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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.

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124-547: In computer graphics , pixelation (also spelled pixellation in British English ) is caused by displaying a bitmap or a section of a bitmap at such a large size that individual pixels , small single-colored square display elements that comprise the bitmap, are visible. Such an image is said to be pixelated ( pixellated in the UK). Early graphical applications such as video games ran at very low resolutions with

248-533: A subconscious and instinctive level. Social perception is the part of perception that allows people to understand the individuals and groups of their social world. Thus, it is an element of social cognition . Speech perception is the process by which spoken language is heard, interpreted and understood. Research in this field seeks to understand how human listeners recognize the sound of speech (or phonetics ) and use such information to understand spoken language. Listeners manage to perceive words across

372-406: A broad sense to describe "almost everything on computers that is not text or sound". Typically, the term computer graphics refers to several different things: Today, computer graphics is widespread. Such imagery is found in and on television, newspapers, weather reports, and in a variety of medical investigations and surgical procedures. A well-constructed graph can present complex statistics in

496-519: A critical and commercial success of nine-figure magnitude. The studio to invent the programmable shader would go on to have many animated hits, and its work on prerendered video animation is still considered an industry leader and research trail breaker. In video games, in 1992, Virtua Racing , running on the Sega Model 1 arcade system board , laid the foundations for fully 3D racing games and popularized real-time 3D polygonal graphics among

620-527: A discipline until the 1950s and the post- World War II period – during which time the discipline emerged from a combination of both pure university and laboratory academic research into more advanced computers and the United States military 's further development of technologies like radar , aviation , and rocketry developed during the war. New kinds of displays were needed to process the wealth of information resulting from such projects, leading to

744-463: A display scope image of a Disney cartoon character. Electronics pioneer Hewlett-Packard went public in 1957 after incorporating the decade prior, and established strong ties with Stanford University through its founders, who were alumni . This began the decades-long transformation of the southern San Francisco Bay Area into the world's leading computer technology hub – now known as Silicon Valley . The field of computer graphics developed with

868-423: A display scope. One of the first interactive video games to feature recognizable, interactive graphics – Tennis for Two – was created for an oscilloscope by William Higinbotham to entertain visitors in 1958 at Brookhaven National Laboratory and simulated a tennis match. In 1959, Douglas T. Ross , while working at MIT on transforming mathematic statements into computer generated 3D machine tool vectors, created

992-555: A feature-length motion picture using computer graphics – a goal he would achieve two decades later after his founding role in Pixar . In the same class, Fred Parke created an animation of his wife's face. The two animations were included in the 1976 feature film Futureworld . As the UU computer graphics laboratory was attracting people from all over, John Warnock was another of those early pioneers; he later founded Adobe Systems and created

1116-515: A form that is easier to understand and interpret. In the media "such graphs are used to illustrate papers, reports, theses", and other presentation material. Many tools have been developed to visualize data. Computer-generated imagery can be categorized into several different types: two dimensional (2D), three dimensional (3D), and animated graphics. As technology has improved, 3D computer graphics have become more common, but 2D computer graphics are still widely used. Computer graphics has emerged as

1240-598: A great deal of founding research to the field and taught several students who would grow to found several of the industry's most important companies – namely Pixar , Silicon Graphics , and Adobe Systems . Tom Stockham led the image processing group at UU which worked closely with the computer graphics lab. One of these students was Edwin Catmull . Catmull had just come from The Boeing Company and had been working on his degree in physics. Growing up on Disney , Catmull loved animation yet quickly discovered that he did not have

1364-447: A high-water mark for the field during the decade. The 1980s is also called the golden era of videogames ; millions-selling systems from Atari , Nintendo and Sega , among other companies, exposed computer graphics for the first time to a new, young, and impressionable audience – as did MS-DOS -based personal computers, Apple IIs , Macs , and Amigas , all of which also allowed users to program their own games if skilled enough. For

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1488-405: A highly popular tool for computer graphics among graphic design studios and businesses. Modern computers, dating from the 1980s, often use graphical user interfaces (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology. In the field of realistic rendering, Japan 's Osaka University developed

1612-406: A leading developer of graphics boards in this decade, creating a "duopoly" in the field which exists this day. CGI became ubiquitous in earnest during this era. Video games and CGI cinema had spread the reach of computer graphics to the mainstream by the late 1990s and continued to do so at an accelerated pace in the 2000s. CGI was also adopted en masse for television advertisements widely in

1736-417: A light pen, Sketchpad allowed one to draw simple shapes on the computer screen, save them and even recall them later. The light pen itself had a small photoelectric cell in its tip. This cell emitted an electronic pulse whenever it was placed in front of a computer screen and the screen's electron gun fired directly at it. By simply timing the electronic pulse with the current location of the electron gun, it

1860-420: A model of a car, one could change the size of the tires without affecting the rest of the car. It could stretch the body of car without deforming the tires. The phrase "computer graphics" has been credited to William Fetter , a graphic designer for Boeing in 1960. Fetter in turn attributed it to Verne Hudson, also at Boeing. In 1961 another student at MIT, Steve Russell , created another important title in

1984-413: A model of perception, in which people put "together the information contained in" a target and a situation to form "perceptions of ourselves and others based on social categories." This model is composed of three states: According to Alan Saks and Gary Johns, there are three components to perception: Stimuli are not necessarily translated into a percept and rarely does a single stimulus translate into

