Martes, Nobyembre 10, 2015

Software

Software

From Wikipedia, the free encyclopedia
For other uses, see Software (disambiguation).
Computer software or simply software is any set of instructions that directs a computer to perform specific operations. Computer software consists of computer programs,libraries and related non-executable data (such as online documentation or digital media). Computer software is non-tangible, contrasted with computer hardware, which is the physical component of computers. Computer hardware and software require each other and neither can be realistically used without the other.
At the lowest level, executable code consists of machine language instructions specific to an individual processor—typically a central processing unit (CPU). A machine languageconsists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location inside the computer—an effect that is not directly observable to the user. An instruction may also (indirectly) cause something to appear on a display of the computer system—a state change which should be visible to the user. The processor carries out the instructions in the order they are provided, unless it is instructed to "jump" to a different instruction, or interrupted.
Software written in a machine language is known as "machine code". However, in practice, software is usually written in high-level programming languages that are easier and more efficient for humans to use (closer to natural language) than machine language.[1] High-level languages are translated into machine language using a compiler or aninterpreter or a combination of the two. Software may also be written in a low-level assembly language, essentially, a vaguely mnemonic representation of a machine language using a natural language alphabet. Assembly language is translated into machine language using an assembler.

History[edit]

Main article: History of software
An outline (algorithm) for what would have been the first piece of software was written by Ada Lovelace in the 19th century, for the planned analytical engine. However, neither the analytical engine nor any software for it were ever created.
The first theory about software—prior to the creation of computers as we know them today—was proposed by Alan Turing in his 1935 essay Computable numbers with an application to the Entscheidungsproblem (decision problem).
This eventually led to the creation of the twin academic fields of computer science and software engineering, which both study software and its creation. Computer science is more theoretical (Turing's essay is an example of computer science), whereas software engineering is focused on more practical concerns.
However, prior to 1946, software as we now understand it—programs stored in the memory of stored-program digital computers—did not yet exist. The very first electronic computing devices were instead rewired in order to "reprogram" them.

Types of software[edit]


On virtually all computer platforms, software can be grouped into a few broad categories.

Purpose, or domain of use[edit]

Based on the goal, computer software can be divided into:
  • Application software, which is software that uses the computer system to perform special functions or provide entertainment functionsbeyond the basic operation of the computer itself. There are many different types of application software, because the range of tasks that can be performed with a modern computer is so large—see list of software.
  • System software, which is software that directly operates the computer hardware, to provide basic functionality needed by users and other software, and to provide a platform for running application software.[2] System software includes:
    • Operating systems, which are essential collections of software that manage resources and provides common services for other software that runs "on top" of them. Supervisory programsboot loadersshells and window systems are core parts of operating systems. In practice, an operating system comes bundled with additional software (including application software) so that a user can potentially do some work with a computer that only has an operating system.
    • Device drivers, which operate or control a particular type of device that is attached to a computer. Each device needs at least one corresponding device driver; because a computer typically has at minimum at least one input device and at least one output device, a computer typically needs more than one device driver.
    • Utilities, which are computer programs designed to assist users in maintenance and care of their computers.
  • Malicious software or malware, which is software that is developed to harm and disrupt computers. As such, malware is undesirable. Malware is closely associated with computer-related crimes, though some malicious programs may have been designed as practical jokes.
  • copyright;https://en.wikipedia.org/wiki/Software

