Computer graphics in the context of Low poly


Computer graphics in the context of Low poly

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⭐ Core Definition: Computer graphics

Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

Computer graphics is responsible for displaying art and image data effectively and meaningfully to the consumer. It is also used for processing image data received from the physical world, such as photo and video content. Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games in general.

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Computer graphics in the context of Graphic art

A category of fine art, graphic art covers a broad range of visual artistic expression, typically two-dimensional graphics, i.e. produced on a flat surface, today normally paper or a screen on various electronic devices. The term usually refers to the arts that rely more on line, color or tone, especially drawing and the various forms of engraving; it is sometimes understood to refer specifically to drawing and the various printmaking processes, such as line engraving, aquatint, drypoint, etching, mezzotint, monotype, lithography, and screen printing (silk-screen, serigraphy). Graphic art mostly includes calligraphy, photography, painting, typography, computer graphics, and bindery. It also encompasses drawn plans and layouts for interior and architectural designs.

In museum parlance "works on paper" is a common term, covering the various types of traditional fine art graphic art. There is now a large sector of graphic designers working mostly on web design.

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Computer graphics in the context of Plan view

In technical drawing and computer graphics, a multiview projection is a technique of illustration by which a standardized series of orthographic two-dimensional pictures are constructed to represent the form of a three-dimensional object. Up to six pictures of an object are produced (called primary views), with each projection plane parallel to one of the coordinate axes of the object. The views are positioned relative to each other according to either of two schemes: first-angle or third-angle projection. In each, the appearances of views may be thought of as being projected onto planes that form a six-sided box around the object. Although six different sides can be drawn, usually three views of a drawing give enough information to make a three-dimensional object.

These three views are known as front view (also elevation view), top view or plan view and end view (also profile view or section view).

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Computer graphics in the context of Still life

A still life (pl.: still lifes) is a work of art depicting mostly inanimate subject matter, typically commonplace objects which are either natural (food, flowers, dead animals, plants, rocks, shells, etc.) or human-made (drinking glasses, books, vases, jewelry, coins, pipes, etc.).

With origins in Ancient Greco-Roman art and the Middle Ages, still-life painting emerged as a distinct genre and professional specialization in Western painting by the late 16th century, and has remained significant since then. One advantage of the still-life artform is that it allows an artist much freedom to experiment with the arrangement of elements within a composition of a painting. Still life, as a particular genre, began with Netherlandish painting of the 16th and 17th centuries, and the English term still life derives from the Dutch word stilleven. Early still-life paintings, particularly before 1700, often contained religious and allegorical symbolism relating to the objects depicted. Later still-life works are produced with a variety of media and technology, such as found objects, photography, computer graphics, as well as video and sound.

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Computer graphics in the context of Mother of All Demos

"The Mother of All Demos" was a landmark computer demonstration, named retroactively, of developments by Stanford Research Institute's Augmentation Research Center. It was presented at the Association for Computing Machinery / Institute of Electrical and Electronics Engineers (ACM/IEEE)—Computer Society's Fall Joint Computer Conference in San Francisco, by Douglas Engelbart, on December 9, 1968.

The 90-minute live demonstration featured the introduction of a complete computer hardware and software system called the oN-Line System or, more commonly, NLS, which demonstrated for the first time many of the fundamental elements of modern personal computing, including windows, hypertext, graphics, efficient navigation and command input, video conferencing, the computer mouse, word processing, dynamic file linking, revision control, and a collaborative real-time editor.

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Computer graphics in the context of HSL and HSV

HSL and HSV are the two most common cylindrical-coordinate representations of points in an RGB color model. The two representations rearrange the geometry of RGB in an attempt to be more intuitive and perceptually relevant than the cartesian (cube) representation. Developed in the 1970s for computer graphics applications, HSL and HSV are used today in color pickers, in image editing software, and less commonly in image analysis and computer vision.

HSL stands for hue, saturation, and lightness, and is often also called HLS. HSV stands for hue, saturation, and value, and is also often called HSB (B for brightness). A third model, common in computer vision applications, is HSI, for hue, saturation, and intensity. However, while typically consistent, these definitions are not standardized, and any of these abbreviations might be used for any of these three or several other related cylindrical models. (For technical definitions of these terms, see below.)

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Computer graphics in the context of Raster graphics

In computer graphics and digital photography, a raster graphic, raster image, or simply raster is a digital image made up of a rectangular grid of tiny colored (usually square) so-called pixels. Unlike vector graphics which use mathematical formulas to describe shapes and lines, raster images store the exact color of each pixel, making them ideal for photographs and images with complex colors and details. Raster images are characterized by their dimensions (width and height in pixels) and color depth (the number of bits per pixel). They can be displayed on computer displays, printed on paper, or viewed on other media, and are stored in various image file formats.

The printing and prepress industries know raster graphics as contones (from "continuous tones"). In contrast, line art is usually implemented as vector graphics in digital systems.

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Computer graphics in the context of Vector graphics

Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display and printing hardware, vector data models and file formats, as well as the software based on these data models (especially graphic design software, computer-aided design, and geographic information systems). Vector graphics are an alternative to raster or bitmap graphics, with each having advantages and disadvantages in specific situations.

While vector hardware has largely disappeared in favor of raster-based monitors and printers, vector data and software continue to be widely used, especially when a high degree of geometric precision is required, and when complex information can be decomposed into simple geometric primitives. Thus, it is the preferred model for domains such as engineering, architecture, surveying, 3D rendering, and typography, but is entirely inappropriate for applications such as photography and remote sensing, where raster is more effective and efficient. Some application domains, such as geographic information systems (GIS) and graphic design, use both vector and raster graphics at times, depending on purpose.