2108-407: A necessity for advanced work in the field, providing considerable complexity in manipulating pixels , vertices , and textures on a per-element basis, and countless possible effects. Their shader languages HLSL and GLSL are active fields of research and development. Physically based rendering or PBR, which implements many maps and performs advanced calculation to simulate real optic light flow,

2232-407: A percept. An ambiguous stimulus may sometimes be transduced into one or more percepts, experienced randomly, one at a time, in a process termed multistable perception . The same stimuli, or absence of them, may result in different percepts depending on subject's culture and previous experiences. Ambiguous figures demonstrate that a single stimulus can result in more than one percept. For example,

2356-410: A physical standpoint. Smell is also a very interactive sense as scientists have begun to observe that olfaction comes into contact with the other sense in unexpected ways. It is also the most primal of the senses, as it is known to be the first indicator of safety or danger, therefore being the sense that drives the most basic of human survival skills. As such, it can be a catalyst for human behavior on

2480-432: A resolution of about 100 dots per inch, and at 300 dots per inch printed documents have about nine times as many pixels per unit of area as a screen. Another solution sometimes used is procedural textures , textures such as fractals that can be generated on-the-fly at arbitrary levels of detail. In some cases, the resolution of an image or a portion of an image is lowered to introduce pixelation deliberately. This effect

2604-568: A revolution in the publishing world with his PostScript page description language. Adobe would go on later to create the industry standard photo editing software in Adobe Photoshop and a prominent movie industry special effects program in Adobe After Effects . James Clark was also there; he later founded Silicon Graphics , a maker of advanced rendering systems that would dominate the field of high-end graphics until

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2728-571: A screen. It was the first consumer computer graphics product. David C. Evans was director of engineering at Bendix Corporation 's computer division from 1953 to 1962, after which he worked for the next five years as a visiting professor at Berkeley. There he continued his interest in computers and how they interfaced with people. In 1966, the University of Utah recruited Evans to form a computer science program, and computer graphics quickly became his primary interest. This new department would become

2852-462: A separate and very powerful chip is used in parallel processing with a CPU to optimize graphics. The decade also saw computer graphics applied to many additional professional markets, including location-based entertainment and education with the E&;S Digistar, vehicle design, vehicle simulation, and chemistry. The 1990s' highlight was the emergence of 3D modeling on a mass scale and an rise in

2976-464: A small number of colors, resulting in easily visible pixels. The resulting sharp edges gave curved objects and diagonal lines an unnatural appearance. However, when the number of available colors increased to 256, it was possible to gainfully employ anti-aliasing to smooth the appearance of low-resolution objects, not eliminating pixelation but making it less jarring to the eye. Higher resolutions would soon make this type of pixelation all but invisible on

3100-432: A specialized barrel shifter circuit made from discrete chips to help their Intel 8080 microprocessor animate their framebuffer graphics. The 1980s began to see the commercialization of computer graphics. As the home computer proliferated, a subject which had previously been an academics-only discipline was adopted by a much larger audience, and the number of computer graphics developers increased significantly. In

3224-433: A square for example, they do not have to worry about drawing four lines perfectly to form the edges of the box. One can simply specify that they want to draw a box, and then specify the location and size of the box. The software will then construct a perfect box, with the right dimensions and at the right location. Another example is that Sutherland's software modeled objects – not just a picture of objects. In other words, with

3348-400: A sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Over the past decade, other specialized fields have been developed like information visualization , and scientific visualization more concerned with "the visualization of three dimensional phenomena (architectural, meteorological, medical, biological , etc.), where the emphasis

3472-463: A suitably high-end system may simulate photorealism to the untrained eye. Texture mapping has matured into a multistage process with many layers; generally, it is not uncommon to implement texture mapping, bump mapping or isosurfaces or normal mapping , lighting maps including specular highlights and reflection techniques, and shadow volumes into one rendering engine using shaders , which are maturing considerably. Shaders are now very nearly

3596-494: A wide range of conditions, as the sound of a word can vary widely according to words that surround it and the tempo of the speech, as well as the physical characteristics, accent , tone , and mood of the speaker. Reverberation , signifying the persistence of sound after the sound is produced, can also have a considerable impact on perception. Experiments have shown that people automatically compensate for this effect when hearing speech. The process of perceiving speech begins at

3720-587: A wider audience in the video game industry . The Sega Model 2 in 1993 and Sega Model 3 in 1996 subsequently pushed the boundaries of commercial, real-time 3D graphics. Back on the PC, Wolfenstein 3D , Doom and Quake , three of the first massively popular 3D first-person shooter games, were released by id Software to critical and popular acclaim during this decade using a rendering engine innovated primarily by John Carmack . The Sony PlayStation , Sega Saturn , and Nintendo 64 , among other consoles, sold in

3844-428: A word with a cough-like sound. His subjects restored the missing speech sound perceptually without any difficulty. Moreover, they were not able to accurately identify which phoneme had even been disturbed. Facial perception refers to cognitive processes specialized in handling human faces (including perceiving the identity of an individual) and facial expressions (such as emotional cues.) The somatosensory cortex

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3968-453: Is active exploration . The concept of haptic perception is related to the concept of extended physiological proprioception according to which, when using a tool such as a stick, perceptual experience is transparently transferred to the end of the tool. Taste (formally known as gustation ) is the ability to perceive the flavor of substances, including, but not limited to, food . Humans receive tastes through sensory organs concentrated on

4092-456: Is a measurable difference between the making of a decision and the feeling of agency. Through methods such as the Libet experiment , a gap of half a second or more can be detected from the time when there are detectable neurological signs of a decision having been made to the time when the subject actually becomes conscious of the decision. There are also experiments in which an illusion of agency

