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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.[1]
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 a broad sense to describe "almost everything on computers that is not text or sound".[2] Typically, the term computer graphics refers to several different things:
the representation and manipulation of image data by a computer
the various technologies used to create and manipulate images
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 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.[3]
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 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 is on realistic renderings of volumes, surfaces, illumination sources, and so forth, perhaps with a dynamic (time) component".[4]
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 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 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 the development of computer graphics as a discipline.[5]
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 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 a display scope image of a Disneycartoon character.[6]
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 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.[7] Using 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 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 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 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.[7][8]
In 1961 another student at MIT, Steve Russell, created another important title in 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.[citation needed] 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 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.[9]
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.[10] In this computer-generated film, Zajac showed how 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 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 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 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 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 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 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 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 the time, so they started formulating a plan to start their own company.
A 1968 center spread from Seattle underground paper Helix features then-state-of-the-art computer graphics.
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 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 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.
The Utah teapot by Martin Newell and its static renders became emblematic of CGI development during the 1970s.
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 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 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 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 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 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) was the first graphical standard to be developed. A group of 25 experts of the ACMSpecial Interest GroupSIGGRAPH 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 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 was birthed in the 1970s, with the first arcade games using real-time2D 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 a specialized barrel shifter circuit made from discrete chips to help their Intel 8080microprocessor animate their framebuffer graphics.
Donkey Kong was one of the video games that helped to popularize computer graphics to a mass audience in the 1980s.
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.
Computer graphics terminals during this decade became increasingly intelligent, semi-standalone and standalone workstations. Graphics and application processing were increasingly migrated to 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 was based on the 16-bit Motorola 68000 microprocessor and AMDbit-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 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 the LINKS-1 Computer Graphics System, a supercomputer that used up to 257 Zilog Z8001microprocessors, 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 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."[15] The LINKS-1 was the world's most powerful computer, as of 1984.[16]
Also in the field of realistic rendering, the general rendering equation of David Immel and James Kajiya 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 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, 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 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 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[17] and Taito Air System.[18] 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 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 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 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 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 – 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.
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 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 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 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 the early decade with occasional significant competing presence from ATI.[20] 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 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 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.[21] The film was not a box-office success, however.[22] Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the "uncanny valley".[note 1] Other animated films like The Polar Express drew attention at this time as well. Star Wars also resurfaced with its prequel trilogy and 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 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.
A diamond plate texture rendered close-up using physically based rendering principles – increasingly an active area of research for computer graphics in the 2010s
In the 2010s, CGI has been nearly ubiquitous in video, pre-rendered graphics are nearly scientifically photorealistic, and real-time graphics on 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 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, 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 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.
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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 frames.
While ray-tracing existed before, Nvidia was the first to push for ray-tracing with ray-tracing cores, as well as for AI with DLSS and Tensor cores. AMD followed suit with the same; FSR, Tensor cores and ray-tracing cores.
2D computer graphics are the computer-based generation of digital images—mostly from models, such as digital image, and by techniques specific to them.
2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies such as typography. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred because they give more direct control of the image than 3D computer graphics, whose approach is more akin to photography than to typography.
A large form of digital art, pixel art is created through the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobile phone games are mostly pixel art.
A sprite is a two-dimensional image or animation that is integrated into a larger scene. Initially including just graphical objects handled separately from the memory bitmap of a video display, this now includes various manners of graphical overlays.
Originally, sprites were a method of integrating unrelated bitmaps so that they appeared to be part of the normal bitmap on a screen, such as creating an animated character that can be moved on a screen without altering the data defining the overall screen. Such sprites can be created by either electronic circuitry or software. In circuitry, a hardware sprite is a hardware construct that employs custom DMA channels to integrate visual elements with the main screen in that it super-imposes two discrete video sources. Software can simulate this through specialized rendering methods.
Vector graphics formats are complementary to raster graphics. Raster graphics is the representation of images as an array of pixels and is typically used for the representation of photographic images.[23] Vector graphics consists of encoding information about shapes and colors that comprise the image, which can allow for more flexibility in rendering. There are instances when working with vector tools and formats is best practice, and instances when working with raster tools and formats is best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools.
Since the mid-2010s, as a result of advances in deep neural networks, models have been created which take as input a natural language description and produces as output an image matching that description. Text-to-image models generally combine a language model, which transforms the input text into a latent representation, and a generative image model, which produces an image conditioned on that representation. The most effective models have generally been trained on massive amounts of image and text data scraped from the web. By 2022, the best of these models, for example Dall-E 2 and Stable Diffusion, are able to create images in a range of styles, ranging from imitations of living artists to near-photorealistic, in a matter of seconds, given powerful enough hardware.[24]
3D graphics, compared to 2D graphics, are graphics that use a three-dimensional representation of geometric data. For the purpose of performance, this is stored in the computer. This includes images that may be for later display or for real-time viewing.
Despite these differences, 3D computer graphics rely on similar algorithms as 2D computer graphics do in the frame and raster graphics (like in 2D) in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques.
3D computer graphics are the same as 3D models. The model is contained within the graphical data file, apart from the rendering. However, there are differences that include the 3D model being the representation of any 3D object. Until visually displayed, a model is not graphic. Due to printing, 3D models are not only confined to virtual space. 3D rendering is how a model can be displayed. Also can be used in non-graphical computer simulations and calculations.
Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (Computer-generated imagery or computer-generated imaging), especially when used in films.
Virtual entities may contain and be controlled by assorted attributes, such as transform values (location, orientation, and scale) stored in an object's transformation matrix. Animation is the change of an attribute over time. Multiple methods of achieving animation exist; the rudimentary form is based on the creation and editing of keyframes, each storing a value at a given time, per attribute to be animated. The 2D/3D graphics software will change with each keyframe, creating an editable curve of a value mapped over time, in which results in animation. Other methods of animation include procedural and expression-based techniques: the former consolidates related elements of animated entities into sets of attributes, useful for creating particle effects and crowd simulations; the latter allows an evaluated result returned from a user-defined logical expression, coupled with mathematics, to automate animation in a predictable way (convenient for controlling bone behavior beyond what a hierarchy offers in skeletal system set up).
To create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new image that is similar to the previous image, but shifted slightly. This technique is identical to the illusion of movement in television and motion pictures.
In the enlarged portion of the image individual pixels are rendered as squares and can be easily seen.
In digital imaging, a pixel (or picture element[25]) is a single point in a raster image. Pixels are placed on a regular 2-dimensional grid, and are often represented using dots or squares. Each pixel is a sample of an original image, where more samples typically provide a more accurate representation of the original. The intensity of each pixel is variable; in color systems, each pixel typically has three subpixels such as red, green, and blue.
Graphics are visual representations on a surface, such as a computer screen. Examples are photographs, drawing, graphics designs, maps, engineering drawings, or other images. Graphics often combine text and illustration. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a distinctive style.
Rendering is the generation of a 2D image from a 3D model by means of computer programs. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texturing, lighting, and shading information as a description of the virtual scene.[26] The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The rendering program is usually built into the computer graphics software, though others are available as plug-ins or entirely separate programs. The term "rendering" may be by analogy with an "artist's rendering" of a scene. Although the technical details of rendering methods vary, the general challenges to overcome in producing a 2D image from a 3D representation stored in a scene file are outlined as the graphics pipeline along a rendering device, such as a GPU. A GPU is a device able to assist the CPU in calculations. If a scene is to look relatively realistic and predictable under virtual lighting, the rendering software should solve the rendering equation. The rendering equation does not account for all lighting phenomena, but is a general lighting model for computer-generated imagery. 'Rendering' is also used to describe the process of calculating effects in a video editing file to produce final video output.
3D projection
3D projection is a method of mapping three dimensional points to a two dimensional plane. As most current methods for displaying graphical data are based on planar two dimensional media, the use of this type of projection is widespread. This method is used in most real-time 3D applications and typically uses rasterization to produce the final image.
Example of shadingShading refers to depicting depth in 3D models or illustrations by varying levels of darkness. It is a process used in drawing for depicting levels of darkness on paper by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. There are various techniques of shading including cross hatching where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. The term has been recently generalized to mean that shaders are applied.
Texture mapping
Texture mapping is a method for adding detail, surface texture, or colour to a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Edwin Catmull in 1974. A texture map is applied (mapped) to the surface of a shape, or polygon. This process is akin to applying patterned paper to a plain white box. Multitexturing is the use of more than one texture at a time on a polygon.[27]Procedural textures (created from adjusting parameters of an underlying algorithm that produces an output texture), and bitmap textures (created in an image editing application or imported from a digital camera) are, generally speaking, common methods of implementing texture definition on 3D models in computer graphics software, while intended placement of textures onto a model's surface often requires a technique known as UV mapping (arbitrary, manual layout of texture coordinates) for polygon surfaces, while non-uniform rational B-spline (NURB) surfaces have their own intrinsic parameterization used as texture coordinates. Texture mapping as a discipline also encompasses techniques for creating normal maps and bump maps that correspond to a texture to simulate height and specular maps to help simulate shine and light reflections, as well as environment mapping to simulate mirror-like reflectivity, also called gloss.
