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Everything about Computer Graphics totally explained

Computer graphics is a sub-field of computer science and is concerned with digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. Computer graphics is often differentiated from the field of visualization, although the two have many similarities.
   A broad classification of major subfields in computer graphics might be:
  1. Geometry: studies ways to represent and process surfaces
  2. Animation: studies with ways to represent and manipulate motion
  3. Rendering: studies algorithms to reproduce light transport
  4. Imaging: studies image acquisition or image editing

Definition

Computer graphics broadly studies the manipulation of visual and geometric information using computational techniques. Computer graphics as an academic discipline focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues.

Geometry

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 the exterior of the object, boundary representations are most common in computer graphics. Two dimensional surfaces are a good analogy for the objects most often used in graphics, though quite often these objects are non-manifold. Since surfaces are not finite, a discrete digital approximation is required: polygonal meshes (and to a lesser extent subdivision surfaces) are by far the most common representation, although point-based representations have been gaining some popularity in recent years (see the Symposium on Point-Based Graphics, for instance). These representations are Lagrangian, meaning the spatial locations of the samples are independent. In recent years, however, Eulerian surface descriptions (for example, where spatial samples are fixed) such as level sets have been developed into a useful representation for deforming surfaces which undergo many topological changes (with fluids being the most notable example).

Subfields

  • Constructive solid geometry - Process by which complicated objects are modelled with implicit geometric objects and boolean operations
  • Discrete differential geometry - a nascent field which defines geometric quantities for the discrete surfaces used in computer graphics.
  • Digital geometry processing - surface reconstruction, simplification, fairing, mesh repair, parameterization, remeshing, mesh generation, surface compression, and surface editing all fall under this heading.
  • 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 don't fit in main memory.

    Animation

    The subfield of animation studies descriptions for surfaces (and other phenomena) that move or deform over time. Historically most interest in this area has been focused on parametric and data-driven models, but in recent years physical simulation has experienced a renaissance due to the growing computational capacity of modern machines.

    Subfields

  • Performance capture
  • Character animation
  • Physical simulation (for example cloth modeling, animation of fluid dynamics, etc.)

    Rendering

    Rendering converts a model into an image either by simulating light transport to get physically-based photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). See Rendering (computer graphics) for more information.

    Transport

    Transport describes how illumination in a scene gets from one place to another. Visibility is a major component of light transport.

    Scattering

    Models of scattering and shading are used to describe the appearance of a surface. Although these issues may seem like problems all on their own, they're studied almost exclusively within the context of rendering. Shading can be broken down into two orthogonal issues, which are often studied independently:
  • scattering - how light interacts with the surface at a given point
  • shading - how material properties vary across the surface The former problem refers to scattering, for example, the relationship between incoming and outgoing illumination at a given point. Descriptions of scattering are usually given in terms of a bidirectional scattering distribution function or BSDF. The latter issue addresses how different types of scattering are distributed across the surface (for example, which scattering function applies where). Descriptions of this kind are typically expressed with a program called a shader. (Note that there's some confusion since the word "shader" is sometimes used for programs that describe local geometric variation.)

    Other subfields

  • physically-based rendering - concerned with generating images according to the laws of geometric optics
  • real time rendering - focuses on rendering for interactive applications, typically using specialized hardware like GPUs
  • non-photorealistic rendering
  • relighting - recent area concerned with quickly re-rendering scenes

    History

    One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and hand — produced by Ed Catmull and Fred Parke at the University of Utah.
       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,Symposium on Rendering, and Symposium on Computer Animation. 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).
       An extensive history of computer graphics can be found at this page.

    Applications

  • Digital art
  • Special effects
  • Visual effects
  • Video games

    Connected studies

  • Computer vision
  • Image processing
  • Computational Geometry
  • Computational Topology

    Computer graphics research groups

    Research

    The number of computer science institutions working in computer graphics research has grown rapidly over the past two decades.

    University Groups

  • Berkeley Computer Animation and Modeling Group
  • Bristol University Computer Graphics Group
  • C²G² at Columbia University
  • Center for Visual Information Technology,IIIT Hyderabad
  • Caltech Multi-Res Modeling Group
  • Carnegie Mellon Graphics Lab
  • Center for Graphics and Geometric Computing at Technion Israel Institute of Technology, Haifa, Israel
  • Computer Graphics Department at Max-Planck-Institut fur Informatik
  • Computer Graphics Department at Haute Ecole Albert Jacquard
  • Computer Graphics Group at Brown
  • Computer Graphics Group at RWTH Aachen University
  • Computer Graphics at Harvard
  • Computer Graphics and Immersive Technologies Laboratory at USC
  • Computer Graphics Laboratory at Korea Advanced Institute of Science and Technology (KAIST)
  • Computer Graphics Group at PUC-Rio
  • Computer Graphics Group at University of Bonn
  • Computer Graphics Group at University of Virginia
  • Computer Graphics Laboratory at University of Tokyo
  • Computer Graphics Laboratory at UT Austin
  • Computer Graphics Laboratory at ETH Zurich
  • Computer Graphics / Geometric Design Group at Rice
  • Computer Graphics and User Interfaces Lab at Columbia University
  • Computer Graphics and Visualization Lab at Purdue University
  • Computer Graphics and Visualization Lab at University of Utah
  • Computer Graphics and Visualization Lab at University of Wisconsin
  • Cornell University Program of Computer Graphics
  • Dynamic Graphics Project at University of Toronto
  • Geometric Modeling and Industrial Geometry Group at Technische Universitat Wien
  • Graphics and Image Analysis at UNC
  • Graphics and Geometric Computing Group at Tsinghua University
  • Graphics@Illinois
  • GRAIL at University of Washington
  • GRAVIR at iMAGIS
  • GVIL at University of Maryland, College Park
  • GVU Center at Georgia Tech
  • IDAV Visualization and Graphics Research Group at UC Davis
  • IMAGINE Research Group at Universidad de los Andes, Bogotá, Colombia
  • Imager Laboratory at University of British Columbia
  • MIT Computer Graphics Group
  • MRL at NYU
  • Princeton Graphics and Geometry Group
  • Stanford Computer Graphics Laboratory
  • UCSD Computer Graphics Laboratory
  • Vision Research Center at Vanderbilt
  • Applied Research Centres


    Industry

    Industrial labs doing "blue sky" graphics research include:
  • Adobe Advanced Technology Labs
  • MERL
  • Microsoft Research - Graphics
  • NVIDIA Research Major film studios notable for graphics research include:
  • ILM
  • PDI/Dreamworks Animation
  • Pixar

    Notable researchers in computer graphics

  • Jim Blinn - known for bump mapping
  • Jack E. Bresenham -known for line drawing algorithm
  • Loren Carpenter
  • Edwin Catmull
  • Robert L. Cook
  • Paul Debevec
  • Ron Fedkiw
  • James D. Foley
  • David Forsyth
  • Henry Fuchs
  • Pat Hanrahan
  • Takeo Kanade
  • Jim Kajiya - known for the rendering equation
  • Marc Levoy
  • James O'Brien
  • Ken Perlin
  • Przemyslaw Prusinkiewicz (External Link)
  • William Reeves
  • James Sethian - known for the level set method
  • Greg Turk
  • Andries van Dam
  • Lance Williams

    Further Information

    Get more info on 'Computer Graphics'.


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