4216-458: Is a part of the brain that receives and encodes sensory information from receptors of the entire body. Affective touch is a type of sensory information that elicits an emotional reaction and is usually social in nature. Such information is actually coded differently than other sensory information. Though the intensity of affective touch is still encoded in the primary somatosensory cortex, the feeling of pleasantness associated with affective touch

4340-496: Is a technique called pixel interpolation that smoothly blends or interpolates the color of one pixel into the color of the next adjacent pixel at high levels of zoom. This creates a more organic, but also much blurrier image. Pixelation is a problem unique to bitmaps. Alternatives such as vector graphics or purely geometric polygon models can scale to any level of detail. This is one reason vector graphics are popular for printing – most modern computer monitors have

4464-439: Is activated more in the anterior cingulate cortex . Increased blood oxygen level-dependent (BOLD) contrast imaging, identified during functional magnetic resonance imaging (fMRI), shows that signals in the anterior cingulate cortex, as well as the prefrontal cortex , are highly correlated with pleasantness scores of affective touch. Inhibitory transcranial magnetic stimulation (TMS) of the primary somatosensory cortex inhibits

4588-539: Is an active research area as well, along with advanced areas like ambient occlusion , subsurface scattering , Rayleigh scattering , photon mapping , ray-tracing and many others. Experiments into the processing power required to provide graphics in real time at ultra-high-resolution modes like 4K Ultra HD begun, though beyond reach of all but the highest-end hardware. In cinema, most animated movies are CGI now; many animated CGI films are made per year , but few, if any, attempt photorealism due to continuing fears of

4712-429: Is called the proximal stimulus . These neural signals are then transmitted to the brain and processed. The resulting mental re-creation of the distal stimulus is the percept . To explain the process of perception, an example could be an ordinary shoe. The shoe itself is the distal stimulus. When light from the shoe enters a person's eye and stimulates the retina, that stimulation is the proximal stimulus. The image of

4836-438: Is commonly used on television news shows to obscure a person's face in order to protect their privacy or to censor nudity or vulgar gestures, and is also used for artistic effect. This effect is called pixelization . Making pixels easily visible is also a main feature in pixel art which is where the graphics are made in low resolutions for effect. Depixelization removes pixelization from images, attempting to reconstruct

4960-434: Is exploited in human technologies such as camouflage and biological mimicry . For example, the wings of European peacock butterflies bear eyespots that birds respond to as though they were the eyes of a dangerous predator. There is also evidence that the brain in some ways operates on a slight "delay" in order to allow nerve impulses from distant parts of the body to be integrated into simultaneous signals. Perception

5084-505: Is induced in psychologically normal subjects. In 1999, psychologists Wegner and Wheatley gave subjects instructions to move a mouse around a scene and point to an image about once every thirty seconds. However, a second person—acting as a test subject but actually a confederate—had their hand on the mouse at the same time, and controlled some of the movement. Experimenters were able to arrange for subjects to perceive certain "forced stops" as if they were their own choice. Recognition memory

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5208-501: Is needed to associate the feeling with a specific source. Sexual stimulation is any stimulus (including bodily contact) that leads to, enhances, and maintains sexual arousal , possibly even leading to orgasm . Distinct from the general sense of touch , sexual stimulation is strongly tied to hormonal activity and chemical triggers in the body. Although sexual arousal may arise without physical stimulation , achieving orgasm usually requires physical sexual stimulation (stimulation of

5332-450: Is not necessarily uni-directional. Higher-level language processes connected with morphology , syntax , and/or semantics may also interact with basic speech perception processes to aid in recognition of speech sounds. It may be the case that it is not necessary (maybe not even possible) for a listener to recognize phonemes before recognizing higher units, such as words. In an experiment, professor Richard M. Warren replaced one phoneme of

5456-518: Is not only the passive receipt of these signals , but it is also shaped by the recipient's learning , memory , expectation , and attention . Sensory input is a process that transforms this low-level information to higher-level information (e.g., extracts shapes for object recognition ). The following process connects a person's concepts and expectations (or knowledge ) with restorative and selective mechanisms, such as attention , that influence perception. Perception depends on complex functions of

5580-498: Is on realistic renderings of volumes, surfaces, illumination sources, and so forth, perhaps with a dynamic (time) component". The precursor sciences to the development of modern computer graphics were the advances in electrical engineering , electronics , and television that took place during the first half of the twentieth century. Screens could display art since the Lumiere brothers ' use of mattes to create special effects for

5704-429: Is one of the oldest fields in psychology. The oldest quantitative laws in psychology are Weber's law , which states that the smallest noticeable difference in stimulus intensity is proportional to the intensity of the reference; and Fechner's law , which quantifies the relationship between the intensity of the physical stimulus and its perceptual counterpart (e.g., testing how much darker a computer screen can get before

5828-403: Is sometimes divided into two functions by neuroscientists: familiarity and recollection . A strong sense of familiarity can occur without any recollection, for example in cases of deja vu . The temporal lobe (specifically the perirhinal cortex ) responds differently to stimuli that feel novel compared to stimuli that feel familiar. Firing rates in the perirhinal cortex are connected with

5952-402: Is strongly influenced by smell. The process of perception begins with an object in the real world, known as the distal stimulus or distal object . By means of light, sound, or another physical process, the object stimulates the body's sensory organs. These sensory organs transform the input energy into neural activity—a process called transduction . This raw pattern of neural activity