Anti-aliasing
Rendering resolution-independent entities (such as 3D models) for viewing on a raster (pixel-based) device such as a liquid-crystal display or CRT television inevitably causes aliasing artifacts mostly along geometric edges and the boundaries of texture details; these artifacts are informally called "jaggies". Anti-aliasing methods rectify such problems, resulting in imagery more pleasing to the viewer, but can be somewhat computationally expensive. Various anti-aliasing algorithms (such as supersampling) are able to be employed, then customized for the most efficient rendering performance versus quality of the resultant imagery; a graphics artist should consider this trade-off if anti-aliasing methods are to be used. A pre-anti-aliased bitmap texture being displayed on a screen (or screen location) at a resolution different from the resolution of the texture itself (such as a textured model in the distance from the virtual camera) will exhibit aliasing artifacts, while any procedurally defined texture will always show aliasing artifacts as they are resolution-independent; techniques such as mipmapping and texture filtering help to solve texture-related aliasing problems.
Volume rendered CT scan of a forearm with different colour schemes for muscle, fat, bone, and blood
Usually these are acquired in a regular pattern (e.g., one slice every millimeter) and usually have a regular number of image pixels in a regular pattern. This is an example of a regular volumetric grid, with each volume element, or voxel represented by a single value that is obtained by sampling the immediate area surrounding the voxel.
3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object, called a "3D model", via specialized software. Models may be created automatically or manually; the manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D models may be created using multiple approaches: use of NURBs to generate accurate and smooth surface patches, polygonal mesh modeling (manipulation of faceted geometry), or polygonal mesh subdivision (advanced tessellation of polygons, resulting in smooth surfaces similar to NURB models). A 3D model can be displayed as a two-dimensional image through a process called 3D rendering, used in a computer simulation of physical phenomena, or animated directly for other purposes. The model can also be physically created using 3D Printing devices.
Donald P. Greenberg is a leading innovator in computer graphics. Greenberg has authored hundreds of articles and served as a teacher and mentor to many prominent computer graphic artists, animators, and researchers such as Robert L. Cook, Marc Levoy, Brian A. Barsky, and Wayne Lytle. Many of his former students have won Academy Awards for technical achievements and several have won the SIGGRAPH Achievement Award. Greenberg was the founding director of the NSF Center for Computer Graphics and Scientific Visualization.
Noll was one of the first researchers to use a digital computer to create artistic patterns and to formalize the use of random processes in the creation of visual arts. He began creating digital art in 1962, making him one of the earliest digital artists. In 1965, Noll along with Frieder Nake and Georg Nees were the first to publicly exhibit their computer art. During April 1965, the Howard Wise Gallery exhibited Noll's computer art along with random-dot patterns by Bela Julesz.
The study of computer graphics is a sub-field of computer science which studies methods for 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.
As an academic discipline, computer graphics studies the manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.
^The uncanny valley is a hypothesis in the field of robotics and 3D computer animation, which holds that when human replicas look and act almost, but not perfectly, like actual human beings, it causes a response of revulsion among human observers. The concept "valley" refers to the dip in a graph of the comfort level of humans as a function of a robot's human likeness.
^Peddie, Jon (2013). The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR. Springer. p. 101. ISBN978-1447149316.
Computer graphics is the branch of computer science dedicated to the creation, manipulation, and representation of visual data through computational processes, enabling the synthesis of images from mathematical models, datasets, or real-world inputs.[1][2] This field encompasses techniques for generating both static and dynamic visuals, ranging from simple 2D illustrations to complex 3D simulations.[3]The origins of computer graphics trace back to the 1950s, when early systems were developed for military and scientific visualization, such as interactive displays for flight simulation and data representation.[4] A pivotal advancement came in 1963 with Ivan Sutherland's Sketchpad, an innovative interactive program on the TX-2 computer that introduced core concepts like graphical user interfaces, constraint-based drawing, and object-oriented manipulation of line drawings.[5][6] By the 1970s, the establishment of ACM SIGGRAPH in 1969 and its first conference in 1974 fostered collaboration, standardizing practices and accelerating progress in areas like raster graphics and shading algorithms.[7][8]Key concepts in computer graphics include the graphics pipeline, which processes geometric primitives through transformations, rasterization, and rendering to produce pixel-based images on displays.[9] Fundamental elements involve modeling (defining shapes via polygons or curves), lighting and shading (simulating realistic illumination), and texturing (applying surface details).[1] Applications span diverse domains, including entertainment through video games and films, engineering design via CAD systems, medical imaging for diagnostics, and scientific visualization for data analysis.[10][11] Modern advancements, such as real-time ray tracing and GPU acceleration, continue to expand its role in virtual reality, augmented reality, and interactive simulations.[12]
Introduction
Definition and Scope
Computer graphics is the branch of computer science dedicated to the creation, manipulation, and representation of visual data through computational means, involving hardware, software, and algorithms to generate and display images.[13] This field encompasses the synthesis of both static and dynamic visuals, from simple line drawings to complex scenes, by processing geometric models, colors, and textures via mathematical transformations.[14]The scope of computer graphics extends across several interconnected subfields, including 2D and 3D modeling for defining object shapes, animation for simulating motion, rendering for producing final images from models, and visualization techniques that enhance human-computer interaction through graphical interfaces.[15] It is inherently interdisciplinary, drawing on principles from computer science for algorithmic efficiency, mathematics for geometric computations and linear algebra in transformations, and art for aesthetic principles in composition and lighting.[16] These elements converge to produce visuals used in applications ranging from entertainment and design to scientific simulation.Unlike photography, which captures real-world scenes through analog or digital recording of light, computer graphics emphasizes synthetic image synthesis, where visuals are generated entirely from abstract data or models without direct reference to physical reality.[17] It also differs from image processing, which primarily manipulates and analyzes pre-existing images—such as enhancing contrast or detecting edges—by focusing instead on the generation of new content from mathematical descriptions, though the two fields overlap in areas like texture mapping.[18]The evolution of computer graphics has progressed from rudimentary wireframe displays in the mid-20th century, which outlined basic geometric structures using vector-based lines, to contemporary photorealistic real-time rendering capable of simulating complex lighting and materials. This advancement has been propelled by specialized hardware, particularly graphics processing units (GPUs), which parallelize computations to handle vast pixel arrays and shading operations efficiently.[19]
Historical Context and Evolution
The roots of computer graphics trace back to pre-1950s advancements in mathematics, particularly projective geometry, which provided the foundational principles for perspective representation that later informed digital rendering techniques.[20] Early electronic computing efforts in the mid-20th century laid the groundwork for the computational power required in graphics by enabling complex numerical processing.Computer graphics evolved from specialized military and academic tools in the mid-20th century to widespread consumer applications, driven by key hardware and software milestones. The adoption of cathode-ray tube (CRT) displays in systems like MIT's Whirlwind computer in the early 1950s enabled the first interactive visual outputs, transitioning from static calculations to dynamic imagery. A pivotal moment came in 1963 with Ivan Sutherland's Sketchpad, an innovative program that introduced interactive drawing on a CRT using a light pen, marking the emergence of graphical user interfaces and basic interactive modeling concepts in academia.[21]This progression brought significant societal impacts across decades. In the 1970s, the establishment of ACM SIGGRAPH in 1969 and its first conference in 1974 fostered collaboration and standardization in the field, while arcade games such as Pong (1972) popularized raster graphics in entertainment, making computer-generated visuals accessible to the public and spurring hardware innovations for real-time rendering.[22] The 1990s saw computer-generated imagery (CGI) transform filmmaking, exemplified by the dinosaurs in Jurassic Park (1993), where Industrial Light & Magic integrated CGI with live action to achieve photorealistic effects, influencing visual effects standards.[23] By the 2010s, the rise of mobile computing and virtual reality (VR) devices, including the Oculus Rift prototype in 2012 and smartphone-based VR like Google Cardboard in 2014, expanded graphics into immersive personal experiences, fueled by portable GPUs.[24] In the 2020s, real-time ray tracing and AI-driven techniques, such as generative models for content creation, have further advanced rendering realism and efficiency as of 2025.[25]Central to this evolution were drivers like Moore's Law, which predicted the doubling of transistors on chips roughly every two years, exponentially increasing computational power for rendering complex scenes from the 1970s onward.[19] Standardization efforts, such as the release of the OpenGLAPI in 1992 by Silicon Graphics, facilitated cross-platform development and hardware acceleration, enabling broader adoption in professional and consumer software.[26]