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Computer graphics in the context of Transparency (graphic)

Transparency in computer graphics is possible in a number of file formats. The term "transparency" is used in various ways by different people, but at its simplest there is "full transparency" i.e. something that is completely invisible. Only part of a graphic should be fully transparent, or there would be nothing to see. More complex is "partial transparency" or "translucency" where the effect is achieved that a graphic is partially transparent in the same way as colored glass. Since ultimately a printed page or computer or television screen can only be one color at a point, partial transparency is always simulated at some level by mixing colors. There are many different ways to mix colors, so in some cases transparency is ambiguous.

In addition, transparency is often an "extra" for a graphics format, and some graphics programs will ignore the transparency.

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Computer graphics in the context of Browser game

A browser game is a video game that is played over the Internet using a web browser, typically without the need for dedicated hardware or software installation. They are sometimes referred to more specifically by their format, such as Flash games or HTML5 games. They are generally free-to-play and can be either single-player or multiplayer. It is not necessary to install a browser game; simply visiting the webpage will run the title in a browser. Some browser games were also made available as mobile apps, PC games, or console titles. However, the browser version may have fewer features or inferior graphics compared to the others, which are usually native apps.

Browser games have existed in various forms since the origins of the open internet in the 1990s. However, the 2000s were a "golden age" for the medium, and a great many were created with Adobe Flash during the period. The 2000s also saw the rise of social network games such as FarmVille, and the web ecosystem of the time was a "creative vortex" of rapid iteration and development, which had a huge influence on independent video games. Ultimately, the decline of Flash as a format and the rise of mobile gaming in the 2010s brought an end to the scene, though there have been more recent developments such as .io games.

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Computer graphics in the context of Video game genre

A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.

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Computer graphics in the context of 3D reconstruction

In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects.This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction.

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Computer graphics in the context of Computer scientist

A computer scientist is a scientist who specializes in the academic study of computer science and technology.

Computer scientists typically work on the theoretical side of computation. Although computer scientists can also focus their work and research on specific areas (such as algorithm and data structure development and design, software engineering, information theory, database theory, theoretical computer science, numerical analysis, programming language theory, compiler, computer graphics, computer vision, robotics, computer architecture, operating system), their foundation is the theoretical study of computing from which these other fields derive.

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Computer graphics in the context of Cluster analysis

Cluster analysis, or clustering, is a data analysis technique aimed at partitioning a set of objects into groups such that objects within the same group (called a cluster) exhibit greater similarity to one another (in some specific sense defined by the analyst) than to those in other groups (clusters). It is a main task of exploratory data analysis, and a common technique for statistical data analysis, used in many fields, including pattern recognition, image analysis, information retrieval, bioinformatics, data compression, computer graphics and machine learning.

Cluster analysis refers to a family of algorithms and tasks rather than one specific algorithm. It can be achieved by various algorithms that differ significantly in their understanding of what constitutes a cluster and how to efficiently find them. Popular notions of clusters include groups with small distances between cluster members, dense areas of the data space, intervals or particular statistical distributions. Clustering can therefore be formulated as a multi-objective optimization problem. The appropriate clustering algorithm and parameter settings (including parameters such as the distance function to use, a density threshold or the number of expected clusters) depend on the individual data set and intended use of the results. Cluster analysis as such is not an automatic task, but an iterative process of knowledge discovery or interactive multi-objective optimization that involves trial and failure. It is often necessary to modify data preprocessing and model parameters until the result achieves the desired properties.

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Computer graphics in the context of Graphics hardware

Graphics hardware is computer hardware that generates computer graphics and allows them to be shown on a display, usually using a graphics card (video card) in combination with a device driver to create the images on the screen.

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Computer graphics in the context of William Fetter

William Fetter, also known as William Allan Fetter or Bill Fetter (March 14, 1928 – June 23, 2002), was an American graphic designer and pioneer in the field of computer graphics. He explored the perspective fundamentals of computer animation of a human figure from 1960 on and was the first to create a human figure as a 3D model. The First Man was a pilot in a short 1964 computer animation, also known as Boeing Man and now as Boeman by the Boeing company. Fetter preferred the term "Human Figure" for the pilot. In 1960, working in a team supervised by Verne Hudson, he helped coin the term Computer graphics. He was art director at the Boeing Company in Wichita.

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Computer graphics in the context of Computer-generated imagery

Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static (i.e. still images) or dynamic (i.e. moving images). CGI both refers to 2D computer graphics and (more frequently) 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects (in films, television programs, commercials, etc.). The application of CGI for creating/improving animations is called computer animation (or CGI animation).

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Computer graphics in the context of Angle of incidence (optics)

The angle of incidence, in geometric optics, is the angle between a ray incident on a surface and the line perpendicular (at 90 degree angle) to the surface at the point of incidence, called the normal. The ray can be formed by any waves, such as optical, acoustic, microwave, and X-ray. In the figure below, the line representing a ray makes an angle θ with the normal (dotted line). The angle of incidence at which light is first totally internally reflected is known as the critical angle. The angle of reflection and angle of refraction are other angles related to beams.

In computer graphics and geography, the angle of incidence is also known as the illumination angle of a surface with a light source, such as the Earth's surface and the Sun. It can also be equivalently described as the angle between the tangent plane of the surface and another plane at right angles to the light rays. This means that the illumination angle of a certain point on Earth's surface is if the Sun is precisely overhead and that it is 90° at sunset or sunrise.

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Computer graphics in the context of Bounding volume

In computer graphics and computational geometry, a bounding volume (or bounding region) for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap.

A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite).

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