused on parametric and data-driven models, but recently physical simulation has become more popular as computers have become more powerful computationally.

Animation subfields include:

Rendering

 
Indirect diffuse scattering simulated using path tracing and irradiance caching.

Rendering generates images from a model. Rendering may simulate light transport to create realistic images or it may create images that have a particular artistic style in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light passes from one place to another) and scattering (how surfaces interact with light). See Rendering (computer graphics) for more information.

Rendering subfields include:

  • Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.
  • Scattering: Models of scattering (how light interacts with the surface at a given point) and shading (how material properties vary across the surface) are used to describe the appearance of a surface. In graphics these problems are often studied within the context of rendering since they can substantially affect the design of rendering algorithms. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function (BSDF). The latter issue addresses how different types of scattering are distributed across the surface (i.e., which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there is some confusion since the word "shader" is sometimes used for programs that describe local geometric variation.)
  • Non-photorealistic rendering
  • Physically based rendering – concerned with generating images according to the laws of geometric optics
  • Real-time rendering – focuses on rendering for interactive applications, typically using specialized hardware like GPUs
  • Relighting – recent area concerned with quickly re-rendering scenes

Notable researchers

Applications for their use

Bitmap Design / Image Editing

Vector drawing

Architecture

Video editing

Sculpting, Animation, and 3D Modeling

Digital composition

Rendering

Other applications examples

See also

References

  1. ^ "Aspiring A Career In Computer Graphics Programming? Know The Basics Now". Washington Independent. Retrieved February 12, 2022.
  2. ^ "geometryprocessing.org". geometryprocessing.org. Retrieved 2014-05-01.
  3. ^ [1] March 14, 2007, at the Wayback Machine
  4. ^ "High Performance Graphics". highperformancegraphics.org.
  5. ^ . Cra.org. Archived from the original on 2014-05-02. Retrieved 2014-05-01.
  6. ^ "Choosing a venue: conference or journal?". People.csail.mit.edu. Retrieved 2014-05-01.
  7. ^ "Graphics/vision publications acceptance rates statistics". vrlab.epfl.ch. Retrieved 2014-05-01.
  8. ^ An extensive history of computer graphics can be found at this page April 5, 2007, at the Wayback Machine.
  9. ^ "Point Based Graphics 2007 - PBG07". Graphics.ethz.ch. Retrieved 2014-05-01.
  10. ^ "Ron Fedkiw". graphics.stanford.edu. Retrieved 2014-05-01.
  11. ^ [2] February 14, 2007, at the Wayback Machine
  12. ^ CS 598: Digital Geometry Processing (Fall 2004) Archived 2004-10-25 at archive.today
  13. ^ "Digital Geometry Processing". cs.ubc.ca. Retrieved 2014-05-01.
  14. ^ "Discrete Differential Geometry". ddg.cs.columbia.edu. Retrieved 2014-05-01.

Further reading

External links

Industry

Industrial labs doing "blue sky" graphics research include:

  • MERL
  • Microsoft Research – Graphics
  • Nvidia Research

Major film studios notable for graphics research include:

