Docsity
Docsity

Prepare for your exams
Prepare for your exams

Study with the several resources on Docsity


Earn points to download
Earn points to download

Earn points by helping other students or get them with a premium plan


Guidelines and tips
Guidelines and tips

Computer Graphics: A 60-Year Journey of Innovations and Milestones, Study notes of Computer Science

An overview of the 60-year history of computer graphics, from its early beginnings to modern-day advancements. It covers significant milestones, inventions, and innovations in computer graphics, including groundbreaking technologies, influential films, and pioneering researchers. The document also highlights the impact of physics, optics, and art on computer graphics.

Typology: Study notes

Pre 2010

Uploaded on 07/31/2009

koofers-user-4nr-1
koofers-user-4nr-1 🇺🇸

10 documents

1 / 29

Toggle sidebar

Related documents


Partial preview of the text

Download Computer Graphics: A 60-Year Journey of Innovations and Milestones and more Study notes Computer Science in PDF only on Docsity! CS 570 – Spring 2009 Computer Graphics 60 Year History ● 1950 Ben Laposky Oscillon Number Four ● 1961 Steve Russell SpaceWar! ● 1962 Bresenham Line rasterization ● 1963 Ivan Sutherland Sketchpad ● 1965 Lawrence Roberts Homogeneous Coordinates ● 1971 Gouraud Shading ● 1972 Shoup Frame buffer ● 1974 Edward Catmull Texture Mapping, Z-buffer ● 1975 Phong Shading ● 1976 Burnyk Skeletal Key Frame Animation ● 1976 Jim Blinn Environment mapping ● 1977 Crow Antialiasing ● 1978 Jim Blinn Bump mapping ● 1978 Lance Williams Shadow mapping 1971 (ay tb) Fig. 3. Same curved surfaces presented with Watkins algorithm. (a) Computation time: 1 min 30s. (b) Computation time: 1 min 20s. (a) (by Fig. 4. Same curved surfaces presented with author’s method. (a) Computation time: 1 min 45 s. (b) Computation time: | min 35 s. Phong Shading Bump Mapping 1978 Film ● 1963 Zajac “Two-Gyro Gravity-Gradient Attitude Control System” ● 1973 Westworld (first CGI) ● 1978 Superman (title sequence) ● 1982 Tron ● 1983 Star Trek 2 ● 1984 Last Starfighter ● 1985 Pixar Young Sherlock Holmes (first fully CGI character) ● 1986 Pixar Luxo Jr ● 1988 Tin Toy ● 1988 Willow (morphing) ● 1989 The Abyss ● 1991 Terminator 2 ● 1995 Toy Story Pixar (1984 - present) ILM (1977 - present) Nerted Cars (2006) = = 2300 CPU years to render Games ● 1958 Tennis for two (William Higginbotham) ● 1961 Spacewar! (Steve Russell et al.) ● 1966 Odyssey (Ralph Baer) ● 1969 Computer Space (Nolan Bushnell) ● 1972 Pong ● 1976 Fairchild VES console ● 1978 Space Invaders ● 1979 Galaxian (8 bit color) ● 1980 Pac Man, Donkey Kong ● 1980 Battlezone (1st 3D game) ● 1983 Nintendo Famicom (Japan) ● 1986 – 1993 Nintendo, Sega, Atari 8 bit consoles ● 1993 Doom ● 1987-1996 16 bit consoles ● 1993-2002 32 and 64 bit consoles Be tery Inspiration for graphics Physics/Optics ● Euclid (geometric optics) ● Newton ● Fresnel (reflection + refraction) ● Fermat ● Lambert (diffuse reflection) ● Snell (refraction angle) Inspiration for graphics Art Renaissance painting (14-17 c.) (e.g. Giotto, Da Vinci) linear perspective Inspiration for graphics Art Photorealism (1960s -present) Charles Bell Richard Estes Inspiration for graphics Technical Illustration Out edge of pericardium Left auricula ‘THREAD WAIST ‘STING CHAMBER History of Graphics Hardware ● 1950s – 1970s – Modified oscilloscopes – Vector displays ● 1970s - present – Raster displays (CRT, LCD) – RAMDAC – Framebuffer ● 1987 VGA graphics (IBM) ● 1996 (3dfx Voodoo) – Rasterization – Texture Mapping ● 2000 (NVIDIA GeForce 256 - GeForce 2) – Transformation and lighting ● 2002 (NVIDIA GeForce 3-4) – Programmable vertex and fragment shaders ● 2007 (NVIDIA GeForce 8) – Unified shaders, geometry shaders The OpenGL Pipeline Roughly corresponds to dataflow though the GPU Vertex Processor Primitive Assembly Rasterization Fragment Processor Mesh Data Vertex Shader Geometry Shader Frag. Shader Texture Data Framebuffer Course Outline ● OpenGL Overview (Core features) – Drawing textured triangles – Per vertex lighting ● Advanced OpenGL (2.0 and extensions) – Advanced texture mapping features ● 3D textures ● Cube map, sphere map ● Anisotropic filtering ● Depth textures – Point Sprites (new primitive) – OpenGL objects ● vertex buffer object, pixel buffer object ● frame buffer object, render buffer object – Occlusion Query – Shader Objects ● The OpenGL Shading Language (GLSL) – Data types, qualifiers – Built-in functions Course Outline ● Advanced shading and lighting – Per pixel lighting – Environment mapping – Bump mapping, parallax mapping – Shadowing techniques ● Shadow volumes ● Shadow mapping – Water effects (reflection, refraction, fresnel effect) ● General purpose GPU programming (GPGPU) – Particle physics simulation – Image processing ● Scientific Visualization – Volume visualization – Isosurface extraction – Vector field visualization
Docsity logo



Copyright © 2024 Ladybird Srl - Via Leonardo da Vinci 16, 10126, Torino, Italy - VAT 10816460017 - All rights reserved