- Describe some highlights and pioneers of the history of 3D Graphics with visual examples.
One of the most famous computer scientist, in the world is Edwin Earl “Ed” Catmull. The current president and co-founder of the Walt Disney Animation Studios, Disney Toon Studios and Pixar Animations Studios. Edwin had a big influence to many developments in computer graphics that you will hear of in the creative industries. Edwin biggest gift in the industry is the creation of "mapping texture” he had also developed anti-aliasing algorithms, the refining of sub-division modelling, and blazed the trail in working on the concept of Z-buffering.
Steve Slug Russell is another great and famous for creating Spacewar in one of the earliest video games. He also invented the continuation on which is an abstract representation of the control state of a computer program. He had also work with technical support for Bill Gates and Paul Allen as they learned how to program computers, which later became there success because of Steve. ultimately it too the team of MIT about 200 man-hours to write the first version of Spacewar. “He wrote Spacewar on a PDP-1, an early DEC (Digital Equipment Corporation) interactive mini computer on which used a cathode-ray tube type display and keyboards input". A computer game on which Steve created was the last thing that DEC (Digital Equipment Corporation) expected who later provided the game as a diagnostic program for their customer.
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- Discuss the meaning and implications of the term “democratisation” in relation to the 3D graphics industry.
Democratisation in relation to technology refers to the increasing availability of complex technology and shrinking price of that difficult technology, which helps improvement in the industry and the users have become related with more cheap products. New technology, software and services will either limit or expand what the industry can do. regular consumers is limited by this system design, there are a lot of inexpensive to buy than most powerful computer now than it was many years ago. It may be expensive but it can only limit what every individual can do. Online services have been a little bit more pricey, still limited but less. fan could animate a scene, finish a couple of test renders, then send their files to the other department. This allows open up in the workplace for other projects, I don’t think it is a perfect option to do, but it goes to show that new technology are generally moving quickly and are more available to the community every year.
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- Emerging technologies – What is Ptex and how do you think it will affect asset creation now and into the future?
1) Definitions of Ptex:
The definitions of Ptex comes from the Walt Disney Animations Studios, it is a mapping system for texturing, it was made for production-quality rendering. The file format can store hundred of thousands of texture images very professionally fit all into one file. Ptex can also apply separate texture to every face of a polygon mesh.
How Does it affects assets creation in the present and future?
In the beginning with Disney Animations, and Pixar, Ptex has been combine into the movie industry pipeline. it a lot more well-organised than UV when it comes to texturing, but it not always the industry traditional, Ptex can also poe a problem when it comes to video games side of the creative industries because games have to be well rendered in real-time. In animated films Ptex is mainly what used to animate because they have a ver good high quality texturing for pre-rendering and under limited deadlines. It is look like it is the future of Ptex, but there are a lot of problems that need to be solved. and it could become more widely effected.
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