  • ILM
  • PDI/Dreamworks Animation

computer, graphics, computer, science, computer, graphics, field, computer, science, which, studies, methods, digitally, synthesizing, manipulating, visual, content, although, term, often, refers, study, three, dimensional, computer, graphics, also, encompasse. Computer graphics is a sub field of computer science which studies methods for digitally synthesizing and manipulating visual content Although the term often refers to the study of three dimensional computer graphics it also encompasses two dimensional graphics and image processing The individuals who serve as professional designers for computers graphics are known as Graphics Programmers who often are computer programmers with skills in computer graphics design 1 A modern rendering of the Utah teapot an iconic model in 3D computer graphics created by Martin Newell in 1975 Contents 1 Overview 2 History 3 Subfields 3 1 Geometry 3 2 Animation 3 3 Rendering 4 Notable researchers 5 Applications for their use 6 See also 7 References 8 Further reading 9 External links 9 1 IndustryOverview EditComputer graphics studies the aesthetic manipulation of visual and geometric information using computational techniques It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues Computer graphics is often differentiated from the field of visualization although the two fields have many similarities Connected studies include Applied mathematics Computational geometry Computational topology Computer vision Image processing Information visualization Scientific visualizationApplications of computer graphics include Print design Digital art Special effects Video games Visual effectsHistory EditSee also History of computer animation and Computer graphics History There are several international conferences and journals where the most significant results in computer graphics are published Among them are the SIGGRAPH and Eurographics conferences and the Association for Computing Machinery ACM Transactions on Graphics journal The joint Eurographics and ACM SIGGRAPH symposium series features the major venues for the more specialized sub fields Symposium on Geometry Processing 2 Symposium on Rendering Symposium on Computer Animation 3 and High Performance Graphics 4 As in the rest of computer science conference publications in computer graphics are generally more significant than journal publications and subsequently have lower acceptance rates 5 6 7 8 Subfields EditA broad classification of major subfields in computer graphics might be Geometry ways to represent and process surfaces Animation ways to represent and manipulate motion Rendering algorithms to reproduce light transport Imaging image acquisition or image editingGeometry Edit Successive approximations of a surface computed using quadric error metrics The subfield of geometry studies the representation of three dimensional objects in a discrete digital setting Because the appearance of an object depends largely on its exterior boundary representations are most commonly used Two dimensional surfaces are a good representation for most objects though they may be non manifold Since surfaces are not finite discrete digital approximations are used Polygonal meshes and to a lesser extent subdivision surfaces are by far the most common representation although point based representations have become more popular recently see for instance the Symposium on Point Based Graphics 9 These representations are Lagrangian meaning the spatial locations of the samples are independent Recently Eulerian surface descriptions i e where spatial samples are fixed such as level sets have been developed into a useful representation for deforming surfaces which undergo many topological changes with fluids being the most notable example 10 Geometry subfields include Implicit surface modeling an older subfield which examines the use of algebraic surfaces constructive solid geometry etc for surface representation Digital geometry processing surface reconstruction simplification fairing mesh repair parameterization remeshing mesh generation surface compression and surface editing all fall under this heading 11 12 13 Discrete differential geometry a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics 14 Point based graphics a recent field which focuses on points as the fundamental representation of surfaces Subdivision surfaces Out of core mesh processing another recent field which focuses on mesh datasets that do not fit in main memory Animation Edit The subfield of animation studies descriptions for surfaces and other phenomena that move or deform over time Historically most work in this field has focused on parametric and data driven models but recently physical simulation has become more popular as computers have become more powerful computationally Animation subfields include Performance capture Character animation Physical simulation e g cloth modeling animation of fluid dynamics etc Rendering Edit Indirect diffuse scattering simulated using path tracing and irradiance caching Rendering generates images from a model Rendering may simulate light transport to create realistic