History of Internet

The history of the Internet begins with the development of electronic computers in the 1950s. Initial concepts of packet networkingoriginated in several computer science laboratories in the United States, Great Britain, and France. The US Department of Defense awarded contracts as early as the 1960s for packet network systems, including the development of the ARPANET (which would become the first network to use the Internet Protocol.) The first message was sent over the ARPANET from computer science Professor Leonard Kleinrock's laboratory at University of California, Los Angeles (UCLA) to the second network node at Stanford Research Institute (SRI).
Packet switching networks such as ARPANET, NPL networkCYCLADESMerit NetworkTymnet, and Telenet, were developed in the late 1960s and early 1970s using a variety of communications protocolsDonald Davies was the first to put theory into practice by designing a packet-switched network at the National Physics Laboratory in the UK, the first of its kind in the world and the cornerstone for UK research for almost two decades.[1][2] Following, ARPANET further led to the development of protocols forinternetworking, in which multiple separate networks could be joined into a network of networks.
Access to the ARPANET was expanded in 1981 when the National Science Foundation (NSF) funded the Computer Science Network(CSNET). In 1982, the Internet protocol suite (TCP/IP) was introduced as the standard networking protocol on the ARPANET. In the early 1980s the NSF funded the establishment for national supercomputing centers at several universities, and provided interconnectivity in 1986 with the NSFNET project, which also created network access to the supercomputer sites in the United States from research and education organizations. Commercial Internet service providers (ISPs) began to emerge in the very late 1980s. The ARPANET was decommissioned in 1990. Limited private connections to parts of the Internet by officially commercial entities emerged in several American cities by late 1989 and 1990,[3] and the NSFNET was decommissioned in 1995, removing the last restrictions on the use of the Internet to carry commercial traffic.
In the 1980s, the work of Tim Berners-Lee in the United Kingdom, on the World Wide Web, theorised the fact that protocols link hypertext documents into a working system,[4] marking the beginning of the modern Internet. Since the mid-1990s, the Internet has had a revolutionary impact on culture and commerce, including the rise of near-instant communication by electronic mailinstant messagingvoice over Internet Protocol (VoIP) telephone calls, two-way interactive video calls, and the World Wide Web with itsdiscussion forumsblogssocial networking, and online shopping sites. The research and education community continues to develop and use advanced networks such as NSF's very high speed Backbone Network Service (vBNS), Internet2, and National LambdaRail. Increasing amounts of data are transmitted at higher and higher speeds over fiber optic networks operating at 1-Gbit/s, 10-Gbit/s, or more. The Internet's takeover of the global communication landscape was almost instant in historical terms: it only communicated 1% of the information flowing through two-way telecommunications networks in the year 1993, already 51% by 2000, and more than 97% of the telecommunicated information by 2007.[5] Today the Internet continues to grow, driven by ever greater amounts of online information, commerce, entertainment, and social networking

Computer graphics

Computer graphics

From Wikipedia, the free encyclopedia
For other uses, see Computer graphics (disambiguation).
Blender 2.45 screenshot, displaying the3D test model Suzanne.
Computer graphics are pictures and movies created using computers - usually referring to image data created by a computer specifically with help from specialized graphical hardware and software. It is a vast and recent area in computer science.The phrase was coined by computer graphics researchers Verne Hudson and William Fetter of Boeing in 1960. Another name for the field iscomputer-generated imagery, or simply CGI.
Important topics in computer graphics include user interface designsprite graphicsvector graphics3D modelingshadersGPUdesign, and computer vision, among others. The overall methodology depends heavily on the underlying sciences of geometry,optics, and physics. Computer graphics is responsible for displaying art and image data effectively and beautifully to the user, and processing image data received from the physical world. The interaction and understanding of computers and interpretation of data has been made easier because of computer graphics. Computer graphic development has had a significant impact on many types of media and has revolutionized animationmoviesadvertisingvideo games, and graphic design generally.

Overview[edit]

The term computer graphics has been used a broad sense to describe "almost everything on computers that is not text or sound".[1] 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
  • the sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content, see study of computer graphics
Computer graphics is widespread today. Computer imagery is found on television, in newspapers, for example in weather reports, or for example in all kinds of medical investigation 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, thesis", and other presentation material.[2]
Many powerful 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".[3]

History[edit]

Introduction[edit]

The precursor sciences to the development of modern computer graphics were the advances in electrical engineeringelectronics, 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 pureuniversity and laboratory academic research into more advanced computers and the United States military's further development of technologies like radar, advanced 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.

1950s[edit]

SAGE Sector Control Room.
Early projects like the Whirlwind and SAGE Projects introduced the CRT as a viable display and interaction interface and introduced thelight pen as an input deviceDouglas T. Ross of the Whirlwind SAGE system performed a personal experiment in 1954 in which a small program he wrote 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. Rossinnovated again while working at MIT on transforming mathematic statements into computer generated machine tool vectors, and took the opportunity to create a display scope image of a Disney cartoon character.[4]
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 Areainto 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.[5] 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.