6076-472: Is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system , which in turn result from physical or chemical stimulation of the sensory system . Vision involves light striking the retina of the eye ; smell is mediated by odor molecules ; and hearing involves pressure waves . Perception

6200-401: Is the process of absorbing molecules through olfactory organs , which are absorbed by humans through the nose . These molecules diffuse through a thick layer of mucus ; come into contact with one of thousands of cilia that are projected from sensory neurons; and are then absorbed into a receptor (one of 347 or so). It is this process that causes humans to understand the concept of smell from

6324-492: The GPGPU technique to pass large amounts of data bidirectionally between a GPU and CPU was invented; speeding up analysis on many kinds of bioinformatics and molecular biology experiments. The technique has also been used for Bitcoin mining and has applications in computer vision . In the 2010s, CGI has been nearly ubiquitous in video, pre-rendered graphics are nearly scientifically photorealistic , and real-time graphics on

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6448-598: The LINKS-1 Computer Graphics System , a supercomputer that used up to 257 Zilog Z8001 microprocessors , in 1982, for the purpose of rendering realistic 3D computer graphics . According to the Information Processing Society of Japan: "The core of 3D image rendering is calculating the luminance of each pixel making up a rendered surface from the given viewpoint, light source , and object position. The LINKS-1 system

6572-464: The Rubin vase can be interpreted either as a vase or as two faces. The percept can bind sensations from multiple senses into a whole. A picture of a talking person on a television screen, for example, is bound to the sound of speech from speakers to form a percept of a talking person. In many ways, vision is the primary human sense. Light is taken in through each eye and focused in a way which sorts it on

6696-472: The arcades , advances were made in commercial, real-time 3D graphics. In 1988, the first dedicated real-time 3D graphics boards were introduced for arcades, with the Namco System 21 and Taito Air System. On the professional side, Evans & Sutherland and SGI developed 3D raster graphics hardware that directly influenced the later single-chip graphics processing unit (GPU), a technology where

6820-451: The nervous system , but subjectively seems mostly effortless because this processing happens outside conscious awareness . Since the rise of experimental psychology in the 19th century, psychology's understanding of perception has progressed by combining a variety of techniques. Psychophysics quantitatively describes the relationships between the physical qualities of the sensory input and perception. Sensory neuroscience studies

6944-433: The throat and lungs . In the case of visual perception, some people can see the percept shift in their mind's eye . Others, who are not picture thinkers , may not necessarily perceive the 'shape-shifting' as their world changes. This esemplastic nature has been demonstrated by an experiment that showed that ambiguous images have multiple interpretations on the perceptual level. The confusing ambiguity of perception

7068-611: The uncanny valley . Most are 3D cartoons . In videogames, the Microsoft Xbox One , Sony PlayStation 4 , and Nintendo Switch dominated the home space and were all capable of advanced 3D graphics; Windows was still one of the most active gaming platforms as well. In the 2020s', advances in ray-tracing technology allowed it to be used for real-time rendering, as well as AI-powered graphics for generating or upscaling Perception Perception (from Latin perceptio  'gathering, receiving')

7192-514: The Krause-Finger corpuscles found in erogenous zones of the body.) Other senses enable perception of body balance (vestibular sense ); acceleration , including gravity ; position of body parts (proprioception sense ). They can also enable perception of internal senses (interoception sense ), such as temperature, pain, suffocation , gag reflex , abdominal distension , fullness of rectum and urinary bladder , and sensations felt in

7316-407: The anomalous word, the human readers generated an event-related electrical potential alteration of their EEG at the left occipital-temporal channel, over the left occipital lobe and temporal lobe. Hearing (or audition ) is the ability to perceive sound by detecting vibrations (i.e., sonic detection). Frequencies capable of being heard by humans are called audio or audible frequencies ,

7440-542: The appearance of the original (unpixelated) image. Computer graphics Some topics in computer graphics include user interface design , sprite graphics , rendering , ray tracing , geometry processing , computer animation , vector graphics , 3D modeling , shaders , GPU design, implicit surfaces , visualization , scientific computing , image processing , computational photography , scientific visualization , computational geometry and computer vision , among others. The overall methodology depends heavily on

7564-573: The attitude of a satellite could be altered as it orbits the Earth. He created the animation on an IBM 7090 mainframe computer. Also at BTL, Ken Knowlton , Frank Sinden, Ruth A. Weiss and Michael Noll started working in the computer graphics field. Sinden created a film called Force, Mass and Motion illustrating Newton's laws of motion in operation. Around the same time, other scientists were creating computer graphics to illustrate their research. At Lawrence Radiation Laboratory , Nelson Max created

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7688-557: The box office in this field. The Final Fantasy: The Spirits Within , released in 2001, was the first fully computer-generated feature film to use photorealistic CGI characters and be fully made with motion capture. The film was not a box-office success, however. Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the " uncanny valley ". Other animated films like The Polar Express drew attention at this time as well. Star Wars also resurfaced with its prequel trilogy and

7812-500: The brain enable individuals to see the world around them as stable, even though the sensory information is typically incomplete and rapidly varying. Human and other animal brains are structured in a modular way , with different areas processing different kinds of sensory information. Some of these modules take the form of sensory maps , mapping some aspect of the world across part of the brain's surface. These different modules are interconnected and influence each other. For instance, taste