Fundamentals
Pixels and Image Representation
In computer graphics, a pixel serves as the fundamental building block of raster images, defined as the smallest addressable element within the image grid, typically modeled as a square area holding color information such as red, green, and blue (RGB) values or extended to include alpha for transparency (RGBA).[27] This discrete unit enables the representation of visual data on digital displays and storage media, where each pixel's position is specified by integer coordinates in a two-dimensional array.[28]Raster images, which form the core of pixel-based representation, consist of a uniform grid of these pixels arranged in rows and columns, differing from vector graphics that rely on mathematical equations for scalable shapes.[29] The resolution of such an image—quantified by the total number of pixels, often in megapixels (one million pixels)—directly influences visual fidelity and computational demands; for instance, a higher megapixel count enhances detail and sharpness but increases file size proportionally due to the additional storage required for more pixels.[30] Additionally, resolution is commonly expressed in dots per inch (DPI) or pixels per inch (PPI), a metric that relates pixel density to physical output, where greater values yield finer quality in printed or displayed results at the cost of larger data volumes.[31]Color models provide the framework for assigning values to pixels, with the RGB model predominant in computer graphics for its additive nature, suited to emissive displays like monitors.[32] In RGB, a pixel's color is specified by independent intensities for the red, green, and blue primary channels, each typically ranging from 0 to 1 (or 0 to 255 in 8-bit representation), which the display additively combines to produce the perceived color, with each channel value clamped to prevent overflow. This model contrasts with CMYK, a subtractive scheme using cyan, magenta, yellow, and black for reflective media like printing, and HSV, which separates hue, saturation, and value for intuitive perceptual adjustments.[33] Bit depth quantifies the precision of these color assignments, with each channel typically allocated 8 bits in standard 24-bit color (8 bits per RGB channel), enabling 256 levels per primary and thus approximately 16.7 million distinct colors per pixel; deeper bits, such as 16 per channel, support high dynamic range for advanced rendering but demand more memory.[34]The process of converting continuous scenes to pixel grids introduces sampling, where images are discretized at regular intervals to capture spatial frequencies. Aliasing arises as a distortion when this sampling inadequately represents high-frequency details, manifesting as jagged edges or moiré patterns in graphics.[35] The Nyquist-Shannon sampling theorem addresses this by stipulating that the sampling rate must be at least twice the highest frequency component in the original signal to enable accurate reconstruction without aliasing artifacts— in pixel terms, this implies a resolution sufficient to resolve fine details, typically achieved through higher pixel densities or anti-aliasing filters in rendering pipelines.[36] For digital images, adhering to this theorem ensures that the pixel grid faithfully approximates the underlying continuous geometry, minimizing visual errors in applications from texture mapping to final output.[37]
Geometric Primitives and Modeling Basics
Geometric primitives serve as the fundamental building blocks in computer graphics, enabling the representation and manipulation of shapes in both two-dimensional (2D) and three-dimensional (3D) spaces. These primitives include basic elements such as points, lines, polygons, and curves, which can be combined to form more complex models. Points represent zero-dimensional locations, lines connect two points to define one-dimensional edges, polygons enclose areas using connected lines, and curves provide smooth, non-linear paths.[38]In 2D graphics, lines are rasterized into pixels using efficient algorithms to approximate continuous paths on discrete displays. Bresenham's line algorithm, developed in 1965, determines the optimal pixels for drawing a line between two endpoints by minimizing error in an incremental manner, avoiding floating-point operations for speed on early hardware.[39] Polygons, formed by closed chains of lines, require filling rules to distinguish interior regions from exteriors during rendering. The even-odd rule fills a point if a ray from it intersects an odd number of polygon edges, while the nonzero winding rule considers edge directions and fills if the net winding number around the point is nonzero. These rules, standardized in vector graphics formats like SVG, handle self-intersecting polygons differently.[40] Curves, such as Bézier curves, extend straight-line primitives by defining smooth paths through control points. Quadratic and cubic Bézier curves, popularized by Pierre Bézier in the 1960s for automotive design, use Bernstein polynomials to interpolate positions parametrically.[41]The mathematical foundation for manipulating these primitives relies on coordinate systems and linear transformations. Cartesian coordinates represent points as (x, y) pairs in a Euclidean plane, providing a straightforward basis for positioning. Homogeneous coordinates extend this to (x, y, w), where w normalizes the position (typically w=1 for affine points), facilitating uniform matrix representations for translations alongside other operations.[42] Transformations such as translation, rotation, and scaling are applied via 3x3 matrices in homogeneous 2D space. For example, rotation by an angle θ around the origin uses the matrix:cosθsinθ0−sinθcosθ0001This matrix, derived from linear algebra, rotates a point vector by multiplying it on the left, preserving the homogeneous form.[38] Similar matrices exist for translation (adding offsets via the third column) and scaling (diagonal factors for x and y).Building complex models from primitives involves hierarchical constructions, where simpler shapes combine into scenes. Constructive solid geometry (CSG) achieves this through Boolean operations like union (combining volumes), intersection (common overlap), and difference (subtraction), applied to primitives such as spheres or polyhedra; formalized by Requicha in 1980, CSG provides a compact, hierarchical representation for solid modeling without explicit surface enumeration. This approach underpins scene composition in graphics pipelines, allowing efficient evaluation during rendering.
2D Graphics Techniques
Raster Graphics
Raster graphics represent images as a dense grid of discrete picture elements, or pixels, where each pixel holds color and intensity values, enabling the creation of detailed 2D visuals suitable for fixed-resolution displays. This pixel-based approach facilitates efficient manipulation and rendering on raster devices like monitors and printers, forming the backbone of digital imaging in computing. The fixed nature of the pixel grid contrasts with scalable alternatives like vector graphics, prioritizing photorealism and texture over infinite scalability.The rasterization process converts geometric primitives—such as points, lines, and filled polygons—into corresponding pixel colors on the grid, ensuring accurate representation of shapes. A key technique is the scanline algorithm, which iterates through image rows (scanlines) to compute intersections with primitive edges, then fills horizontal spans between those points to shade interiors. Developed in early graphics research, this method achieves efficiency by processing data sequentially, minimizing memory access for edge tables and active lists that track ongoing intersections across scanlines.To resolve visibility among overlapping primitives in a scene, Z-buffering maintains a per-pixel depth value, comparing incoming fragment depths against stored ones. For each potential pixel update, the test condition is typically znew<zbuffer[x,y] (assuming smaller z indicates proximity to the viewer). If true, the buffer and color buffer are updated, discarding farther fragments. This image-space approach, introduced in foundational work on curved surface display, handles arbitrary overlaps without preprocessing sort order.[43]Image manipulation in raster graphics often employs convolution filters to alter pixel values based on neighborhoods, enhancing or smoothing content. Gaussian blurring, a low-pass filter for noise reduction and detail softening, applies a separable 2D kernel defined asG(x,y)=2πσ21exp(−2σ2x2+y2),where σ controls spread; the image is convolved row-wise then column-wise for efficiency. This isotropic filter preserves edges better than uniform box blurs while simulating natural defocus.[44]Anti-aliasing mitigates aliasing artifacts like jagged edges from discrete sampling, with supersampling as a robust method that renders primitives at a higher resolution (e.g., 4x samples per pixel) before averaging to the target grid. This prefiltering approximates continuous coverage, reducing moiré patterns and staircasing in shaded regions, though at computational cost proportional to sample count. Pioneered in analyses of sampling deficiencies in shaded imagery, supersampling remains a reference for quality despite modern optimizations.Common raster formats balance storage and fidelity through compression. The BMP (Bitmap) format, specified by Microsoft for device-independent storage, holds uncompressed or RLE-compressed pixel data in row-major order. It supports 1- to 32-bit depths with optional palettes for indexed colors. Rows are padded to 4-byte multiples for alignment. JPEG employs lossy compression via the Discrete Cosine Transform (DCT) on 8x8 blocks. This transforms spatial data to frequency coefficients withF(u,v)=N2C(u)C(v)x=0∑N−1y=0∑N−1f(x,y)cos[2Nπ(2x+1)u]cos[2Nπ(2y+1)v],where C(k)=1/2 for k=0 else 1, followed by quantization and Huffman encoding to discard imperceptible high frequencies.[45] In contrast, PNG uses lossless DEFLATE compression—LZ77 dictionary matching plus Huffman coding—after adaptive row filtering to predict pixel values, yielding smaller files than BMP for complex images while preserving exact data.[46]In 2D applications, raster techniques enable sprite creation. Sprites are compact bitmap images that represent movable objects, such as characters in games. They are rendered via fast bitwise operations (bit blitting) to achieve real-time performance. Pixel art generation leverages limited palettes and applies dithering to approximate intermediate shades. The Floyd-Steinberg error-diffusion algorithm propagates quantization errors to adjacent pixels with weights [7/16 right, 3/16 below-left, 5/16 below, 1/16 below-right], creating perceptual gradients without banding.