1960s[edit]

The phrase “computer graphics” itself was coined in 1960 by William Fetter, a graphic designer for Boeing.[5] This old quote in many secondary sources comes complete with the following sentence: (Fetter has said that the terms were actually given to him by Verne Hudson of the Wichita Division of Boeing.)[6] In 1961 another student at MIT, Steve Russell, created the second video game, 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'sTennis For Two had beaten Spacewar by almost three years; but it was almost unknown outside of a research or academic setting.)
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.[7] 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 KnowltonFrank Sinden 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 FormBoeing 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 calledBézier 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.
Pong arcade version
It was not long before major corporations started taking an interest in computer graphics. TRWLockheed-GeorgiaGeneral 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.
Also in 1966, Ivan Sutherland continued to innovate at MIT when he invented the first computer controlled head-mounted display (HMD). Called the Sword of Damocles because of the hardware required for support, it displayed two separate wireframe images, one for each eye. This allowed the viewer to see the computer scene in stereoscopic 3D. 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. There he 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. In 1969, the ACM initiated A Special Interest Group on Graphics (SIGGRAPH) which organizes conferencesgraphics standards, and publications within the field of computer graphics. In 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.

1970s[edit]

The Utah teapot by Martin Newell and its static renders became emblematic of CGI development during the 1970s.
Many of the most important early breakthroughs in the transformation of graphics from utilitarian to realistic occurred at the University of Utah in the 1970s, which had hired Ivan Sutherland away from MIT. Sutherland's graphics class would contribute a number of significant pioneers to the field, including a student by the name of Edwin Catmull - a later founder of Pixar. Because of David C. Evans' and Sutherland's presence, UU was gaining quite a reputation as the place to be for computer graphics research so Catmull went there to learn 3D animation. 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 animation that Catmull saw was his own. He created an animation of his hand opening and closing. It became one of his goals to produce a feature-length motion picture using computer graphics. In the same class, Fred Parke created an animation of his wife's face.
As the UU computer graphics laboratory was attracting people from all over, John Warnock was one of those early pioneers; he would later found Adobe Systems and create a revolution in the publishing world with his PostScript page description language, and Adobe would go on later to create the industry standard photo editing software in Adobe Photoshop and the movie industry's special effects standard in Adobe After Effects. Tom Stockham led the image processing group at UU which worked closely with the computer graphics lab. Jim Clark was also there; he would later found Silicon Graphics, Inc. The first major advance in 3D computer graphics was created at UU by these early pioneers, the hidden-surface algorithm. 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 ACM Special Interest Group SIGGRAPH developed this "conceptual framework". The specifications were published in 1977, and it became a foundation for many future developments in the field.
Also in the 1970s, Henri GouraudJim 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-time 2D sprite graphics. Pong in 1972 was one of the first hit arcade cabinet games. Speed Race in 1974 featured sprites moving along a vertically scrolling road. Gun Fight in 1975 featured human-looking sprite character graphics, whileSpace Invaders in 1978 featured a large number of sprites on screen; both used an Intel 8080 microprocessor and Fujitsu MB14241 video shifter to accelerate the drawing of sprite graphics.

1980s[edit]

Dire Straits1985 music video for their hit song Money For Nothing - the "I Want MyMTV" song – became known as an early example of fully three-dimensional, animatedcomputer-generated imagery.
The 1980s began to see the modernization and commercialization of computer graphics. As the home computer proliferated, a subject which had previously been an academics-only discipline was adopted by a much larger audience, and the number of computer graphics developers increased significantly.
In the early 1980s, the availability of bit-slice and 16-bit microprocessors started to revolutionise high-resolution computer graphics terminals which now increasingly became 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 andmini-computers. 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 Motorola 68000 and AMD bit-slice processors and had Unix as its operating system. It was targeted squarely at the sophisticated end of the design engineering sector. Artists and graphic designers began to see the personal computer, particularly the Commodore 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 usegraphical 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.
Japan's Osaka University developed the LINKS-1 Computer Graphics System, a supercomputer that used up to 257 Zilog Z8001 microprocessors, in 1982, for the purpose of rendering realistic 3D computer graphics. According to the Information Processing Society of Japan: "The core of 3D image rendering is calculating the luminance of each pixel making up a rendered surface from the given viewpoint, light source, and object position. The LINKS-1 system 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. It was used to create the world's first 3D planetarium-like video of the entire heavens that was made completely with computer graphics. The video was presented at the Fujitsu pavilion at the 1985 International Exposition in Tsukuba."[8] The LINKS-1 was the world's most powerful computer, as of 1984.[9]
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, 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 AtariNintendo 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 and Macs, and Amigas, which also allowed users to program their own games if skilled enough. Demoscenes and shareware games proliferated; John Carmack, a later 3D innovator, would start out in this period developing sprite-based games. In the arcades, advances were made in commercial, real-time 3D graphics. In 1988, the first dedicated real-time 3D graphics boards were introduced in arcades, with the Namco System 21[10] and Taito Air System.[11] This innovation would be the precursor of the later home graphics processing unit or GPU, a technology where a separate and very powerful chip is used in parallel processing with a CPU to optimize graphics.

