Computer Graphics History Essay, Research Paper
CHAPTER ONE
The Bauhaus (page 12) movement saw historical precedent as a force that limited creative potential. In particular the new technologies and material now available demand a design theory tuned to the capabilities and qualities inherent in these materials. (Unknown).
Hollywood has gone digital, and the old ways of doing things are giving way to a new age of computers and technology. Advertisers, television networks, and movie studios alike are embracing special effects and animation created with computer. For decades editors had to work by cutting and gluing film segments together. Now they are sitting in front of computers editing entire features. We the viewers are now witnessing the results in a way never dreamed of before. Like many other disciplines, computer graphics and animation has a rich history, yet perhaps the most surprising aspect of all this, however, is that the entire digital effects industry is still in its infancy, and the future looks bright.
CHAPTER TWO
In the beginning computer graphics were extremely cumbersome and hard to control. The hardware systems, or muscles, of early computer graphics were huge and unrealistic. These machines often filled entire rooms or even buildings. In addition to the size of these machines, the software programs, or brains, were hopelessly underdeveloped. Fortunately, the evolution of both brains and brawn of computer graphics did not take long to develop. Instead, it has taken only a mere three decades to move through the evolution of science fiction to technology. We have surpassed the Stone Age of computers and into an era of silicon and liquid processing. Unlike the early days of computers, where the only way to interact was to use toggle switches, punch cards, and Teletype printouts. Now with the ever-growing technology we are now able to sit down in front of a computer screen and interact to create such things as spreadsheets, word processing, and simple games like solitaire.
It all began in 1953, by an electronics engineer named Ivan Sutherland, who began establishing himself as a leading researcher in the computer science field. In 1960, Sutherland worked on developing a graphics program as part of his Ph.D. research that would simplify the exchange of information between human beings and computers. His research project illustrated not only a new way of handling computer graphics, but a powerful new way of operating computers as well.
Sutherland s computer program, called Sketchpad, made it possible to create graphic images directly on a display screen by using a hand-held object such as a lightpen. The visual patterns were then stored in the computer s memory, where they could be recalled and manipulated at a later time just like any other data. Sketchpad was the first program that allowed the creation of graphic images directly on a display screen rather than by entering codes and formulas into the computer through a keyboard. Even more revolutionary, it allowed for the information that was stored in the computer to be altered and updated by changing something on the display screen. For the first time, it seemed possible that computers could be used for something other than data processing.
In 1967, Sutherland was recruited by Dave Evans to join the computer science program at the University of Utah as a professor of electrical engineering. Their goal was to shape the computer industry that combined science with creative arts. From this unique mix of science and art, a basic understanding of computer graphics began to grow. They developed algorithms (page 12) for the creation of modeling, lighting, and shading of solid objects, which is now the basis of virtually every aspect of today s computer graphics. This set the stage for the founding of E&S (Evans & Sutherland), in 1968, (The first company to specialize in computer modeling systems and software and today one of the leading designers and manufacturers in the industry).
The decision to create this company was not primarily to make a lot of money, but to develop the technology that would allow computers to be used as powerful tools. In 1969 E&S rolled out their first computer graphics system. This system could draw wire frame images extremely rapidly, and was the first workstation (page 12) created for computer-aided design (CAD). CAD was used to create two-dimensional drawings, such as those for automobiles and airplane parts, floor plans, and maps. Up until this time, the only computers available that could create pictures were custom-designed for the military and extremely expensive.
Times were changing, and throughout its early years, the University of Utah s Computer Science Department was supported by research grants from the Department Of Defense, but with anti-war and anti-military protests in the 1970 s, increasing restriction was put on the department s ability to continue research. In 1974, Dr. Alexander Schure, a wealthy entrepreneur, and founder/president of New York Institute of Technology, (NYIT), stepped forward with his dream of creating computer-animated films. To accomplish this task, Schure recruited Edwin Catmull, a Ph.D. graduate from the University of Utah, to head the newly formed Computer Graphics Lab at the New York Institute of Technology. Schure then equipped the lab with the best compu
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