Illumination and Color in Computer Generated Imagery

Illumination and Color in Computer Generated Imagery
Title Illumination and Color in Computer Generated Imagery PDF eBook
Author Roy Hall
Publisher Springer Science & Business Media
Pages 287
Release 2012-12-06
Genre Computers
ISBN 146123526X

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In a very broad sense the historical development of computer graphics can be considered in three phases, each a giant step down the road towards "realistic" computer generated images. The first, during the late 1960's and early 1970's, can perhaps be characterized as the "wire frame" era. Basically pictures were composed of lines. Considerable em phasis was placed on "real time" interactive manipulation of the model. As models became more complex and as raster technology developed, eliminating the hidden lines or hidden surfaces from the image became critical for visual understanding. This requirement resulted in the second phase of computer graphics, the "hidden surface" era, that developed during the 1970's and early 1980's. The names associated with hidden surface algorithms read like a who's who of computer graphics. The cul mination of the hidden surface era and the beginning of the current and third era in computer graphics, the "rendering" era, was Turner Whitted's incorporation of a global illumination model into the ray trac ing algorithm. Now the goal was not just to generate an image, but to generate a realistic appearing image.

Computer Generated

Computer Generated
Title Computer Generated PDF eBook
Author Kyle Goodrich
Publisher Gingko Press
Pages 0
Release 2022-02-08
Genre Art
ISBN 9781584237624

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3D art is in a transformative moment. This dynamic art movement is enabled by new tools and limited only by the imagination of its creators. Artists working in CG art today are unfettered by curators and gatekeepers, making their case directly to the public, largely on social media platforms such as Instagram. Organized in 3 sections, People, Places and Things, Computer Generated dives into this movement to showcase a cross-section of work from some of its most dynamic artists such as Andreas Wannerstedt, Antoni Tudisco, Roger Kilimanjaro, David McLeod, Alexis Christodoulou, Josh Pierce and Alexy Préfontaine. This collection aims to define a new art movement, serve as a resource for the digital art community, and inspire a new generation of CG artists.

Computer-Generated Images

Computer-Generated Images
Title Computer-Generated Images PDF eBook
Author Nadia Magnenat-Thalmann
Publisher Springer Science & Business Media
Pages 495
Release 2012-12-06
Genre Computers
ISBN 4431680330

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Research, development, and applications in computer graphics have dramatically expanded in recent years. Because of decreasing prices, superior hardware is now being used and image quality is better than ever. Many people now require image-synthesis techniques and software for their applicaions. Moreover, the techniques of computer ani mation have become very popular. In this book, we present a wide range of applications of computer graphics. This book is a collection of 44 papers in various areas of computer graphics selected from papers presented at Graphics Interface '85. Graphics Interface '85, held from May 27 to 31 in Montreal, was the first truly international computer graphics conference in Canada. This year, for the first time, the conference was presented jointly by the Com puter Graphics Society and the Canadian Man-Computer Communications Society. This new arrangement gave the conference international scope. The conference was spon sored by the Department of Communications in Ottawa, the Department of Science and Technology in Quebec, Supply and Services Canada, the Natural Sciences and Engineer ing Research Council of Canada, Hydro-Quebec, the "Association Canadienne Fran«aise pour I' Avancement des Sciences", and the Canadian Broadcasting Corpora tion. Graphics Interface '85 was organized by "1'Ecole des Hautes Etudes Commerciales" of the University of Montreal. Over 100 papers were submitted to the conference , but 64 were selected by the inter national program committee for presentation. This book contains new expanded versions of the papers.

Computer Graphics

Computer Graphics
Title Computer Graphics PDF eBook
Author Melvin L. Prueitt
Publisher
Pages 78
Release 1975
Genre Computers
ISBN

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The CG Story

The CG Story
Title The CG Story PDF eBook
Author Christopher Finch
Publisher The Monacelli Press, LLC
Pages 289
Release 2013-12-03
Genre Performing Arts
ISBN 1580933572

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The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.

Introduction to Computer Holography

Introduction to Computer Holography
Title Introduction to Computer Holography PDF eBook
Author Kyoji Matsushima
Publisher Springer Nature
Pages 470
Release 2020-03-23
Genre Science
ISBN 3030384357

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This book covers basic- to expert-level applications in computer holography, a strong candidate for the ultimate 3D display technology. The computer holography developed in the course of the past decade represents the basis of wave optics. Accordingly, the book presents the basic theory of wave optics and practical techniques for handling wave fields by means of the fast Fourier transform. Numerical techniques based on polygons, as well as mask-based techniques, are also presented for calculating the optical fields of virtual 3D models with occlusion processing. The book subsequently describes simulation techniques for very large-scale optical fields, and addresses the basics and concrete applications of simulation, offering a valuable resource for readers who need to employ it in the context of developing optical devices. To aid in comprehension, the main content is complemented by numerous examples of optical fields and photographs of reconstructed 3D images.

Computer Generated Imagery

Computer Generated Imagery
Title Computer Generated Imagery PDF eBook
Author Fouad Sabry
Publisher One Billion Knowledgeable
Pages 478
Release 2022-08-03
Genre House & Home
ISBN

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What Is Computer Generated Imagery The use of computer graphics to create or contribute to images in works of art, printed media, video games, simulators, computer animation, and visual effects in motion pictures, television programs, shorts, commercials, and videos is referred to as computer-generated imagery (also abbreviated as CGI). Although the word "CGI" is most generally used to refer to the 3-D computer graphics used for producing characters, scenes, and special effects in films and television, which is defined as "CGI animation," the pictures may be dynamic or static, and they may be two-dimensional (2D). How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer-generated imagery Chapter 2: Computer animation Chapter 3: Digital art Chapter 4: Autodesk 3ds Max Chapter 5: Visual effects Chapter 6: Scientific visualization Chapter 7: Visualization (graphics) Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Virtual cinematography Chapter 11: 3D rendering Chapter 12: 3D computer graphics Chapter 13: Projection augmented model Chapter 14: Computer graphics (computer science) Chapter 15: Computer graphics Chapter 16: Fractal-generating software Chapter 17: List of 3D computer graphics software Chapter 18: History of computer animation Chapter 19: 3D modeling Chapter 20: Visual computing Chapter 21: Virtual humans (II) Answering the public top questions about computer generated imagery. (III) Real world examples for the usage of computer generated imagery in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer generated imagery' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer generated imagery.