1990s[edit]

Quarxs, series poster,Maurice BenayounFrançois Schuiten, 1992
The 1990s' overwhelming note was the emergence of 3D modeling on a mass scale, and an impressive 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 modelersbecame 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 gamingmultimedia 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 trailbreaker.
In videogames, in 1992, Virtua Racing, running on the Sega Model 1 arcade system board, laid the foundations for fully 3D racing games and popularized real-time 3D polygonal graphics among a wider audience in the video game industry.[12] The Sega Model 2 in 1993 and Sega Model 3 in 1996 subsequently pushed the boundaries of commercial, real-time 3D graphics. Back on the PC, Wolfenstein 3DDoom and Quake, three of the first massively popular 3D first-person shooter games, were released by id Software to critical and popular acclaim during this decade using a rendering engine innovated primarily by John Carmack. The Sony Playstation and Nintendo 64, among other consoles, sold in the millions and popularized 3D graphics for home gamers. Certain late-90's first-generation 3D titles became seen as influential in popularizing 3D graphics among console users, such as platform games Super Mario 64 and The Legend Of Zelda: Ocarina Of Time, and early 3D fighting games like Virtua FighterBattle Arena Toshinden, and Tekken.
Technology and algorithms for rendering continued to improve greatly. In 1996, Krishnamurty and Levoy invented normal mapping - an improvement on Jim Blinn's bump mapping. 1999 saw Nvidia release the seminal GeForce 256, the first home video card billed as a graphics processing unit or GPU, which in its own words contained "integratedtransformlightingtriangle setup/clipping, and rendering engines". By the end of the decade, computers adopted common frameworks for graphics processing such as DirectXand OpenGL. Since then, computer graphics have only become more detailed and realistic, due to more powerful graphics hardware and 3D modeling softwareAMD also became a leading developer of graphics boards in this decade, creating a "duopoly" in the field which exists to this day.

2000s[edit]

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 was 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 GeForceline of graphics cards dominated the market in the early decade with occasional significant competing presence from ATI.[13] 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 mappingbump 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 valleyCGI movies proliferated, with traditional animatedcartoon 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.[14] The film was not a box-office success, however.[15] Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the "uncanny valley".[16] 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 theWindows PC. Marquee CGI-heavy titles like the series of Grand Theft AutoAssassin's CreedFinal FantasyBioshockKingdom HeartsMirror's Edge and dozens of others continued to approach photorealism, grow the videogame industry and impress, until that industry's revenues became comparable to those of movies. Microsoft made a decision to expose DirectX more easily to the independent developer world with the XNA program, but it was not a success. DirectX itself remained a commercial success, however.OpenGL continued to mature as well, and it and DirectX improved greatly; the second-generation shader languages HLSL and GLSL began to be popular in this decade.
In scientific computing, the GPGPU technique to pass large amounts of data bidirectionally between a GPU and CPU was invented; speeding up analysis on many kinds ofbioinformatics and molecular biology experiments. The technique has also been used for Bitcoin mining and has applications in computer vision.

2010s[edit]

Box art from Titanfall, 2014
In the early half of the 2010s, CGI is nearly ubiquitous in video, pre-rendered graphics are nearly scientifically photorealistic, and realtime 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 isosurfacesnormal 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 pixelsvertices, 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 even more maps to simulate real optic light flow, is an active research area as well. Experiments into the processing power required to provide graphics in real time at ultra-high-resolution modes like Ultra HD are beginning, though beyond reach of all but the highest-end hardware.
In cinema, most animated movies are CGI now; a great many animated CGI films are made per year, but few, if any, attempt photorealism due to continuing fears of the uncanny valley. Most are 3D cartoons.
In videogames, the Xbox One by MicrosoftSony Playstation 4, and Nintendo Wii U currently dominate the home space and are all capable of highly advanced 3D graphics; the Windows PC is still one of the most active gaming platforms as well.

Image types[edit]

Two-dimensional[edit]

Main article: 2D computer graphics
Raster graphic sprites(left) and masks (right)
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.

Pixel art[edit]copyright;https://en.wikipedia.org/wiki/Computer_graphics


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