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{{short description|Sub-field of computer science}}[[File:utah teapot simple 2.png|thumb|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 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.
== Overview ==
Computer graphics studies
Connected studies include:
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{{See also|History of computer animation|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,<ref>{{cite web |url = http://www.geometryprocessing.org |title = geometryprocessing.org |website = geometryprocessing.org
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).<ref name="cra memo">{{cite web |url = http://www.cra.org/reports/tenure_review.html |title=Best Practices Memo |website = Cra.org |access-date=2014-05-01 |archive-url = https://web.archive.org/web/20140502002308/http://www.cra.org/reports/tenure_review.html |archive-date=2014-05-02 |url-status=dead }}</ref><ref name="ernst note">{{cite web |url = http://people.csail.mit.edu/mernst/advice/conferences-vs-journals.html |title=Choosing a venue: conference or journal? |website = People.csail.mit.edu
== Subfields ==
A broad classification of major subfields in computer graphics might be:
# [[Geometry]]: ways to represent and process surfaces
# [[Computer animation|Animation]]: ways to represent and manipulate motion
# [[Rendering (computer graphics)|Rendering]]: [[algorithm]]s to reproduce light transport
# [[Digital imaging|Imaging]]: image acquisition or image editing
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[[File:Stanford bunny qem.png|thumb|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.
* [[Implicit surface]] modeling – an older subfield which examines the use of algebraic surfaces, [[constructive solid geometry]], etc., for surface representation.
* Digital geometry processing – [[3d scanning|surface reconstruction]], simplification, fairing, mesh repair, [[mesh parameterization|parameterization]], remeshing, [[mesh generation]], surface compression, and surface editing all fall under this heading.<ref name="caltech multires dgp">[http://www.multires.caltech.edu/pubs/DGPCourse/
* Discrete differential geometry – a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics.<ref name="columbia ddg">{{cite web |url = http://ddg.cs.columbia.edu/ |title=Discrete Differential Geometry |website = ddg.cs.columbia.edu
* Point-based graphics – a recent field
* [[Subdivision surfaces]]
* Out-of-core mesh processing – another recent field
=== Animation ===
The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time.
Animation subfields include:
* [[Motion capture|Performance capture]]
* Character animation
* Physical simulation (e.g. [[cloth modeling]],
=== Rendering ===
{{Main articles|Rendering (computer graphics)}}
[[File:Cornellbox pathtracing irradiancecaching.png|thumb|Indirect diffuse scattering simulated using [[path tracing]] and [[irradiance]] [[Cache (computing)|caching]].]]
Rendering generates images from a model.
Rendering subfields include:
* [[light transport theory|Transport]] describes how illumination in a scene gets from one place to another. [[visibility (geometry)|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 algorithm]]s. 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]]. (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]]
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* [[Jim Blinn]]
* [[Jack E. Bresenham]]
* [[Loren Carpenter]]
* [[Edwin Catmull]]
* [[James H. Clark]]
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* [[Franklin C. Crow]]
* [[Paul Debevec]]
* [[David C. Evans (computer scientist)|David C. Evans]]
* [[Ronald Fedkiw|Ron Fedkiw]]
* [[Steven K. Feiner]]
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* [[Lance Williams (graphics researcher)|Lance Williams]]
{{div col end}}
== Applications for their use ==
'''Bitmap Design / Image Editing'''
* [[Adobe Photoshop]]
* [[Corel Photo-Paint]]
* [[GIMP]]
* [[Krita]]
'''Vector drawing'''
* [[Adobe Illustrator]]
* [[CorelDRAW]]
* [[Inkscape]]
* [[Affinity Designer]]
* Sketch
'''Architecture'''
* [[VariCAD]]
* [[FreeCAD]]
* [[AutoCAD]]
* [[QCAD]]
* [[LibreCAD]]
* [[DataCAD]]
* [[Corel Designer]]
'''Video editing'''
* [[Adobe Premiere Pro]]
* [[Sony Vegas]]
* [[Final Cut Pro X|Final Cut]]
* [[DaVinci Resolve]]
* [[Cinelerra]]
* [[VirtualDub]]
'''Sculpting, Animation, and 3D Modeling'''
* [[Blender 3D]]
* [[Wings 3D]]
* [[ZBrush]]
* Sculptris
* [[SolidWorks]]
* [[Rhino3D]]
* [[SketchUp]]
* [[3ds Max]]
* [[Cinema 4D]]
* [[Autodesk Maya|Maya]]
* [[Houdini (software)|Houdini]]
'''Digital composition'''
* [[Nuke (Software)|Nuke]]
* [[Blackmagic Fusion]]
* [[Adobe After Effects]]
* [[Natron (software)|Natron]]
'''Rendering'''
* [[V-Ray]]
* [[RedShift]]
* [[RenderMan]]
* [[Octane Render]]
* [[Mantra (Software)|Mantra]]
* [[Lumion (Software)|Lumion]] (Architectural visualization)
'''Other applications examples'''
* [[ACIS]] - geometric core
* [[Autodesk Softimage]]
* [[POV-Ray]]
* [[Scribus]]
* [[Silo (software)|Silo]]
* [[Hexagon (software)|Hexagon]]
* [[LightWave 3D|Lightwave]]
== See also ==
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* [[Digital image editing]]
* [[Geometry processing]]
* [[IBM PCPG]], (1980s)
* [[Painter's algorithm]]
* [[Stanford Bunny]]
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{{Commons category|Computer graphics}}
* [https://web.archive.org/web/20070405172134/http://accad.osu.edu/~waynec/history/lessons.html A Critical History of Computer Graphics and Animation]
* {{usurped|1=[https://web.archive.org/web/20070302154206/http://hem.passagen.se/des/hocg/hocg_1960.htm ''History of Computer Graphics'' series of articles]}}
=== Industry ===
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[[Category:Computer graphics|+]]
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