In 1968, Soviet scientists created one of the earliest known “realistic” computer animations: a ream of printed papers featuring an animated walking cat!
De voorbije 30 jaar heb ik doorgebracht in het onderzoeksdomein van #computergraphics. Jaar na jaar zag ik nieuwe algoritmen en technieken verschijnen die telkens leidden tot het ‘realistischer’ maken, manipuleren, wijzigen, van synthetische beelden. Amper werd er stilgestaan bij de ethische en maatschappelijke implicaties. Immers, zolang het ging over films en games was alles ‘cool’. Maar nu begin ik me oprecht zorgen te maken. 1/
I found yesterday that hundreds of 2D Artist Magazine where uploaded to the Internet Archive, and I really enjoy browsing them for the quality tutorials, interviews and amazing artist portfolios. I thought some of you here might like it as well: https://archive.org/details/2dartistmagazine
MATHEMATICS
• Mathematical Structures for Computer Science, 1982, Gesturing
• Essential Mathematics for Computer Graphics "fast", 2001, Vince
• Mathematical Structures for Computer Graphics, 1ed, 2014, Janke
IMPLEMENTATIONS
• Principles of Interactive Computer Graphics, 1979, Newman
• Computer Graphics: A Programming Approach, 1ed, 1983, Harrington
• Computer Graphics: Principles and Practice, 2ed in C, 1996, Foley
• 3D Computer Graphics, 3ed, 1999, Watt
APPLICATIONS
• Graphics Library Programming Guide, v2, 1990, Fisher
• OpenGL Programming Guide: The Official Guide to Learning OpenGL, v1.1, 1997, Woo
This list is for those CS students who are planning to pursue a career in CG academic research. It is not aimed at those who want to become game designers or superhero film producers.
Future researchers should, at a minimum, read Vince, Foley, Woo, and Harrington, in order to gain historical, theoretical, and practical grounding in the field. Thereafter, students may proceed to the paper mill. Read the other books on the list, only to gain a broader perspective.
Vince offers a solid foundation in CG maths.
Foley is the perennial. Read it!
Harrington provides detailed algorithms for implementing a simple, complete 3D pipeline in software. Do it! It is unique among CG texts, which focus on maths or on APIs. This is the book that got me started in CG, as an undergrad in 1983.💕
Woo describes OpenGL v1.1 API, which is simple enough for novices, yet adequately modern. Although OpenGL is now considered dated, it still is the best learning tool, because its capability and simplicity are balanced.
Small moment of pride, I finally managed to write Swift code that decodes QuickDraw regions. The current code is super inefficient, but works.
I found a test image that uses non square regions instead of bitmaps, you can see the difference in rendering between my code and the Preview Application of Mac OS X.
The Indy was SGI's entry-level 3D workstation for CAD and 3D animations in 1993. This beautiful computer was actually the first shipped with a webcam and had video I/O ports built-in.
Since 2023 isn't over yet, there are a few days left to celebrate IT's 30th Anniversary and to realize that @Blender was developed on one of them.
Explore GPU advancements in M3 and A17 Pro
"Learn how Dynamic Caching, the next-generation shader core, hardware-accelerated ray tracing, and hardware-accelerated mesh shading of Apple family 9 GPUs can improve the performance of your Metal apps and games."
Engine programmers literally only want one thing and it's fucking disgusting:
> The game has PASSED the Hardware/Software Compatibility and Performance Check with a great majority of systems obtaining excellent performance results.
The deepest dive into the art and science of colour that you didn’t know you needed, including:
How light works
How vision works
Computer graphics
Colour Theory
Colour spaces
Non-Euclidean geometry
Gamuts
Palettes
RGB vs sRGB vs HSL
OKLAB
And somehow even more than that
ZX Spectrum Raytracer by Gabriel Gambetta (gabrielgambetta.com)
h/t to @bbcmicrobot