7936-448: The brain proper via the optic nerve. The timing of perception of a visual event, at points along the visual circuit, have been measured. A sudden alteration of light at a spot in the environment first alters photoreceptor cells in the retina , which send a signal to the retina bipolar cell layer which, in turn, can activate a retinal ganglion neuron cell. A retinal ganglion cell is a bridging neuron that connects visual retinal input to

8060-441: The brain, the suprachiasmatic nucleus , is responsible for the circadian rhythm (commonly known as one's "internal clock"), while other cell clusters appear to be capable of shorter-range timekeeping, known as an ultradian rhythm . One or more dopaminergic pathways in the central nervous system appear to have a strong modulatory influence on mental chronometry , particularly interval timing. Sense of agency refers to

8184-539: The computationally complex task of separating out sources of interest, identifying them and often estimating their distance and direction. The process of recognizing objects through touch is known as haptic perception . It involves a combination of somatosensory perception of patterns on the skin surface (e.g., edges, curvature, and texture) and proprioception of hand position and conformation. People can rapidly and accurately identify three-dimensional objects by touch. This involves exploratory procedures, such as moving

8308-602: The development of computer graphics as a discipline. Early projects like the Whirlwind and SAGE Projects introduced the CRT as a viable display and interaction interface and introduced the light pen as an input device . Douglas T. Ross of the Whirlwind SAGE system performed a personal experiment in which he wrote a small program that captured the movement of his finger and displayed its vector (his traced name) on

8432-458: The development of the Gouraud shading and Blinn–Phong shading models, allowing graphics to move beyond a "flat" look to a look more accurately portraying depth. Jim Blinn also innovated further in 1978 by introducing bump mapping , a technique for simulating uneven surfaces, and the predecessor to many more advanced kinds of mapping used today. The modern videogame arcade as is known today

8556-501: The earliest films dating from 1895, but such displays were limited and not interactive. The first cathode ray tube , the Braun tube , was invented in 1897 – it in turn would permit the oscilloscope and the military control panel – the more direct precursors of the field, as they provided the first two-dimensional electronic displays that responded to programmatic or user input. Nevertheless, computer graphics remained relatively unknown as

8680-417: The early 1980s, metal–oxide–semiconductor (MOS) very-large-scale integration (VLSI) technology led to the availability of 16-bit central processing unit (CPU) microprocessors and the first graphics processing unit (GPU) chips, which began to revolutionize computer graphics, enabling high-resolution graphics for computer graphics terminals as well as personal computer (PC) systems. NEC 's μPD7220

8804-416: The early 1990s. A major advance in 3D computer graphics was created at UU by these early pioneers – hidden surface determination . In order to draw a representation of a 3D object on the screen, the computer must determine which surfaces are "behind" the object from the viewer's perspective, and thus should be "hidden" when the computer creates (or renders) the image. The 3D Core Graphics System (or Core )

8928-603: The early decade with occasional significant competing presence from ATI . As the decade progressed, even low-end machines usually contained a 3D-capable GPU of some kind as Nvidia and AMD both introduced low-priced chipsets and continued to dominate the market. Shaders which had been introduced in the 1980s to perform specialized processing on the GPU would by the end of the decade become supported on most consumer hardware, speeding up graphics considerably and allowing for greatly improved texture and shading in computer graphics via

9052-706: The effects continued to set a bar for CGI in film. In videogames , the Sony PlayStation 2 and 3 , the Microsoft Xbox line of consoles, and offerings from Nintendo such as the GameCube maintained a large following, as did the Windows PC . Marquee CGI-heavy titles like the series of Grand Theft Auto , Assassin's Creed , Final Fantasy , BioShock , Kingdom Hearts , Mirror's Edge and dozens of others continued to approach photorealism , grow

9176-454: The emergence of computer graphics hardware. Further advances in computing led to greater advancements in interactive computer graphics . In 1959, the TX-2 computer was developed at MIT's Lincoln Laboratory . The TX-2 integrated a number of new man-machine interfaces. A light pen could be used to draw sketches on the computer using Ivan Sutherland 's revolutionary Sketchpad software . Using

9300-449: The end of the decade, the GPU would begin its rise to the prominence it still enjoys today. The field began to see the first rendered graphics that could truly pass as photorealistic to the untrained eye (though they could not yet do so with a trained CGI artist) and 3D graphics became far more popular in gaming , multimedia , and animation . At the end of the 1980s and the beginning of

9424-485: The field of computer graphics. By 1973, the first annual SIGGRAPH conference was held, which has become one of the focuses of the organization. SIGGRAPH has grown in size and importance as the field of computer graphics has expanded over time. Subsequently, a number of breakthroughs in the field occurred at the University of Utah in the 1970s, which had hired Ivan Sutherland . He was paired with David C. Evans to teach an advanced computer graphics class, which contributed

9548-472: The films Flow of a Viscous Fluid and Propagation of Shock Waves in a Solid Form . Boeing Aircraft created a film called Vibration of an Aircraft . Also sometime in the early 1960s, automobiles would also provide a boost through the early work of Pierre Bézier at Renault , who used Paul de Casteljau 's curves – now called Bézier curves after Bézier's work in the field – to develop 3d modeling techniques for Renault car bodies. These curves would form

9672-404: The fingers over the outer surface of the object or holding the entire object in the hand. Haptic perception relies on the forces experienced during touch. Professor Gibson defined the haptic system as "the sensibility of the individual to the world adjacent to his body by use of his body." Gibson and others emphasized the close link between body movement and haptic perception, where the latter