images or it may create images that have a particular artistic style in non photorealistic rendering The two basic operations in realistic rendering are transport how much light passes from one place to another and scattering how surfaces interact with light See Rendering computer graphics for more information Rendering subfields include Transport describes how illumination in a scene gets from one place to another Visibility is a major component of light transport Scattering Models of scattering how light interacts with the surface at a given point and shading how material properties vary across the surface are used to describe the appearance of a surface In graphics these problems are often studied within the context of rendering since they can substantially affect the design of rendering algorithms Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function BSDF The latter issue addresses how different types of scattering are distributed across the surface i e which scattering function applies where Descriptions of this kind are typically expressed with a program called a shader Note that there is some confusion since the word shader is sometimes used for programs that describe local geometric variation Non photorealistic rendering Physically based rendering concerned with generating images according to the laws of geometric optics Real time rendering focuses on rendering for interactive applications typically using specialized hardware like GPUs Relighting recent area concerned with quickly re rendering scenesNotable researchers EditArthur Appel James Arvo Brian A Barsky Jim Blinn Jack E Bresenham Loren Carpenter Edwin Catmull James H Clark Robert L Cook Franklin C Crow Paul Debevec David C Evans Ron Fedkiw Steven K Feiner James D Foley David Forsyth Henry Fuchs Andrew Glassner Henri Gouraud computer scientist Donald P Greenberg Eric Haines R A Hall Pat Hanrahan John Hughes Jim Kajiya Takeo Kanade Kenneth Knowlton Marc Levoy Martin Newell computer scientist James O Brien Ken Perlin Matt Pharr Bui Tuong Phong Przemyslaw Prusinkiewicz William Reeves David F Rogers Holly Rushmeier Peter Shirley James Sethian Ivan Sutherland Demetri Terzopoulos Kenneth Torrance Greg Turk Andries van Dam Henrik Wann Jensen Gregory Ward John Warnock J Turner Whitted Lance WilliamsApplications for their use EditBitmap Design Image Editing Adobe Photoshop Corel Photo Paint GIMP KritaVector drawing Adobe Illustrator CorelDRAW Inkscape Affinity Designer SketchArchitecture VariCAD FreeCAD AutoCAD QCAD LibreCAD DataCAD Corel DesignerVideo editing Adobe Premiere Pro Sony Vegas Final Cut DaVinci Resolve Cinelerra VirtualDubSculpting Animation and 3D Modeling Blender 3D Wings 3D ZBrush Sculptris SolidWorks Rhino3D SketchUp Houdini 3ds Max Cinema 4D Maya HoudiniDigital composition Nuke Blackmagic Fusion Adobe After Effects NatronRendering V Ray RedShift RenderMan Octane Render Mantra Lumion Architectural visualization Other applications examples ACIS geometric core Autodesk Softimage POV Ray Scribus Silo Hexagon LightwaveSee also EditComputer facial animation Computer science Computer science and engineering Computer graphics Digital geometry Digital image editing Geometry processing IBM PCPG 1980s Painter s algorithm Stanford Bunny Utah TeapotReferences Edit Aspiring A Career In Computer Graphics Programming Know The Basics Now Washington Independent Retrieved February 12 2022 geometryprocessing org geometryprocessing org Retrieved 2014 05 01 1 Archived March 14 2007 at the Wayback Machine High Performance Graphics highperformancegraphics org Best Practices Memo Cra org Archived from the original on 2014 05 02 Retrieved 2014 05 01 Choosing a venue conference or journal People csail mit edu Retrieved 2014 05 01 Graphics vision publications acceptance rates statistics vrlab epfl ch Retrieved 2014 05 01 An extensive history of computer graphics can be found at this page Archived April 5 2007 at the Wayback Machine Point Based Graphics 2007 PBG07 Graphics ethz ch Retrieved 2014 05 01 Ron Fedkiw graphics stanford edu Retrieved 2014 05 01 2 Archived February 14 2007 at the Wayback Machine CS 598 Digital Geometry Processing Fall 2004 Archived 2004 10 25 at archive today Digital Geometry Processing cs ubc ca Retrieved 2014 05 01 Discrete Differential Geometry ddg cs columbia edu Retrieved 2014 05 01 Further reading EditFoley et al Computer Graphics Principles and Practice Shirley Fundamentals of Computer Graphics Watt 3D Computer Graphics External links Edit Look up computer graphics in Wiktionary the free dictionary Wikimedia Commons has media related to Computer graphics A Critical History of Computer Graphics and Animation History of Computer Graphics series of articlesIndustry Edit Industrial labs doing blue sky graphics research include Adobe Advanced Technology Labs MERL Microsoft Research Graphics Nvidia ResearchMajor film studios notable for graphics research include ILM PDI Dreamworks Animation Pixar Retrieved from https en wikipedia org w index php title Computer graphics computer science amp oldid 1103503091, wikipedia, wiki, book, books, library,

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