Computer Graphics — Computer Art

Computer Graphics — Computer Art

Author: Herbert W. Franke

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 188

ISBN-13: 3642702597

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Ten years have passed since the first edition of this book, a time sary to stress that the availability of colors further assists artistic span during which all activities connected with computers have ambitions. experienced an enormous upswing, due in particular to the ad The dynamics of display which can be achieved on the screen is vances in the field of semiconductor electronics which facilitated also of significance for the visual arts. It is a necessary condition microminiaturization. With the circuit elements becoming small for some technical applications, for example when simulating er and smaller, i. e. the transition to integrated circuits, the price dynamic processes. Although the graphics systems operating in real time were not designed for artistic purposes, they nonethe of hardware was reduced to an amazingly low level: this has de less open the most exciting aspects to the visual arts. While the finitely been an impulse of great importance to the expansion of computer technology, as well as to areas far removed from tech static computer picture was still a realization in line with the nology.


Creative Computer Graphics

Creative Computer Graphics

Author: Annabel Jankel

Publisher: Cambridge University Press

Published: 1984-11-15

Total Pages: 160

ISBN-13: 0521262518

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Creative Computer Graphics presents the dynamic visual power of images created with computer technology. From the pioneering efforts in the 1950s to the current achievements of modern exponents in the US, UK, France and Japan, the book explores computer graphic images through the techniques and technology used to create them. Scientific research laboratories, video games, NASA space simulations, feature films, television advertising and industrial design are some of the areas where computer graphics has made an impact. The book traces the history, assesses the current state of the art and looks ahead to the future where computer graphic images and techniques are to become progressively more important as a means of expression and communication.


Computer Graphics for Artists: An Introduction

Computer Graphics for Artists: An Introduction

Author: Andrew Paquette

Publisher: Springer Science & Business Media

Published: 2008-03-20

Total Pages: 272

ISBN-13: 184800141X

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Packed with exercises, this book is an application-independent and reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his/her goals, instead of the technology being master of the artist.


The Computer in the Visual Arts

The Computer in the Visual Arts

Author: Anne Morgan Spalter

Publisher: Addison-Wesley Professional

Published: 1999

Total Pages: 572

ISBN-13:

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For anyone interested in how computers are used in art and design, this introduction to computer graphics is uniquely focused on the computer as a medium for artistic expression and graphic communication.


Computer Graphics from Scratch

Computer Graphics from Scratch

Author: Gabriel Gambetta

Publisher: No Starch Press

Published: 2021-05-13

Total Pages: 250

ISBN-13: 1718500769

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Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.


History of Computer Art

History of Computer Art

Author: Thomas Dreher

Publisher: Lulu.com

Published: 2020

Total Pages: 0

ISBN-13: 9781716855818

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The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories.


When the Machine Made Art

When the Machine Made Art

Author: Grant D. Taylor

Publisher: Bloomsbury Publishing USA

Published: 2014-04-10

Total Pages: 353

ISBN-13: 1623568846

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"When the Machine Made Art covers the reception and criticism of computer art from its emergence in 1963 to its crisis in 1989, when ideological differences fragment the art movement. The text begins by identifying the various divisions between the humanistic and scientific cultures that inform early criticism. The fact that the first computer art has military origins and is imbued with various techno-science mythologies, places the movement at odds with artworld orthodoxy. Yet, while mainstream art critics reproach computerized art, a comparison between similar art forms of the era, such as conceptual art, reveals that the criticism of computer art was motivated more by the fear of the machine than by aesthetics. Dr. Grant Taylor shows that social anxiety, often fueled by Cold War dystopianism, posited the computer as a powerful instrument in the overall subordination of the individual to the emerging technocracy. But even though anti-computer sentiment abated in the late 1970s, computer art did not find acceptance. The book illustrates how computer art's exponents, desiring artworld legitimacy, traced its lineage back to modernism. Conversely, in the 1980s, art theorists, employing the latest critical theory, began critiquing the assumptions of modernism, and thus viewed computer art's modernist history as hopelessly outdated. And yet other critics reconciled computer technology with the critical insights of postmodernism, viewing the computer as a pluralistic agent that could challenge modernist conventions. Nonetheless, while postmodernist criticism enabled the formation of new discourses for emerging digital arts, it left computer art, which was committed to modernist and techno-science philosophies, in a state of crisis"--


Becoming a Computer Artist

Becoming a Computer Artist

Author: Chad M. Little

Publisher: Sams

Published: 1994

Total Pages: 188

ISBN-13:

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Becoming a Computer Artist is the first book on computer graphics to take the reader step-by-step through the process of creating computer art along with an overview of the history and artists in the field. The four-color book includes illustrations from a variety of computers artists as examples. The disk features images from the book.


Computers in Art, Design and Animation

Computers in Art, Design and Animation

Author: John Lansdown

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 314

ISBN-13: 1461245389

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The collection of papers that makes up this book arises largely from the joint activities of two specialist groups of the British Computer Society, namely the Displays Group and the Computer Arts Society. Both these groups are now more than 20 years old and during the whole of this time have held regular, separate meetings. In recent years, however, the two groups have held a joint annual meeting at which presentations of mutual interest have been given and it is mainly from the last two of these that the present papers have been drawn. They fall naturally into four classes: visualisation, art, design and animation-although, as in all such cases, the boundaries between the classes are fuzzy and overlap inevitably occurs. Visualisation The graphic potential of computers has been recognised almost since computing was first used, but it is only comparatively recently that their possibilities as devices for the visualisation of complex. and largely ab stract phenomena has begun to be more fully appreciated. Some workers stress the need to be able to model photographic reality in order to assist in this task. They look to better algorithms and more resolution to achieve this end. Others-Alan Mackay for instance-suggest that it is "not just a matter of providing more and more pixels. It is a matter of providing congenial clues which employ to the greatest extent what we already know.