9796-492: The first ray casting algorithm, the first of a class of ray tracing -based rendering algorithms that have since become fundamental in achieving photorealism in graphics by modeling the paths that rays of light take from a light source, to surfaces in a scene, and into the camera. In 1969, the ACM initiated A Special Interest Group on Graphics ( SIGGRAPH ) which organizes conferences , graphics standards , and publications within

9920-498: The first shaders – small programs designed specifically to do shading as a separate algorithm – were developed by Pixar , which had already spun off from Industrial Light & Magic as a separate entity – though the public would not see the results of such technological progress until the next decade. In the late 1980s, Silicon Graphics (SGI) computers were used to create some of the first fully computer-generated short films at Pixar , and Silicon Graphics machines were considered

10044-402: The foundation for much curve-modeling work in the field, as curves – unlike polygons – are mathematically complex entities to draw and model well. It was not long before major corporations started taking an interest in computer graphics. TRW , Lockheed-Georgia , General Electric and Sperry Rand are among the many companies that were getting started in computer graphics by the mid-1960s. IBM

10168-570: The history of video games , Spacewar! Written for the DEC PDP-1, Spacewar was an instant success and copies started flowing to other PDP-1 owners and eventually DEC got a copy. The engineers at DEC used it as a diagnostic program on every new PDP-1 before shipping it. The sales force picked up on this quickly enough and when installing new units, would run the "world's first video game" for their new customers. (Higginbotham's Tennis For Two had beaten Spacewar by almost three years, but it

10292-484: The intelligence in the workstation, rather than continuing to rely on central mainframe and minicomputers . Typical of the early move to high-resolution computer graphics, intelligent workstations for the computer-aided engineering market were the Orca 1000, 2000 and 3000 workstations, developed by Orcatech of Ottawa, a spin-off from Bell-Northern Research , and led by David Pearson, an early workstation pioneer. The Orca 3000

10416-399: The late 1990s and 2000s, and so became familiar to a massive audience. The continued rise and increasing sophistication of the graphics processing unit were crucial to this decade, and 3D rendering capabilities became a standard feature as 3D-graphics GPUs became considered a necessity for desktop computer makers to offer. The Nvidia GeForce line of graphics cards dominated the market in

10540-423: The later films of the original trilogy. Two other pieces of video would also outlast the era as historically relevant: Dire Straits ' iconic, near-fully-CGI video for their song " Money for Nothing " in 1985, which popularized CGI among music fans of that era, and a scene from Young Sherlock Holmes the same year featuring the first fully CGI character in a feature movie (an animated stained-glass knight ). In 1988,

10664-423: The level of the sound within the auditory signal and the process of audition . The initial auditory signal is compared with visual information—primarily lip movement—to extract acoustic cues and phonetic information. It is possible other sensory modalities are integrated at this stage as well. This speech information can then be used for higher-level language processes, such as word recognition . Speech perception

10788-696: The mid-1980s. In 1984, Hitachi released the ARTC HD63484, the first complementary MOS (CMOS) GPU. It was capable of displaying high-resolution in color mode and up to 4K resolution in monochrome mode, and it was used in a number of graphics cards and terminals during the late 1980s. In 1986, TI introduced the TMS34010 , the first fully programmable MOS graphics processor. Computer graphics terminals during this decade became increasingly intelligent, semi-standalone and standalone workstations. Graphics and application processing were increasingly migrated to

10912-572: The millions and popularized 3D graphics for home gamers. Certain late-1990s first-generation 3D titles became seen as influential in popularizing 3D graphics among console users, such as platform games Super Mario 64 and The Legend of Zelda: Ocarina of Time , and early 3D fighting games like Virtua Fighter , Battle Arena Toshinden , and Tekken . Technology and algorithms for rendering continued to improve greatly. In 1996, Krishnamurty and Levoy invented normal mapping – an improvement on Jim Blinn's bump mapping . 1999 saw Nvidia release

11036-439: The most important research centers in graphics for nearly a decade thereafter, eventually producing some of the most important pioneers in the field. There Sutherland perfected his HMD; twenty years later, NASA would re-discover his techniques in their virtual reality research. At Utah, Sutherland and Evans were highly sought after consultants by large companies, but they were frustrated at the lack of graphics hardware available at

11160-400: The neural mechanisms underlying perception. Perceptual systems can also be studied computationally , in terms of the information they process. Perceptual issues in philosophy include the extent to which sensory qualities such as sound , smell or color exist in objective reality rather than in the mind of the perceiver. Although people traditionally viewed the senses as passive receptors,

11284-528: The nineties were created, in France, the very first computer graphics TV series: La Vie des bêtes by studio Mac Guff Ligne (1988), Les Fables Géométriques (1989–1991) by studio Fantôme, and Quarxs , the first HDTV computer graphics series by Maurice Benayoun and François Schuiten (studio Z-A production, 1990–1993). In film, Pixar began its serious commercial rise in this era under Edwin Catmull , with its first major film release, in 1995 – Toy Story –

11408-459: The perception of affective touch intensity, but not affective touch pleasantness. Therefore, the S1 is not directly involved in processing socially affective touch pleasantness, but still plays a role in discriminating touch location and intensity. Multi-modal perception refers to concurrent stimulation in more than one sensory modality and the effect such has on the perception of events and objects in

11532-442: The quality of CGI generally. Home computers became able to take on rendering tasks that previously had been limited to workstations costing thousands of dollars; as 3D modelers became available for home systems, the popularity of Silicon Graphics workstations declined and powerful Microsoft Windows and Apple Macintosh machines running Autodesk products like 3D Studio or other home rendering software ascended in importance. By

