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Computer graphics (computer science)

From Wikipedia, the free encyclopedia
Sub-field of computer science
A modern rendering of the Utah teapot, an iconic model in 3D computer graphics created by Martin Newell in 1975

Computer graphics is a sub-field ofcomputer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study ofthree-dimensional computer graphics, it also encompassestwo-dimensional computer graphics andimage processing.

Overview

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

Connected studies include:

Applications of computer graphics include:

History

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See also:History of computer animation andComputer graphics § History

There are several international conferences and journals where the most significant results in computer graphics are published. Among them are theSIGGRAPH andEurographics conferences and theAssociation for Computing Machinery (ACM) Transactions on Graphics journal. The joint Eurographics andACM SIGGRAPH symposium series features the major venues for the more specialized sub-fields: Symposium on Geometry Processing,[1] Symposium on Rendering, Symposium on Computer Animation,[2] and High Performance Graphics.[3]

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).[4][5][6][7]

Subfields

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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

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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 dimensionalsurfaces 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 extentsubdivision 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).[8] These representations areLagrangian, meaning the spatial locations of the samples are independent. Recently,Eulerian surface descriptions (i.e., where spatial samples are fixed) such aslevel sets have been developed into a useful representation for deforming surfaces which undergo many topological changes (withfluids being the most notable example).[9]

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.[10][11][12]
  • Discrete differential geometry – a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics.[13]
  • 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

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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 recentlyphysical simulation has become more popular as computers have become more powerful computationally.

Animation subfields include:

Rendering

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Main article:Rendering (computer graphics)
Indirect diffuse scattering simulated usingpath tracing andirradiancecaching

Rendering generates images from a model. Rendering may simulatelight transport to create realistic images or it may create images that have a particular artistic style innon-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).

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 ofscattering (how light interacts with the surfaceat a given point) andshading (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 ofrendering algorithms. Descriptions of scattering are usually given in terms of abidirectional 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 ashader. (There is some confusion since the word "shader" is sometimes used for programs that describe localgeometric variation.)
  • Non-photorealistic rendering
  • Physically based rendering – concerned with generating images according to the laws ofgeometric optics
  • Real-time rendering – focuses on rendering for interactive applications, typically using specialized hardware likeGPUs
  • Relighting – recent area concerned with quickly re-rendering scenes

Notable researchers

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Applications for their use

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Bitmap Design / Image Editing

Vector drawing

Architecture

Video editing

Sculpting, Animation, and 3D Modeling

Digital composition

Rendering

Other applications examples

See also

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References

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  1. ^"geometryprocessing.org".geometryprocessing.org. Retrieved2014-05-01.
  2. ^[1]Archived March 14, 2007, at theWayback Machine
  3. ^"High Performance Graphics".highperformancegraphics.org.
  4. ^"Best Practices Memo".Cra.org. Archived fromthe original on 2014-05-02. Retrieved2014-05-01.
  5. ^"Choosing a venue: conference or journal?".People.csail.mit.edu. Retrieved2014-05-01.
  6. ^"Graphics/vision publications acceptance rates statistics".vrlab.epfl.ch. Retrieved2014-05-01.
  7. ^An extensive history of computer graphics can be found atthis pageArchived April 5, 2007, at theWayback Machine.
  8. ^"Point Based Graphics 2007 - PBG07".Graphics.ethz.ch. Retrieved2014-05-01.
  9. ^"Ron Fedkiw".graphics.stanford.edu. Retrieved2014-05-01.
  10. ^[2]Archived February 14, 2007, at theWayback Machine
  11. ^CS 598: Digital Geometry Processing (Fall 2004)Archived 2004-10-25 atarchive.today
  12. ^"Digital Geometry Processing".cs.ubc.ca. Retrieved2014-05-01.
  13. ^"Discrete Differential Geometry".ddg.cs.columbia.edu. Retrieved2014-05-01.

Further reading

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External links

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Look upcomputer graphics in Wiktionary, the free dictionary.
Wikimedia Commons has media related toComputer graphics.

Industry

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Industrial labs doing "blue sky" graphics research include:

Major film studios notable for graphics research include:

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