Vector Graphics
Vector graphics represent images through mathematical descriptions of geometric paths, such as lines, curves, and shapes, rather than fixed pixel grids. This approach defines objects using coordinates and attributes like position, length, and curvature, enabling infinite scalability without degradation in quality.A prominent example is Scalable Vector Graphics (SVG), an XML-based standard developed by the World Wide Web Consortium (W3C) for describing two-dimensional vector and mixed vector/raster content. SVG supports stylable, resolution-independent graphics suitable for web applications, allowing elements like paths and shapes to be manipulated programmatically.Paths in vector graphics are commonly represented using Bézier curves, which provide smooth, parametric curves controlled by a set of points. The cubic Bézier curve, widely used due to its balance of flexibility and computational efficiency, is defined by four points P0, P1, P2, and P3 with the parametric equation:P(t)=(1−t)3P0+3(1−t)2tP1+3(1−t)t2P2+t3P3,t∈[0,1]Here, P0 and P3 are endpoints, while P1 and P2 act as control points influencing the curve's direction without necessarily lying on it.[47] For complex shapes, multiple Bézier segments are joined using splines, such as B-splines, which ensure C2 continuity (smooth second derivatives) at connections for natural, flowing contours. B-splines approximate curves via piecewise polynomials defined over control polygons, offering local control where adjusting one segment minimally affects others.[48]To render vector graphics on raster displays or printers, paths undergo outline filling to color interiors and stroking to draw boundaries, often with customizable properties like line width, caps, and joins. Filling algorithms, such as even-odd or nonzero winding rules, determine enclosed areas, while stroking traces the path with a brush-like operation. This rasterization preserves sharpness across scales, making vector graphics ideal for high-resolution printing where pixelation would otherwise occur.[49]Key standards include the PostScript page description language, introduced by Adobe in 1982, which uses vector commands to describe document layouts and graphics for precise output on imaging devices. PostScript's stack-based model supports complex path constructions and became foundational for desktop publishing.[50] Vector principles also underpin digital typography, as seen in TrueType fonts, where glyph outlines are defined by quadratic Bézier curves for scalable rendering across sizes and resolutions. Developed jointly by Apple and Microsoft in the late 1980s, TrueType ensures consistent character appearance in vector-based systems.[51]
3D Graphics Techniques
3D Modeling
3D modeling in computer graphics involves creating digital representations of three-dimensional objects and scenes using mathematical structures that capture spatial geometry. These models serve as the foundation for visualization, simulation, and interaction in applications ranging from video games to scientific visualization. Key to this process is the use of primitives, techniques for manipulation, specialized data structures for organization and efficiency, and robust coordinate systems to handle transformations without artifacts.
3D Primitives
The most common 3D primitives are polygonal meshes, which consist of vertices defining positions in space, edges connecting those vertices, and faces—typically triangles or quadrilaterals—enclosing surfaces. These meshes approximate curved surfaces through tessellation and are widely used due to their compatibility with hardware acceleration in rendering pipelines. For volumetric data, such as in medical imaging or fluid simulations, voxels (volume elements) represent space as a 3D grid of cubic cells, each storing attributes like density or color, enabling precise modeling of internal structures without explicit surfaces. Parametric surfaces, exemplified by Non-Uniform Rational B-Splines (NURBS), define shapes through control points, weights, and knot vectors in a parametric equation, allowing compact representation of smooth, free-form curves and surfaces like those in automotive design.[52][53][54]
Modeling Techniques
Polygonal modeling begins with basic primitives like cubes or spheres and builds complexity through operations such as edge looping, vertex manipulation, and face subdivision. Subdivision surfaces extend this by iteratively refining meshes to produce smooth limits; the Catmull-Clark algorithm, for instance, applies rules to faces, edges, and vertices to generate bicubic B-spline patches from arbitrary quadrilateral topologies, achieving C² continuity except at extraordinary points. Digital sculpting simulates traditional clay work by displacing vertices in a high-resolution mesh, often using brushes to add or subtract detail dynamically, while extrusion pushes selected faces or edges along a direction to create volume from 2D profiles. Constructive Solid Geometry (CSG) combines primitives like spheres and cylinders using Boolean operations—union, intersection, and difference—to form complex solids, preserving watertight topology for applications requiring precise boundaries.[52][55]
Data Structures
Scene graphs organize 3D models hierarchically as directed acyclic graphs, where nodes represent objects, transformations, or groups, and edges denote parent-child relationships, facilitating efficient traversal for updates and culling. Bounding volumes enclose models to accelerate spatial queries; axis-aligned bounding boxes (AABBs) use min/max coordinates for rapid intersection tests via simple component-wise comparisons, while bounding spheres offer rotation-invariant enclosure with center-radius definitions, ideal for hierarchical acceleration structures like BVHs. These structures reduce computational overhead in collision detection and visibility determination by approximating complex geometry with simpler proxies.[56][57]
Coordinate Systems
3D models operate in multiple coordinate systems: object space defines geometry relative to the model's local origin, while world space positions it within the global scene, achieved via transformation matrices for translation, scaling, and rotation. To avoid gimbal lock in rotations—where axes align causing loss of degrees of freedom—quaternions represent orientations as unit vectors in four dimensions, formulated as q=w+xi+yj+zk, where i,j,k are imaginary units and w is the real part; multiplication composes rotations smoothly via spherical linear interpolation (SLERP). This approach ensures numerical stability and constant-time interpolation for animations.[58][59]
3D Animation
3D animation involves the creation of moving images in a three-dimensional digital environment, where 3D models are manipulated over time to simulate lifelike motion. This process builds upon static 3D models by defining transformations such as translation, rotation, and scaling across sequential frames, typically at rates of 24 to 60 frames per second to achieve fluid playback. Key techniques include procedural methods for generating motion and data-driven approaches that leverage real-world recordings, enabling applications in film, video games, and virtual reality.Central to effective 3D animation are the 12 principles originally developed by Disney animators Ollie Johnston and Frank Thomas, which emphasize natural movement and expressiveness even in digital contexts. These principles are:
Squash and stretch, which conveys flexibility by deforming objects to imply weight and momentum;
Anticipation, preparing viewers for an action through preparatory poses;
Staging, focusing attention on essential elements;
Straight-ahead action and pose-to-pose, balancing spontaneous and planned animation;
Follow-through and overlapping action, where parts of a body lag behind the main motion;
Slow in and slow out, easing acceleration and deceleration;
Arcs, tracing natural curved paths for limbs and objects;
Secondary action, adding supporting motions like hair sway;
Timing, controlling speed to reflect mood;
Exaggeration, amplifying traits for clarity;
Solid drawing, maintaining volume and perspective;
Appeal, designing engaging characters.