11656-453: The range of which is typically considered to be between 20  Hz and 20,000 Hz. Frequencies higher than audio are referred to as ultrasonic , while frequencies below audio are referred to as infrasonic . The auditory system includes the outer ears , which collect and filter sound waves; the middle ear , which transforms the sound pressure ( impedance matching ); and the inner ear , which produces neural signals in response to

11780-444: The retina according to direction of origin. A dense surface of photosensitive cells, including rods, cones, and intrinsically photosensitive retinal ganglion cells captures information about the intensity, color, and position of incoming light. Some processing of texture and movement occurs within the neurons on the retina before the information is sent to the brain. In total, about 15 differing types of information are then forwarded to

11904-414: The same exploration behavior normally associated with novelty. Recent studies on lesions in the area concluded that rats with a damaged perirhinal cortex were still more interested in exploring when novel objects were present, but seemed unable to tell novel objects from familiar ones—they examined both equally. Thus, other brain regions are involved with noticing unfamiliarity, while the perirhinal cortex

12028-408: The screen, but pixelation is still visible if a low-resolution image is printed on paper. In the realm of real-time 3D computer graphics , pixelation can be a problem. Here, bitmaps are applied to polygons as textures . As a camera approaches a textured polygon, simplistic nearest neighbor texture filtering would simply zoom in on the bitmap, creating drastic pixelation. The most common solution

12152-507: The seminal GeForce 256 , the first home video card billed as a graphics processing unit or GPU, which in its own words contained "integrated transform , lighting , triangle setup / clipping , and rendering engines". By the end of the decade, computers adopted common frameworks for graphics processing such as DirectX and OpenGL . Since then, computer graphics have only become more detailed and realistic, due to more powerful graphics hardware and 3D modeling software . AMD also became

12276-447: The sensation and flavor of food in the mouth. Other factors include smell , which is detected by the olfactory epithelium of the nose; texture , which is detected through a variety of mechanoreceptors , muscle nerves, etc.; and temperature, which is detected by thermoreceptors . All basic tastes are classified as either appetitive or aversive , depending upon whether the things they sense are harmful or beneficial. Smell

12400-418: The sense of familiarity in humans and other mammals. In tests, stimulating this area at 10–15 Hz caused animals to treat even novel images as familiar, and stimulation at 30–40 Hz caused novel images to be partially treated as familiar. In particular, stimulation at 30–40 Hz led to animals looking at a familiar image for longer periods, as they would for an unfamiliar one, though it did not lead to

12524-494: The shoe reconstructed by the brain of the person is the percept. Another example could be a ringing telephone. The ringing of the phone is the distal stimulus. The sound stimulating a person's auditory receptors is the proximal stimulus. The brain's interpretation of this as the "ringing of a telephone" is the percept. The different kinds of sensation (such as warmth, sound, and taste) are called sensory modalities or stimulus modalities . Psychologist Jerome Bruner developed

12648-415: The sound. By the ascending auditory pathway these are led to the primary auditory cortex within the temporal lobe of the human brain, from where the auditory information then goes to the cerebral cortex for further processing. Sound does not usually come from a single source: in real situations, sounds from multiple sources and directions are superimposed as they arrive at the ears. Hearing involves

12772-427: The study of illusions and ambiguous images has demonstrated that the brain 's perceptual systems actively and pre-consciously attempt to make sense of their input. There is still active debate about the extent to which perception is an active process of hypothesis testing, analogous to science , or whether realistic sensory information is rich enough to make this process unnecessary. The perceptual systems of

12896-436: The subjective feeling of having chosen a particular action. Some conditions, such as schizophrenia , can cause a loss of this sense, which may lead a person into delusions, such as feeling like a machine or like an outside source is controlling them. An opposite extreme can also occur, where people experience everything in their environment as though they had decided that it would happen. Even in non- pathological cases, there

13020-474: The talent for drawing. Now Catmull (along with many others) saw computers as the natural progression of animation and they wanted to be part of the revolution. The first computer animation that Catmull saw was his own. He created an animation of his hand opening and closing. He also pioneered texture mapping to paint textures on three-dimensional models in 1974, now considered one of the fundamental techniques in 3D modeling . It became one of his goals to produce

13144-554: The time, so they started formulating a plan to start their own company. In 1968, Dave Evans and Ivan Sutherland founded the first computer graphics hardware company, Evans & Sutherland . While Sutherland originally wanted the company to be located in Cambridge, Massachusetts, Salt Lake City was instead chosen due to its proximity to the professors' research group at the University of Utah. Also in 1968 Arthur Appel described

13268-521: The underlying sciences of geometry , optics , physics , and perception . 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. The term computer graphics has been used in

13392-602: The upper surface of the tongue , called taste buds or gustatory calyculi . The human tongue has 100 to 150 taste receptor cells on each of its roughly-ten thousand taste buds. Traditionally, there have been four primary tastes: sweetness , bitterness , sourness , and saltiness . The recognition and awareness of umami , which is considered the fifth primary taste, is a relatively recent development in Western cuisine . Other tastes can be mimicked by combining these basic tastes, all of which contribute only partially to

13516-552: The video game industry and impress, until that industry's revenues became comparable to those of movies. Microsoft made a decision to expose DirectX more easily to the independent developer world with the XNA program, but it was not a success. DirectX itself remained a commercial success, however. OpenGL continued to mature as well, and it and DirectX improved greatly; the second-generation shader languages HLSL and GLSL began to be popular in this decade. In scientific computing ,

