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1957
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Rotating drum scanning technique by Russell
Kirsch
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1960
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Term Computer Graphics is first used by
William Fetter at Boeing. The term becomes a buzz
word for anything graphic created with help from a
computer.
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1963
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The Sketchpad is developed by Ivan Sutherland as
a part of his doctoral thesis at MIT. He could
interactively draw geometric shapes on the screen
with the aid of a photoelectric pen.
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1963
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Lawerence Roberts, at MIT, programs the computer
to know the difference between front and back. His
algorithm taught the computer to erase lines in
vector graphics that would not be normally seen by
the human eye in real life drawings of 3-d objects.
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1966
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Charles Csuri - First non-computer
scientist/programer to get involved with computer
graphics. As an artist, he scanned into the
computer his own sketches as source material for
computer manipulations.
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1967
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EAT - Experiments in Art and Technology. Formed
at Bell Labs by Robert Rauschenberg and Billy
Kluver, the EAT sculpture symbolized artists
growing acceptance of the computer as a tool. The
sculpture was made of common twentieth century
technology gadgets such as radios and computers.
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late 60s
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At MAGI in Elmsfor, NY, SynthaVision was
developed. This system could render solid shapes
from primitive objects. Before SynthaVision, 3-d
objects were only represented by lines, now they
had a solid looking shape and complex shapes could
be constructed from simple primitive shapes. At the
University of Utah, researchers developed formulas
to render vector line 3-d images into shaded 3-d
raster images. Basically, the raster based objects
were formed from a construction of polygons. A
sphere can be shaped from flat polygons. How so?
Think of a soccer ball. The ball shape is formed by
small flat hexagon pieces. By increasing the number
of polygons, a virtual sphere inside the computer
can appear more rounded and smooth.
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later
60s
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Henri Gourand, At the University of Utah,
figured out a way to smooth the facets of polygonal
rendering. His rendering algorithm made shaded
objects appear more smooth.
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1970
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Charles Csuri and friends get involved with
animation. IBM invites them to work and demonstrate
their real time animation software ideas on the IBM
mainframes in New York.
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1973
-1975
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Richard Shoup and Alvy Ray Smith work together
developing hardware and software for interactive
computer paint programs. Shoup, at the Xerox Palo
Alto Research Center, builds the first
user-friendly raster display. Smith, in 1975 at the
New York Institute of Technology Computer Graphics
Laboratory, develops the computer program PAINT. On
a side note, Smith is now senior executive at
Pixar, the people behind Toy Story.
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1975
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Shoup and Smith develop the frame buffer which
is the key ingredient to raster based graphics.
Smiths PAINT program expands into a program called
Superpaint. This is important to artists because
Superpaint uses familiar tools to artists like
brushes, pencils, and air brushes.
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1975
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Bui-Tuong Phong develops a rendering scheme that
creates a highlight on the object to simulate a
light source.
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1976
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James Blinn, a doctoral candidate at Utah,
creates algorithms for bump mapping. This mapping
technique simulates texture on a 3-d object.
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