These guidelines, adapted from traditional hand-drawn animation, guide animators in avoiding stiff or unnatural results in 3D workflows.[60]Keyframe animation serves as a foundational technique, where animators specify poses at selected frames (keyframes) and use interpolation to generate intermediate frames. Linear interpolation provides straight-line transitions between keyframes, suitable for uniform motion, while more advanced methods like cubic Bézier interpolation create smoother curves by fitting polynomials through control points, often incorporating tangent handles at keyframes to define acceleration. In cubic Bézier interpolation for a segment defined by four control points (including derived tangents from adjacent keyframes), the position P(t) at parameter t (where 0≤t≤1) is computed as:P(t)=∑bi(t)Piwhere bi(t) are the Bernstein basis functions, providing C∞ smoothness within each segment for realistic acceleration when segments are properly joined. This approach, refined in keyframe systems, allows precise control over timing and easing.[61]Rigging prepares 3D models for animation by constructing a skeletal hierarchy of bones connected at joints, mimicking anatomical structures to drive deformations. Skinning then binds the model's surface mesh to this skeleton, typically using linear blend skinning where vertex positions are weighted sums of transformations from nearby bones, preventing unnatural stretching during poses. Inverse kinematics (IK) solvers enhance rigging by computing joint angles to reach a target end-effector position while respecting constraints like joint limits, often via analytical methods for simple chains or numerical optimization for complex ones. Welman's 1988 work introduced geometric constraints in IK for articulate figures, enabling intuitive manipulation in animation tools.[62]Physics-based animation simulates realistic dynamics using numerical integration of physical equations, contrasting with purely kinematic approaches. For rigid body dynamics, Euler integration approximates motion by updating velocity and position incrementally:vt+1=vt+adt,xt+1=xt+vt+1dtwhere v is velocity, a is acceleration, x is position, and dt is the time step; this explicit method is simple but can accumulate errors, often stabilized with constraints in animation pipelines. Hahn's 1988 framework merged kinematics and dynamics for articulated rigid bodies, producing lifelike interactions like collisions. Particle systems complement this by modeling fuzzy phenomena such as fire or smoke as clouds of independent particles governed by stochastic forces, velocityinheritance, and lifespan, pioneered by Reeves in 1983 for effects in films like Star Trek II.[63]Motion capture provides data-driven animation by recording human performers' movements using optical sensors, inertial devices, or magnetic trackers, capturing joint positions and orientations for retargeting to digital characters. This technique yields high-fidelity, natural motion, reducing manual keyframing while allowing edits for exaggeration or stylization. Blending trees organize motion capture clips hierarchically, using weighted interpolation to transition between actions like walking and running based on parameters such as speed, enabling responsive character control in interactive applications. Rose et al.'s 1998 multidimensional interpolation technique formalized adverbial blending of verb-like base motions, supporting seamless combinations from capture data.[64]
Rendering Methods
Rasterization
Rasterization is a core rendering technique in computer graphics that converts 3D geometric primitives, such as triangles derived from 3D models, into a 2D raster image suitable for display on pixel-based screens, prioritizing real-time performance through hardware acceleration on graphics processing units (GPUs).[65] This process forms the backbone of the fixed-function graphics pipeline, enabling efficient rendering of complex scenes in applications like video games and interactive simulations by approximating lighting and visibility without simulating full physical interactions.[66]The rasterization pipeline begins with vertex processing, where input vertices from 3D models undergo transformations to position them in screen space. This stage applies a series of 4x4 homogeneous transformation matrices to handle translations, rotations, scaling, and perspective projection in a unified manner; for instance, a point (x,y,z) is represented as (x,y,z,1) and multiplied by the model-view-projection matrix to yield clip-space coordinates.[67] Following vertex processing, primitive assembly groups transformed vertices into primitives like triangles, preparing them for subsequent steps.[65]Rasterization then generates fragments by scan-converting primitives onto the 2D screen grid, determining which pixels each primitive covers and interpolating attributes such as color and texture coordinates across the primitive's surface.[66] In the fragment shading stage, these interpolated values are used to compute the final pixel color, often incorporating lighting models to simulate surface appearance.[65]To enhance efficiency, the pipeline incorporates culling and clipping mechanisms. Back-face culling discards primitives facing away from the viewer by computing the dot product of the surface normal n and the view direction v; if n⋅v<0, the primitive is culled, reducing unnecessary processing by up to 50% for closed meshes.[68] Clipping removes portions of primitives outside the view frustum, followed by viewport transformation, which maps normalized device coordinates to pixel positions on the screen buffer.[65]Shading models in rasterization approximate local illumination at each fragment. The Phong reflection model, a widely adopted empirical approach, computes intensity I as the sum of ambient, diffuse, and specular components:I=Iaka+Idkd(n⋅l)+Isks(r⋅v)pwhere Ia,Id,Is are light intensities, ka,kd,ks are material coefficients, l is the light direction, r is the reflection vector, v is the view direction, and p controls specular highlight sharpness; the diffuse and specular terms are typically clamped to zero if negative.[69] This model is implemented on GPUs via programmable shaders, where vertex shaders handle per-vertex transformations and fragment shaders compute per-pixel shading, allowing flexible customization while maintaining high throughput.[70]Optimizations like level-of-detail (LOD) further boost performance by simplifying geometry based on distance from the viewer. In LOD schemes, distant objects use lower-resolution meshes with fewer primitives, reducing the rasterization workload; for example, view-dependent LOD selects detail levels to balance quality and frame rate, achieving smooth transitions without popping artifacts.[71] These techniques ensure rasterization remains viable for real-time rendering of dynamic 3D scenes.[72]
Ray Tracing and Global Illumination
Ray tracing is a rendering technique that simulates the physical paths of light rays to generate realistic images by tracing rays from the camera through each pixel and into the scene. Primary rays are cast from the camera position through each pixel on the image plane, determining the initial intersection with scene geometry to establish visibility and direct shading. For efficient intersection testing, algorithms like the slab method compute whether a ray intersects an axis-aligned bounding box (AABB) by calculating entry and exit points along each axis, forming "slabs" between the box's min and max planes, which allows quick culling of non-intersecting volumes. Upon intersection with a surface, secondary rays are recursively generated for specular reflections, refractions, and shadows, tracing light paths to light sources or further bounces to compute color contributions based on material properties and the illumination model.[73][74]Global illumination extends ray tracing to account for indirect lighting effects, such as interreflections and caustics, by simulating the full transport of light energy within the scene. The radiosity method, particularly effective for diffuse surfaces, solves a system of linear equations to compute the total outgoing radiance from each surface patch, incorporating form factors that represent the geometric transfer of light between patches and enabling precomputation for complex environments with hidden surfaces. For more general cases including specular effects, path tracing uses Monte Carlo integration to unbiasedly sample light paths, solving the rendering equation which describes outgoing radiance at a point p in direction ωo as the sum of emitted light and the integral over the hemisphere of incoming radiance modulated by the BRDF and cosine term:Lo(p,ωo)=Le(p,ωo)+∫Ωfr(p,ωi,ωo)Li(p,ωi)(ωi⋅n)dωiThis integral is approximated by averaging multiple random path samples per pixel, though it introduces noise that requires many samples for convergence.[75]To address the computational cost of ray tracing, acceleration structures like the bounding volume hierarchy (BVH) organize scene primitives into a tree of nested bounding volumes, typically AABBs, enabling efficient traversal where rays query nodes in O(logn) time on average by pruning subtrees whose bounds are missed. The BVH construction partitions geometry hierarchically, with leaf nodes containing primitives, allowing ray-object intersections to be reduced from O(n) to logarithmic complexity through top-down or bottom-up building strategies.Modern advancements have enabled real-time ray tracing through specialized hardware, such as NVIDIA's RTX platform introduced in 2018 with the Turing architecture, which includes dedicated ray-tracing cores for accelerating BVH traversal and intersection tests at interactive frame rates. To mitigate noise in low-sample real-time renders, AI-based denoising techniques, leveraging convolutional neural networks trained on noisy-clean image pairs, post-process the output to reconstruct high-fidelity images while preserving details like edges and textures.[76]
Advanced Topics
Volume Rendering
Volume rendering is a technique for visualizing three-dimensional scalar fields, representing data as a continuous distribution of densities or intensities rather than discrete surfaces. These scalar fields, often stored as 3D arrays or voxel grids, capture volumetric information such as density variations in medical scans or simulation outputs.[77] For example, computed tomography (CT) scans produce such 3D arrays where each voxel holds a scalar value indicating tissue density.[78]One common approach to rendering volume data involves extracting isosurfaces, which are surfaces where the scalar field equals a constant value, effectively polygonizing the level sets for display. The marching cubes algorithm achieves this by dividing the volume into cubic cells and determining triangle configurations at each cell based on vertex scalar values relative to the isosurface threshold, generating a triangulated mesh suitable for conventional rendering pipelines.[79] Introduced by Lorensen and Cline in 1987, this method has become a foundational tool for converting implicit volumetric representations into explicit geometric models, particularly in medical imaging where it enables detailed surface reconstructions of organs.[79]Direct volume rendering, in contrast, avoids surface extraction by integrating along rays through the volume to compute pixel colors directly from the scalar data. This process, known as ray marching, samples the volume at intervals along each viewing ray and accumulates contributions using an optical model that simulates light absorption and emission. The core of this model is the Beer-Lambert law for transmittance, which describes how light intensity diminishes through a medium:T(t)=exp(−∫0tσ(s)ds)where T(t) is the transmittance at distance t, and σ(s) is the extinction coefficient along the path.[80] Pioneered by Levoy in 1988, direct volume rendering employs transfer functions to map scalar values to optical properties like color and opacity, allowing selective visualization of internal structures without geometric preprocessing.[77] These functions, often multi-dimensional to incorporate gradients for edge enhancement, enable opacity mapping that reveals semi-transparent volumes, such as blood vessels in angiography.[81]In applications, volume rendering excels in medical imaging by providing opacity-mapped views of patient anatomy, facilitating diagnosis through interactive exploration of CT or MRI data.[78] It also supports scientific simulations, such as flow visualization in fluid dynamics, where transfer functions highlight velocity fields or particle densities to uncover patterns in complex datasets.[82]To achieve real-time performance, especially for large datasets, GPU acceleration leverages texture-based slicing, where the volume is stored as a 3D texture and rendered by compositing 2D slices perpendicular to the viewing direction using alpha blending.[83] The shear-warp factorization further optimizes this by transforming the volume into a sheared intermediate space for efficient memory access and projection, reducing computational overhead while preserving image quality, as demonstrated in Lacroute and Levoy's 1994 implementation.[84] These hardware-accelerated methods have enabled interactive rendering of volumes exceeding hundreds of millions of voxels on modern GPUs.[85]