13640-466: The visual processing centers within the central nervous system. Light-altered neuron activation occurs within about 5–20 milliseconds in a rabbit retinal ganglion, although in a mouse retinal ganglion cell the initial spike takes between 40 and 240 milliseconds before the initial activation. The initial activation can be detected by an action potential spike, a sudden spike in neuron membrane electric voltage. A perceptual visual event measured in humans

13764-448: The widespread adoption of normal mapping , bump mapping , and a variety of other techniques allowing the simulation of a great amount of detail. Computer graphics used in films and video games gradually began to be realistic to the point of entering the uncanny valley . CGI movies proliferated, with traditional animated cartoon films like Ice Age and Madagascar as well as numerous Pixar offerings like Finding Nemo dominating

13888-418: The world's primary research center for computer graphics through the 1970s. Also, in 1966, Ivan Sutherland continued to innovate at MIT when he invented the first computer-controlled head-mounted display (HMD). It displayed two separate wireframe images, one for each eye. This allowed the viewer to see the computer scene in stereoscopic 3D . The heavy hardware required for supporting the display and tracker

14012-443: The world. Chronoception refers to how the passage of time is perceived and experienced. Although the sense of time is not associated with a specific sensory system , the work of psychologists and neuroscientists indicates that human brains do have a system governing the perception of time, composed of a highly distributed system involving the cerebral cortex , cerebellum , and basal ganglia . One particular component of

14136-423: Was almost unknown outside of a research or academic setting.) At around the same time (1961–1962) in the University of Cambridge, Elizabeth Waldram wrote code to display radio-astronomy maps on a cathode ray tube. E. E. Zajac, a scientist at Bell Telephone Laboratory (BTL), created a film called "Simulation of a two-giro gravity attitude control system" in 1963. In this computer-generated film, Zajac showed how

14260-488: Was based on the 16-bit Motorola 68000 microprocessor and AMD bit-slice processors, and had Unix as its operating system. It was targeted squarely at the sophisticated end of the design engineering sector. Artists and graphic designers began to see the personal computer, particularly the Amiga and Macintosh , as a serious design tool, one that could save time and draw more accurately than other methods. The Macintosh remains

14384-409: Was birthed in the 1970s, with the first arcade games using real-time 2D sprite graphics. Pong in 1972 was one of the first hit arcade cabinet games. Speed Race in 1974 featured sprites moving along a vertically scrolling road. Gun Fight in 1975 featured human-looking animated characters, while Space Invaders in 1978 featured a large number of animated figures on screen; both used

14508-497: Was called the Sword of Damocles because of the potential danger if it were to fall upon the wearer. After receiving his Ph.D. from MIT, Sutherland became Director of Information Processing at ARPA (Advanced Research Projects Agency), and later became a professor at Harvard. In 1967 Sutherland was recruited by Evans to join the computer science program at the University of Utah – a development which would turn that department into one of

14632-500: Was developed in 1986 – an important step towards implementing global illumination , which is necessary to pursue photorealism in computer graphics. The continuing popularity of Star Wars and other science fiction franchises were relevant in cinematic CGI at this time, as Lucasfilm and Industrial Light & Magic became known as the "go-to" house by many other studios for topnotch computer graphics in film. Important advances in chroma keying ("bluescreening", etc.) were made for

14756-463: Was developed to realize an image rendering methodology in which each pixel could be parallel processed independently using ray tracing . By developing a new software methodology specifically for high-speed image rendering, LINKS-1 was able to rapidly render highly realistic images." The LINKS-1 was the world's most powerful computer , as of 1984. Also in the field of realistic rendering, the general rendering equation of David Immel and James Kajiya

14880-432: Was easy to pinpoint exactly where the pen was on the screen at any given moment. Once that was determined, the computer could then draw a cursor at that location. Sutherland seemed to find the perfect solution for many of the graphics problems he faced. Even today, many standards of computer graphics interfaces got their start with this early Sketchpad program. One example of this is in drawing constraints. If one wants to draw

15004-535: Was quick to respond to this interest by releasing the IBM 2250 graphics terminal, the first commercially available graphics computer. Ralph Baer , a supervising engineer at Sanders Associates , came up with a home video game in 1966 that was later licensed to Magnavox and called the Odyssey . While very simplistic, and requiring fairly inexpensive electronic parts, it allowed the player to move points of light around on

15128-564: Was the first GPU, fabricated on a fully integrated NMOS VLSI chip . It supported up to 1024x1024 resolution , and laid the foundations for the emerging PC graphics market. It was used in a number of graphics cards , and was licensed for clones such as the Intel 82720, the first of Intel's graphics processing units . MOS memory also became cheaper in the early 1980s, enabling the development of affordable framebuffer memory, notably video RAM (VRAM) introduced by Texas Instruments (TI) in

15252-539: Was the first graphical standard to be developed. A group of 25 experts of the ACM Special Interest Group SIGGRAPH developed this "conceptual framework". The specifications were published in 1977, and it became a foundation for many future developments in the field. Also in the 1970s, Henri Gouraud , Jim Blinn and Bui Tuong Phong contributed to the foundations of shading in CGI via

15376-456: Was the presentation to individuals of an anomalous word. If these individuals are shown a sentence, presented as a sequence of single words on a computer screen, with a puzzling word out of place in the sequence, the perception of the puzzling word can register on an electroencephalogram (EEG). In an experiment, human readers wore an elastic cap with 64 embedded electrodes distributed over their scalp surface. Within 230 milliseconds of encountering

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