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HISTORY

This information is referenced to a great book by Chad M. Little
called "becoming a Computer Artist," Indianapolis: Sams, 1994.

1957

Rotating drum scanning technique by Russell Kirsch

1960

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.

1963

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.

1963

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.

1966

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.

1967

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.

late 60s

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.

later
60s

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.

1970

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.

1973
-1975

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.

1975

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.

1975

Bui-Tuong Phong develops a rendering scheme that creates a highlight on the object to simulate a light source.

1976

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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Last modified on December 30, 1996
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copyright 1996:Jeff Seitz