AI-Driven Graphics and Generative Models
AI-driven graphics has transformed computer graphics by leveraging machine learning to automate and enhance the creation, manipulation, and rendering of visual content, particularly since the 2010s. These techniques enable the synthesis of photorealistic images, videos, and 3D scenes from limited inputs, surpassing traditional rule-based methods in flexibility and quality. Key advancements include generative adversarial networks (GANs) and diffusion models, which power applications from artistic creation to virtual reality.[86]Generative models, such as GANs, have revolutionized image synthesis by training two neural networks—a generator that produces synthetic data and a discriminator that distinguishes real from fake—in an adversarial manner. The foundational GAN framework minimizes a loss function defined as L=E[logD(x)]+E[log(1−D(G(z)))], where D is the discriminator, G is the generator, x represents real data, and z is random noise, leading to high-fidelity outputs after convergence.[86] A prominent example is StyleGAN, which applies style-based architectures to generate highly detailed human faces, achieving unprecedented realism in facial attribute control through progressive growing and adaptive instance normalization.[87]Diffusion models offer an alternative to GANs by modeling data generation as a probabilistic process of gradually adding and removing noise. The Denoising Diffusion Probabilistic Models (DDPM) framework formalizes this by forward-diffusing data into noise over T steps and learning a reverse process to iteratively denoise samples back to the data distribution, parameterized by a variance-preserving Markov chain.[88] This approach excels in producing diverse, high-quality images and has become foundational for scalable generative tasks.In rendering, AI techniques accelerate computationally intensive processes. Convolutional neural networks (CNNs) enable super-resolution upsampling by learning end-to-end mappings from low- to high-resolution images, as demonstrated in early works that upscale images by factors of 2–4 with minimal perceptual loss. For ray tracing, which often produces noisy outputs due to Monte Carlo sampling, deep learning denoisers filter variance while preserving details; a machine learning approach trains regressors on noisy-clean image pairs to predict pixel values, reducing render times by orders of magnitude in production pipelines.[89]Procedural generation has been augmented by neural representations for efficient scene synthesis. Neural Radiance Fields (NeRF) model 3D scenes as continuous functions via a multilayer perceptron (MLP) that outputs volume density σ=f(r,θ), where r is the 3D position and θ the viewing direction, enabling novel view synthesis from sparse images with photorealistic quality.[90] Style transfer extends this to domain adaptation, with CycleGAN facilitating unpaired image-to-image translation through cycle-consistency losses that enforce bidirectional mappings without aligned training data, useful for artistic stylization in graphics workflows.[91]Despite these advances, AI-driven graphics faces ethical challenges, notably biases in generated content stemming from skewed training datasets. For instance, models like Stable Diffusion, a 2022 latent diffusion system for text-to-image generation, can perpetuate racial and gender stereotypes in outputs, such as associating professions with specific demographics unless mitigated.[92] Ongoing research emphasizes debiasing strategies to ensure equitable representations in deployed systems.Subsequent developments as of 2025 have further expanded these capabilities. Enhanced diffusion models, such as Stable Diffusion 3 released in June 2024, improve text-to-image fidelity and prompt adherence using larger architectures and refined training.[93] Text-to-video generation advanced with OpenAI's Sora, announced in February 2024 and publicly released in December 2024, enabling up to 20-second clips at 1080p resolution from textual descriptions.[94] In 3D graphics, 3D Gaussian Splatting, introduced in 2023, provides real-time radiance field rendering by representing scenes as anisotropic Gaussians, offering faster training and synthesis compared to NeRF while supporting novel view generation.[95]
History
Early Innovations (1950s–1970s)
The origins of computer graphics in the 1950s were rooted in military and research applications that leveraged cathode-ray tube (CRT) displays for real-time visualization. In 1951, the Whirlwind computer at MIT introduced one of the earliest vectorscope-type graphics displays, using a CRT oscilloscope to render lines and text in real time, enabling interactive output for simulations and control systems.[96] This system marked a foundational step in graphical computing, as it was the first to support real-time video and graphic display on a large oscilloscope screen.[97] By 1958, the Semi-Automatic Ground Environment (SAGE) air defense system, developed by MIT's Lincoln Laboratory, advanced these capabilities with large-scale CRT displays that integrated radar data, allowing operators to view and interact with symbolic representations of aircraft tracks and threats on shared screens.[98] SAGE's implementation represented the first major networked command-and-control system to use computer-generated graphics for real-time surveillance, processing inputs from multiple radars to produce coordinated visual outputs.[99]The 1960s saw the emergence of interactive and artistic applications, expanding graphics beyond utilitarian displays. In 1963, Ivan Sutherland's Sketchpad system, developed on the TX-2 computer at MIT Lincoln Laboratory, pioneered the first graphical user interface (GUI) through a light pen that allowed users to draw, manipulate, and constrain geometric shapes directly on a vector CRT display.[21] Sketchpad introduced core concepts like object-oriented drawing and real-time feedback, enabling man-machine communication via line drawings and enabling the creation of complex diagrams with recursive structures.[6] Concurrently, artistic experimentation gained traction; in 1965, A. Michael Noll at Bell Telephone Laboratories produced some of the earliest computer-generated art, including algorithmic pieces like "Gaussian-Quadratic" and simulations of abstract paintings, plotted on digital plotters and exhibited in the first U.S. show of such works at Howard Wise Gallery.[100] Noll's contributions demonstrated the creative potential of random processes in generating visual patterns, bridging engineering and aesthetics in early digital imagery.[101]By the 1970s, advancements addressed visibility and modeling challenges, while hardware limitations began to evolve. In 1969, John Warnock's algorithm for hidden surface removal, developed at the University of Utah, introduced a recursive area subdivision method to determine visible surfaces in 3D scenes, dividing the screen into regions and resolving overlaps hierarchically for halftone picture representation.[102] This technique was pivotal for rendering coherent images from wireframe models, influencing subsequent hidden-line and surface algorithms.[103] A landmark modeling example emerged in 1975 with Martin Newell's Utah teapot, a 3D bicubic patch surface created at the University of Utah to test rendering systems, consisting of 200 control points that became a standard benchmark for graphics algorithms due to its complex curvature.[104]Early hardware posed significant constraints, primarily relying on vector displays that drew lines directly on CRTs but struggled with filled areas, color, and persistence, leading to flicker and limited complexity in scenes.[105] These systems, dominant from the 1950s through the early 1970s, required no frame buffer but were inefficient for dense imagery, as memory costs made storing pixel data prohibitive until the mid-1970s.[106] The transition to raster displays accelerated in the 1970s with declining memory prices, enabling frame buffers to hold arrays of pixels for filled polygons and shading, thus supporting more realistic and colorful graphics in research environments.[107] This shift addressed vector limitations, fostering the growth of interactive 3D modeling and animation prototypes.[108]
Commercial Expansion (1980s–2000s)
The 1980s represented a pivotal era for the commercialization of computer graphics, as academic and research-driven innovations transitioned into viable industry tools and products. Pixar Animation Studios originated in 1979 as the Graphics Group within Lucasfilm's Computer Division, focusing on advanced rendering and animation technologies that would later enable feature-length CGI productions. In 1986, the group spun off as an independent entity under Steve Jobs, who acquired it for $5 million and restructured it to emphasize hardware sales alongside software development, marking a key step toward market viability. This foundation supported early milestones like the development of RenderMan software in 1988, which introduced programmable shading languages to simulate realistic materials and lighting, influencing subsequent film and animation workflows. Hardware advancements complemented these efforts, with IBM releasing the 8514/A graphics adapter in April 1987 as part of its Personal System/2 line; this fixed-function accelerator supported resolutions up to 1024×768 with 256 colors from 512 KB of VRAM, facilitating professional CAD and graphical user interfaces on PCs.By the 1990s, standardization of APIs accelerated adoption across gaming and professional sectors. Silicon Graphics released OpenGL 1.0 in 1992 as an open, cross-platform specification for 2D and 3D graphics, evolving from its proprietary IRIS GL system and enabling hardware-accelerated rendering on diverse platforms. Microsoft launched DirectX 1.0 in 1995 to streamline multimedia development on Windows, integrating Direct3D for 3D graphics and providing low-level hardware access that reduced overhead for real-time applications. These standards powered breakthroughs in interactive media, such as id Software's Quake (June 1996), which introduced a fully polygonal 3D engine with axial lighting and OpenGL support for hardware acceleration, achieving real-time rendering at 30 frames per second on capable systems and setting benchmarks for first-person shooters. In cinema, James Cameron's Titanic (1997) leveraged over 300 CGI shots created by Digital Domain, including digital recreations of the ship, 400 extras via crowd simulation, and turbulent water effects that won an Academy Award for Visual Effects.The 2000s solidified graphics as a cornerstone of consumer technology, driven by specialized hardware and broader accessibility. NVIDIA unveiled the GeForce 256 in October 1999, branding it the first GPU with integrated transform and lighting engines that offloaded geometry processing from the CPU, delivering up to four times the performance of prior cards in 3D games like Quake III Arena. Pixar's RenderMan evolved with enhanced shader support, incorporating ray tracing and global illumination by the early 2000s to handle complex scenes in films like Monsters, Inc. (2001), where shaders modeled subsurface scattering for realistic skin and fur. The decade also saw graphics permeate mobile computing; Apple's iPhone, introduced in January 2007, integrated the PowerVR MBX Lite GPU into its Samsung S5L8900 system-on-chip, supporting OpenGL ES for accelerated 2D/3D rendering on a 3.5-inch multi-touch display and enabling early mobile games and UI animations.This period's commercial surge was evident in market expansion, with the global computer graphics industry generating $71.7 billion in revenues by 1999 across applications like CAD, animation, and simulation. The sector was projected to reach approximately $82 billion in 2000 and exceed $149 billion by 2005, fueled by gaming consoles, film VFX, and professional visualization tools.[109]
