P01_.pdf Official Site of Prof. Dr. I Wayan Simri WICAKSANA, S.Si, M.Eng Gunadarma University P01

INTRODUCTION

TO

COMPUTER

GRAPHICS

Introduction

Andries van Dam

September 6, 2007

Introduction 1/10

INTRODUCTION

TO

COMPUTER


GRAPHICS

What is Computer Graphics?



(1/2)

Computer graphics generally means creation,
storage and manipulation of models and images
Such models come from diverse and expanding set
of fields including physical, mathematical, artistic,
biological, and even conceptual (abstract)
structures

Frame from animation by William Latham, shown at
SIGGRAPH 1992. Latham uses rules that govern
patterns of natural forms to create his artwork.


Andries van Dam

September 6, 2007

Introduction 2/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

What is Computer Graphics?




(2/2)


William Fetter coined term “computer graphics” in
1960 to describe new design methods he was
pursuing at Boeing
Created a series of widely reproduced images on
pen plotter exploring cockpit design, using 3D
model of human body.

“Perhaps the best way to define computer graphics is to find out
what it is not. It is not a machine. It is not a computer, nor a
group of computer programs. It is not the know-how of a
graphic designer, a programmer, a writer, a motion picture
specialist, or a reproduction specialist.
Computer graphics is all these – a consciously managed and
documented technology directed toward communicating
information accurately and descriptively.”

Computer Graphics, by William A. Fetter, 1966

Andries van Dam


September 6, 2007

Introduction 3/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

What is Interactive Computer
Graphics? (1/3)




User controls contents, structure, and appearance of

objects and their displayed images via rapid visual

feedback
Basic components of an interactive graphics system






input (e.g., mouse, tablet and stylus, force feedback device,
scanner, live video streams…)
processing (and storage)
display/output (e.g., screen, paper-based printer, video
recorder, non-linear editor…)

First truly interactive graphics system, Sketchpad,
pioneered at MIT by Ivan Sutherland for his 1963
Ph.D. thesis


Sketchpad in 1963. Note use of a CRT monitor, light
pen and function-key panel.
Andries van Dam

September 6, 2007

Introduction 4/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

What is Interactive Computer
Graphics? (2/3)
Batch (1950s – now)



Before Sketchpad, output via plotters/printers,
input via keypunch, both in batch

Card punching (left). IBM 704 (right) took up a
whole room and was capable of about 4,000
arithmetic operations/second.

Cool facts: Whirlwind, built in early 50’s at MIT,
cost $4.5 million and could perform 40,000
additions/second. Mac 512K, list price $3,195 in
1984, could do 500,000. Today, commodity PCs
perform approximately two or three billion
operations/second.
Andries van Dam

September 6, 2007

Introduction 5/10


INTRODUCTION

TO

COMPUTER

GRAPHICS

What is Interactive Computer
Graphics? (3/3)


Almost all key elements of interactive graphics
system are expressed in first paragraph of
Sutherland’s 1963 Ph.D. thesis, Sketchpad, A ManMachine Graphical Communication System:

The Sketchpad system uses drawing as a novel
communication medium for a computer. The
system contains input, output, and computation
programs which enable it to interpret

information drawn directly on a computer
display. Sketchpad has shown the most
usefulness as an aid to the understanding of
processes, such as the motion of linkages,
which can be described with pictures. Sketchpad
also makes it easy to draw highly repetitive or
highly accurate drawings and to change
drawings previously drawn with it…



Today, still use batch mode for
final production-quality video
and film (special effects – fx),
where one frame of a 24 fps
movie may take 8-24 hours to
render on fastest PC!
Render farm

Andries van Dam


September 6, 2007

Introduction 6/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

Environmental (R)evolution

(1/6)

• Graphics has been key to
technology growth in evolution of
computing environments:

– graphical user interfaces (GUIs)
– visual computing, e.g., desktop
publishing, scientific visualization,
information visualization

Apple iPhoneTM

• Hardware revolution drives
everything
– every 12-18 months, computer power
improves by factor of 2 in price /
performance – Moore’s Law

Blackberry PearlTM

• Palm TX™, HP I-Paq™ as full PC
• iPhone, Blackberry for email/internet
• Hallmark singing card, LeapFrog Pad

HP I-PaqTM

– graphics memory and network speeds
are on even faster exponentials
• Graphics chips in particular have major
improvements every six to nine
Leapfrog Pad
months (e.g. nVidia GeForce™

TM

series, ATI Radeon™ series)

nVidia GoForceTM chip
(cellphones and PDAs)

Andries van Dam

September 6, 2007

Introduction 7/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

Environmental (R)evolution

(2/6)

Character Displays (1960s – now)





Display: text plus alphamosaic pseudo-graphics
Object and command specification: commandline typing
Control over appearance: coding for text
formatting (.p = paragraph, .i 5 = indent 5)
Application control: single task

Andries van Dam

September 6, 2007

Introduction 8/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

Environmental (R)evolution

(3/6)

Vector (Calligraphic, Line Drawing)
Displays (1963 – 1980s)







Display: line drawings and stroke text; 2D and 3D
transformation hardware
Object and command specification: commandline typing, function keys, menus
Control over appearance: pseudo-WYSIWYG
Application control: single or multitasked,
distributed computing pioneered at Brown via
mainframe host minicomputer satellite

Term “vector” graphics survives as “scalable vector
graphics” library from Adobe and W3C – shapes as
transformable objects rather than just bitmaps

Andries van Dam

September 6, 2007

Introduction 9/10

INTRODUCTION

TO

COMPUTER

GRAPHICS

Environmental (R)evolution

(4/6)

2D bitmap raster displays for PCs and workstations
(1972 at Xerox PARC - now)


Display: windows, icons, legible text, “flat earth” graphics
Note: late 60’s saw first use of raster graphics, especially for flight
simulators






Object and command specification: minimal typing via
WIMP (Windows, Icons, Menus, Pointer) GUI: point-andclick selection of menu items and objects, widgets and
direct manipulation (e.g., drag and drop), “messy desktop”
metaphor
Control over appearance: WYSIWYG (which is really
WYSIAYG, What You See Is All You Get)
Application control: multi-tasking, networked clientserver computation and window management (even “X
terminals”)

Andries van Dam

September 6, 2007

Introduction 10/10

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