Survey
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
Graphics Evolution Grahics Software Graphics are pictures, still and moving, such as illustrations, photographs, animations, and films. In 1963, Ivan Sutherland, a graduate student at MIT, created the first graphics program for small computers. Sutherland’s Sketchpad, which ran on a minicomputer and used a light pen to draw lines on a screen, was the first of a long line of graphics software programs that have revolutionized commercial and, to some extent, noncommercial illustration and design. Developments in Painting and Drawing Programs The pixelization problem in painting programs was resolved in two ways. First, as the RAM and storage capacities of personal computers grew, raster image-processing programs were created that could handle images with a greater number of dots per inch. Today’s high-end raster image programs can handle full-screen images at 2400 dpi or higher in 16.7 million different colors. Another solution to the pixelization problem was the development of antialiasing, whereby pixels along the edge of an image are progressively lightened or darkened to produce the effect of a smooth edge. The difficulty of producing irregular forms in drawing programs was resolved by the introduction of bezier curves. A bezier curve is a straight line or a curve that is described by its tangents— straight lines that are perpendicular to and bisect the line. Programs using bezier curves create curved lines, join them together, and modify the curvature of lines by manipulating tangent lines connected to points on the curves. The next great innovation in drawing programs was the introduction of freehand tools, which allowed users to draw an irregular line on the screen that was then automatically transformed into bezier curves that could be adjusted. Paint and Drawing Programs Today In the early days of personal computers, choosing among graphics programs was simple. One could use a painting program or a drawing program. The former was a good choice for producing graphics with irregular shapes. The latter was a good choice for producing graphic containing lots of regular geometric shapes, such as pie charts, bar graphs, and geometric figures. Today, distinctions between painting and drawing programs have blurred considerably because high-end drawing programs contain both drawing and painting features. Relatively simple painting and drawing programs are still available such as Microsoft Paint, which is bundled with the Windows 95 operating system. Professional computer illustrators generally work, however, in some more powerful and sophisticated programs. Some of toadys programs are: Paint Graphics Workshop Adobe Illustrator Photoshop Comparison This table will illustrate some of the comparisons: Program Environment Ease of Use Strength Photoshop Home/Office Normal-Hard Versitile Illustrator Professional Hard Handle most tasks Premier Professional Hard Video editing Graphics Workshop Home/Office Normal Different types Paint Shop Pro Home Normal Easy for simple tasks Paint Home Easy Good for simple tasks Lview Home Easy Excellent fo simple tasks Early Painting and Drawing Programs In the early days of personal computing, software developers created two types of programs for producing computer graphics. Bitmap-based or raster image-based graphics programs, commonly called painting programs, allowed users to create pictures by changing the pixels, or picture elements, on the screen from white to black. Object-based or vector-based graphics programs, commonly called drawing programs, allowed users to construct pictures by creating, editing, and combining mathematically defined geometric shapes. Eventually, color and grayscale versions of both painting and drawing programs were developed. Early painting programs were great for free-form sketching, but because of their low resolution, corresponding to the limited dot-per-inch (dpi) resolutions of computer screens, they tended to produce work with a jagged, or pixelated, look along slopes or curves. The Future The capability of future programs will be limited only by the imagination of the programmer and the user. There has to be a need before the programmer, in many cases, can produce the program to do the task. Voice input will allow the aperator to specify what is to be done and where it is to be done. Even now the operator can work on one pixel at a time, one area at a time, or even make global changes to the total graphic. The writer, (“The Copyright Holder”) authorizes you to view and download the tutorials at this Web site only for your personal, non-commercial use. All materials and/or web pages saved from this web site must retain all copyright and other proprietary notices contained in the original materials on any copies of the materials. Users will not change, alter, or modify the materials at this web site in any way, nor will the web pages be reproduced, publicly displayed, or distributed for any public or commercial use. Placement of these tutorials or any other copyrighted material on any other web site or networked computer environment for any reason or purpose is prohibited without the expressed written consent of the Copyright Holder. All materials on this web site are copyrighted. Unauthorized use of any of the tutorials or materials belonging to the Copyright Holder may violate copyright laws or other laws of the United States or International law. Violations may result in legal action against violators by the Copyright Holder. As a User, if you breach any of these Terms, your permission to use these tutorials is immediately and automatically terminated and you must immediately destroy any saved, downloaded, or printed materials. Notice of Liability: The information in the tutorials is distributed on an “As Is” basis, without warranty. While every precaution has been taken in the preparation of the tutorials, neither the Copyright Holder or any party associated with production or web publication of these tutorials shall have any liability to any person or entity with respect to the loss or damage caused, or alleged to have been caused, directly or indirectly by the instructions contained in the tutorials, to any software and/or hardware products the tutorials are used with and/or on. The User assumes all responsibility for any costs incurred under any circumstances arising from the use of these tutorials.