Applications
Entertainment and Visual Media
Computer graphics has profoundly transformed entertainment and visual media, enabling the creation of immersive worlds, lifelike characters, and spectacular effects that drive storytelling in film, video games, and animation. Techniques such as 3D modeling, rendering, and simulation allow creators to blend digital assets seamlessly with live-action footage or generate entirely synthetic environments, enhancing narrative depth and visual spectacle. This integration has democratized high-quality production, making complex visuals accessible to studios of varying sizes while pushing artistic boundaries in digital art forms.[110]In film and visual effects (VFX), computer graphics pipelines form the backbone of modern production, involving stages like modeling, texturing, animation, simulation, and compositing to produce photorealistic scenes. Industrial Light & Magic (ILM) exemplifies this through its use of simulation software such as Houdini for dynamic effects in Marvel Cinematic Universe films, creating realistic destruction, fluid dynamics, and particle systems for sequences like battles in Avengers: Endgame (2019). Similarly, motion capture technology revolutionized character animation in James Cameron's Avatar (2009), where Weta Digital employed advanced performance capture systems to record actors' movements in real-time on virtual sets, translating them into the Na'vi characters with unprecedented emotional fidelity and fluidity. These pipelines not only streamline collaboration across global teams but also enable iterative refinements, ensuring effects align with directorial vision.[110][111]Video games leverage real-time computer graphics to deliver interactive experiences, where engines handle rendering, physics, and lighting at interactive frame rates to support player agency. Epic Games' Unreal Engine, initially developed for the 1998 first-person shooterUnreal, introduced advanced real-time rendering capabilities, including dynamic lighting and large-scale environments, which have since powered titles like Fortnite and The Matrix Awakens demo. Procedural generation further expands game worlds, as seen in No Man's Sky (2016) by Hello Games, which uses algorithms to dynamically create billions of planets, flora, and fauna from mathematical seeds, ensuring unique exploration without manual design for each element. These techniques balance performance and visual fidelity, allowing games to evolve with hardware advancements while fostering emergent gameplay.[112][113]Animation and digital art have evolved through computer graphics tools that hybridize traditional methods with digital precision, expanding creative possibilities. Stop-motion hybrids, such as Laika Studios' The Boxtrolls (2014), combine physical puppets with CG enhancements for complex crowd simulations and environmental extensions, achieving seamless integration that amplifies the tactile charm of stop-motion while adding scalable dynamism. Digital painting software like Adobe Photoshop provides artists with customizable brushes that emulate oil, watercolor, and other media, facilitating layered compositions and non-destructive edits for concept art and illustrations used in filmpre-production and standalone works. The 2021 NFT art boom highlighted this by tokenizing computer-generated visuals on blockchains, with art and collectible NFT sales reaching approximately $3.2 billion globally, enabling digital artists to monetize generative and procedural artworks directly.[114][115]The economic impact underscores computer graphics' dominance in entertainment, with the global video games market reaching $183.9 billion in revenue in 2023 and approximately $184 billion in 2024, driven by real-time rendering in mobile, console, and PC segments. The VFX industry, fueled by post-COVID surges in streaming content demand from platforms like Netflix and Disney+, grew to approximately $10.8 billion in 2023 and $10.7 billion in 2024, reflecting increased production of high-quality series and films requiring advanced simulations and effects. These figures illustrate the sector's resilience and expansion, supported by technological innovations that lower barriers to entry while scaling for blockbuster outputs.[116][117][118]
Scientific and Engineering Uses
Computer graphics plays a pivotal role in scientific visualization, enabling researchers to represent complex datasets in intuitive forms that reveal underlying patterns and dynamics. In flow visualization, vector fields—such as those describing fluid motion or electromagnetic forces—are often depicted using glyphs, which are geometric icons scaled and oriented to encode magnitude and direction at specific points. This technique, rooted in early methods for multivariate data representation, allows scientists to analyze phenomena like airflow over aircraft wings or blood flow in vessels by integrating glyphs with streamlines for enhanced spatial understanding.[119] For molecular modeling, tools like PyMOL facilitate the 3D rendering of protein structures, where atomic coordinates from X-ray crystallography or simulations are transformed into interactive visualizations that highlight secondary structures, binding sites, and conformational changes. PyMOL's ray-tracing capabilities produce high-fidelity images essential for biochemistry research, supporting tasks from drug design to structural biology analysis.[120]In engineering and computer-aided design (CAD), graphics techniques underpin parametric modeling, where designs are defined by adjustable parameters rather than fixed geometries, allowing rapid iteration and optimization. AutoCAD, released in 1982, introduced accessible 2D and 3D drafting on personal computers, evolving to support parametric constraints that automate updates across assemblies, such as in mechanical part families.[121] Finite element analysis (FEA) further leverages graphics for rendering stress maps, where computational simulations divide structures into meshes and color-code results to visualize von Mises stresses or principal strains, aiding engineers in identifying failure points in bridges or turbine blades. These visualizations, often using isosurfaces or contour plots, provide quantitative insights into material behavior under load, with color gradients calibrated to stress thresholds for precise interpretation.[122]Medical applications of computer graphics include 3D reconstructions from MRI data, where volume rendering techniques process voxel-based scans to generate detailed anatomical models, such as brain or organ surfaces, without invasive procedures. This method integrates transfer functions to differentiate tissues by density, enabling clinicians to rotate and section views for accurate diagnosis.[123] Surgical planning simulations build on these by creating patient-specific virtual environments, where graphics simulate incisions, implant placements, and soft-tissue deformations using finite element models, reducing operative risks through preoperative rehearsals.[124]Beyond core sciences, computer graphics supports architectural walkthroughs via Building Information Modeling (BIM) in tools like Revit, which generates navigable 3D paths through building models to evaluate spatial flow, lighting, and egress during design review.[125] In climate modeling, global data heatmaps visualize variables like temperature anomalies or sea-level rise on geospatial grids, with 2020s advancements incorporating AI to enhance resolution and predictive accuracy, such as in generative models that simulate kilometer-scale atmospheric patterns for policy planning.[126]
Pioneers and Institutions
Key Individuals
Ivan Sutherland is widely regarded as one of the founders of interactive computer graphics, having developed Sketchpad in 1963 as part of his Ph.D. thesis at MIT, which introduced core concepts such as graphical user interfaces, object-oriented programming, and constraint-based drawing tools that remain influential today.[127][128] In 1968, while at Harvard University, Sutherland created the first head-mounted display system, known as the Sword of Damocles, which pioneered virtual reality by projecting three-dimensional computer-generated imagery onto a user's field of view, laying foundational work for immersive graphics technologies.[129][130]Charles Csuri, often called the father of computer animation, produced some of the earliest computer-generated art films in the 1960s, including Hummingbird (1967) and Random War (1967), which demonstrated novel uses of algorithmic generation for abstract and representational visuals, marking the intersection of art and computing.[131] In 1981, Csuri co-founded Cranston-Csuri Productions in Columbus, Ohio, one of the first commercial computer animation studios, which advanced practical applications of graphics in advertising and film through innovative software for motion and effects.[132]Donald P. Greenberg established Cornell University's Program of Computer Graphics in the early 1970s, creating one of the first dedicated academic labs for graphics research and education, which emphasized interdisciplinary applications in architecture and design.[133] His pioneering work in physically-based rendering during this period focused on simulating realistic light interactions, culminating in influential models like the 1991 comprehensive reflectance model that integrated material properties and environmental lighting for accurate image synthesis.[134][135]Jack Bresenham contributed a foundational algorithm for rasterizing lines on digital displays in 1965, while working at IBM, with his incremental method enabling efficient, integer-only computations to approximate straight lines on grid-based screens without floating-point operations, a technique still used in modern graphics pipelines.Loren Carpenter advanced procedural modeling in the 1980s through his development of fractal-based techniques at Lucasfilm (later Pixar), notably presenting Vol Libre at SIGGRAPH 1980, a fly-through animation that showcased recursive subdivision for generating complex natural terrains and surfaces efficiently.[136][135] As a co-founder of Pixar, his innovations in rendering fractals influenced the studio's early feature films, enabling scalable geometry for cinematic-quality animations.[137]Henrik Wann Jensen made a significant impact on realistic material simulation with his 2001 development of the first practical bidirectional scattering surface reflectance distribution function (BSSRDF) model for subsurface light transport, which accurately rendered translucent effects like skin and marble by accounting for diffuse scattering within volumes, revolutionizing character and object rendering in film and games.[138][139]
