Escolar Documentos
Profissional Documentos
Cultura Documentos
Lecture Plan
1961 Steve Russell develops the first ever computer game Spacewar on a PDP-1 computer
1967 General Electric (GE) create first ever flight simulator for NASA
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1968 Intel Founded John Warnock introduces a hidden surface removal algorithm
1969 Xerox-Parc founded - Alan Kay creates first ever GUI (prototype later used by Apple and Microsoft) SigGraph founded
1971 Henri Gouraud introduces his method for shading curved surfaces (Gouraud Shading)
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1975 Phong Bui-Toung introduces Phong illumination - a technique for shading curved surfaces Mandelbrot introduces fractals Ed Catmull introduces an algorithm for rendering curved surfaces Microsoft is Founded
1977 LucasFilm division Industrial Light and Magic (ILM) create graphics for Star Wars trench sequence
1978 Jim Blinn creates a bump mapping algorithm for advanced texture rendering
Jim Clark founds Silicon Graphics - its hardware is used today in special effects houses around the world
Ohio State University - Devise Skeletal animation technology This is now used in many state of the art animation systems today
MAGI introduce digital compositing Tom Bringham introduces morphing Don Greenberg presents Radiosity
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1986 Apple CEO Steve Jobs funds creation of Pixar (a splinter group from LucasFilm) John Lasseter of Pixar directs their first CG short - Luxo Jnr. ILM creates its own CGI unit
1987 Chris Reynolds introduces his flocking algorithm - variants are used for controlling large CG crowds in movies IBM introduces the VGA graphics format prevalent in modern PCs
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1989 ILM implement landmark water effects for the film The Abyss
1990 Newtek release the VideoToaster - technology for lowcost video production
1991 ILM use new technology on the film Terminator 2 Extensive use of motion capture and morphing is used.
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1995 Pixar releases landmark CG film Toy Story NURBS surfaces used in contemporary software packages
1997 Pixar produce new CG short called Geris Game . This introduces subdivision surfaces for modelling curved objects.
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2001/2002 Pixar creates new fur rendering algorithms for CG film Monsters, Inc.
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2008 Techniques for photorealism, and non-photorealistic rendering continue to be developed. Shader technology has improved significantly along with consumer level graphics hardware.
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3. Reading Material
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Books
OpenGL Programming Guide. 7th Edition. OpenGL ARB : D. Shreiner, et al. Addison Wesley 2007. ISBN: 978-0321552624 or http://fly.cc.fer.hr/~unreal/theredbook/ (older edition)
Real-Time Rendering. 3rd Edition. Tomas Akenine-Mller, Eric Haines & Naty Hoffman A K Peters 2008. ISBN : 978-1568814247
Real-Time 3D Character Animation with Visual C++ Nik Lever Focal Press, 2002. ISBN: 0-240-51664-8
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3D Games - Realtime Rendering & Software Technology A. Watt & F. Policarpo. Addison Wesley. 2001. ISBN: 0-201-61921-0
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