Influential Organizations
The Association for Computing Machinery's Special Interest Group on Computer Graphics and Interactive Techniques (ACM SIGGRAPH), founded in 1969, has served as a cornerstone for advancing computer graphics research and education through its annual conferences and publications.[140] The inaugural SIGGRAPH conference in 1974 marked the beginning of a premier forum for presenting groundbreaking work in areas such as rendering, animation, and human-computer interaction, fostering collaboration among thousands of researchers and professionals worldwide.[8] Over decades, SIGGRAPH has influenced the field by curating influential technical papers, courses, and art exhibitions that have shaped industry standards and academic curricula.[141]Complementing SIGGRAPH's broader community efforts, the Cornell Program of Computer Graphics, established in 1974 at Cornell University under the direction of Donald P. Greenberg, pioneered foundational research in realistic image synthesis and lighting simulation.[133] The program received its first National Science Foundation grant in 1973, enabling the acquisition of early raster graphics hardware and supporting seminal studies on global illumination that influenced subsequent visualization techniques across design, architecture, and scientific domains.[142] Its contributions, including the development of the Cornell Box test scene in the 1980s, have provided enduring benchmarks for evaluating rendering algorithms.[143]In the industrial sector, Pixar Animation Studios revolutionized production rendering with the release of RenderMan in 1988, a software interface specification that enabled photorealistic image generation for animated films.[144] RenderMan's adoption in projects like Toy Story (1995) established it as an industry standard, earning multiple Academy Awards for technical achievement and facilitating high-fidelity visuals in visual effects pipelines.[145]NVIDIA further transformed graphics hardware capabilities by introducing CUDA (Compute Unified Device Architecture) in 2006, a parallel computing platform that extended GPU functionality beyond graphics to general-purpose computing tasks such as scientific simulations and machine learning.[146] This innovation democratized high-performance computing, with CUDA powering thousands of applications and research efforts by enabling programmers to leverage GPU parallelism through C-like syntax.[146] Adobe Systems contributed to vector graphics and printing through PostScript, a page description language developed from 1982 to 1984 by John Warnock and Charles Geschke, which standardized device-independent output for high-quality typesetting and illustrations.[147]PostScript's integration into laser printers and desktop publishing software in the 1980s spurred the graphic design revolution, allowing scalable graphics to be rendered consistently across devices.[148]Standards bodies have ensured interoperability and portability in computer graphics. The Khronos Group, formed in 2000 as a non-profit consortium, stewards OpenGL—a cross-platform API originating from Silicon Graphics' efforts in 1992—and Vulkan, a low-overhead graphics and compute API released in 2016 to succeed OpenGL for modern hardware.[149] These standards have enabled developers to create consistent 3D applications across diverse platforms, from mobile devices to supercomputers, with OpenGL alone supporting billions of installations.[150] The World Wide Web Consortium (W3C) advanced web-based vector graphics with Scalable Vector Graphics (SVG), whose first working draft appeared in 1999 and became a recommendation in 2001, providing XML-based support for interactive, resolution-independent illustrations.[151] SVG's integration into browsers has facilitated accessible data visualization and animations on the web, influencing standards for digital media accessibility.[152]To extend global reach, ACM SIGGRAPH launched SIGGRAPH Asia in 2008, with its inaugural event in Singapore drawing over 3,200 attendees from 49 countries to showcase regional innovations in digital media and interactive techniques.[153] This annual conference has promoted international collaboration, featuring technical papers and exhibitions that bridge North American and Asian research communities.[154] In Europe, initiatives like those under the Horizon Europe framework have funded computer graphics research in the 2020s, supporting projects on visual analytics and digital twins that enhance scientific visualization and industrial applications.[155]
Education and Research
Academic Programs
Academic programs in computer graphics are typically offered within computer science departments or interdisciplinary schools, spanning bachelor's, master's, and doctoral levels. Bachelor's degrees often integrate computer graphics as a track or concentration within broader computer science curricula, emphasizing foundational programming and visualization skills. For instance, programs like Purdue University's School of Applied and Creative Computing include hands-on coursework in computer graphics alongside UX design and game development. Master's programs provide specialized training, such as the University of Pennsylvania's MSE in Computer Graphics and Game Technology, which focuses on multidisciplinary skills for roles in design and animation. Doctoral programs, like Cornell University's PhD in Computer Science with a major in Computer Graphics, delve into advanced research in rendering and interactive techniques. Early specialized efforts, such as the University of Utah's pioneering graduate program in the 1970s, laid the groundwork for these degrees by combining computer science with visual computing.[156][157][158][159]Core curricula in these programs center on algorithms and principles essential to graphics processing, guided by recommendations from the ACM SIGGRAPH Education Committee, which outlines topics like geometric modeling, shading, and ray tracing for undergraduate and graduate levels. Courses typically cover rasterization, transformation matrices, and lighting models, often using programming languages such as C++ or Python. Practical components incorporate industry tools, including Blender for 3D modeling and Unity for real-time rendering and game engine integration, enabling students to build interactive applications as part of their training. These syllabi evolve to include modern topics like GPU programming, ensuring alignment with SIGGRAPH's periodic updates to educational standards.[160][161][162]Interdisciplinary aspects bridge computer graphics with fields like art and mathematics, fostering degrees that blend technical rigor with creative and analytical depth. Programs such as the University of Florida's BS in Digital Arts and Sciences emphasize human-centered design, integrating art, computing, and media production to explore visual storytelling. Similarly, Smith's College Arts & Technology minor combines arts disciplines with computer science and mathematics, highlighting geometric algorithms for spatial computing. These curricula often require coursework in computational geometry and linear algebra as prerequisites, underscoring the mathematical foundations of transformations and projections in graphics.[163][164]Globally, leading programs are housed at institutions renowned for their research output in graphics. Carnegie Mellon University's Graphics Lab supports undergraduate and graduate studies with a focus on computer vision and animation, contributing to high-impact advancements. ETH Zurich offers master's tracks in computer science that include graphics modules, leveraging its strong emphasis on algorithmic efficiency and visual computing within Europe's top-ranked engineering ecosystem. Online massive open online courses (MOOCs) have expanded access since the 2010s, with Coursera's Interactive Computer Graphics course from the University of Tokyo providing foundational interactive tools and WebGL techniques to thousands of learners worldwide. These resources complement formal degrees by offering flexible entry points into the field.[165][166]
Current Trends and Future Directions
Real-time ray tracing has become increasingly ubiquitous in computer graphics, driven by hardware advancements such as NVIDIA's GeForce RTX 50 Series, released in 2025 with the Blackwell architecture that delivers 15-33% improvements in ray tracing performance compared to the prior generation through fourth-generation RT Cores.[167] By 2025, these GPUs enable widespread adoption in gaming and professional rendering, with benchmarks showing seamless integration in titles like Cyberpunk 2077 at high resolutions without significant performance trade-offs.[168] In virtual reality and metaverse applications, graphics have advanced with devices like the Meta Quest 3, released in 2023, featuring Snapdragon XR2 Gen 2 processors for double the GPU power and enhanced haptics via Touch Plus controllers that provide nuanced tactile feedback for immersive interactions.[169] These developments support mixed-reality experiences, blending high-fidelity graphics with real-world passthrough for applications in social virtual spaces.[170]The integration of artificial intelligence and machine learning in computer graphics has expanded through neural rendering techniques, notably 3D Gaussian Splatting introduced in 2023, which represents scenes as collections of 3D Gaussians for real-time radiance field rendering at 1080p resolutions exceeding 100 frames per second.[171] This method, detailed in seminal papers from the 2020s, optimizes novel view synthesis by enabling efficient optimization and rasterization, outperforming neural radiance fields in speed and quality for applications like virtual reality reconstruction.[172] Concurrently, ethical considerations in AI-driven graphics emphasize bias mitigation, with generative AI models in computer graphics requiring diverse training datasets and algorithmic audits to prevent representational biases in rendered outputs, such as skewed depictions in virtual environments.[173]Sustainability in rendering workflows focuses on energy efficiency, contrasting cloud-based GPU clusters—which can reduce energy consumption by up to 37 GWh compared to CPU equivalents for high-fidelity simulations—with local GPUs that offer lower latency but higher per-unit power draw in consumer setups.[174]Cloud rendering farms, optimized for variable loads, minimize idle energy waste in professional graphics pipelines, though overall carbon footprints depend on data centerrenewable energy sourcing.[175]Looking ahead, quantum computing holds potential for graphics through early 2020s research exploring quantum algorithms for accelerated light transport simulations, though practical implementations remain nascent amid broader quantum hardware advancements projected for 2025.[176] Holographic displays are emerging as a future paradigm, with 2025 breakthroughs in tensor holography enabling full-color, high-definition 3D projections from single OLED pixels, paving the way for lightweight mixed-reality eyewear.[177] Brain-computer interfaces, exemplified by Neuralink's 2024 clinical trials, facilitate direct neural control of graphical interfaces, allowing users with quadriplegia to manipulate 3D visualizations through thought alone via implanted devices decoding motor cortex signals.[178]