As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc. ) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings. In a typical case, a fragment may be discarded if it is farther away than the pixel that is already at that location (according to the depth buffer). If it is nearer than the existing pixel, it may replace what is already there, or, if alpha blending is in use, the pixel's color may be replaced with a mixture of the fragment's color and the pixel's existing color, as in the case of drawing a translucent object.
Computer graphics are pictures and movies created using computers - usually referring to image data created by a computer specifically with help from specialized graphical hardware and software. It is a vast and recent area in computer science.The phrase was coined by computer graphics researchers Verne Hudson and William Fetter of Boeing in 1960. Another name for the field is computer-generated imagery, or simply CGI.
Important topics in computer graphics include user interface design, sprite graphics, vector graphics, 3D modeling, shaders, GPU design, and computer vision, among others. The overall methodology depends heavily on the underlying sciences of geometry, optics, and physics. Computer graphics is responsible for displaying art and image data effectively and beautifully to the user, and processing image data received from the physical world. The interaction and understanding of computers and interpretation of data has been made easier because of computer graphics. Computer graphic development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, video games, and graphic design generally.
Computer graphics studies the manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.
One of the first displays of computer animation was Futureworld (1976), which included an animation of a human face and hand — produced by Ed Catmull and Fred Parke at the University of Utah. Swedish inventor Håkan Lans applied for the first patent on color graphics in 1979.
Computer graphics are graphics created by computers and, more generally, the representation and manipulation of pictorial data by a computer.
Computer graphics may also refer to:
2D computer graphics, the application of computer graphics to generating 2D imagery
3D computer graphics, the application of computer graphics to generating 3D imagery
Computer animation, the art of creating moving images via the use of computers
Computer-generated imagery, the application of the field of computer graphics to special effects in films, television programs, commercials, simulators and simulation generally, and printed media
A computer is a general purpose device that can be programmed to carry out a set of arithmetic or logical operations automatically. Since a sequence of operations can be readily changed, the computer can solve more than one kind of problem.
Conventionally, a computer consists of at least one processing element, typically a central processing unit (CPU), and some form of memory. The processing element carries out arithmetic and logic operations, and a sequencing and control unit can change the order of operations in response to stored information. Peripheral devices allow information to be retrieved from an external source, and the result of operations saved and retrieved.
Mechanicalanalog computers started appearing in the first century and were later used in the medieval era for astronomical calculations. In World War II, mechanical analog computers were used for specialized military applications such as calculating torpedo aiming. During this time the first electronic digital computers were developed. Originally they were the size of a large room, consuming as much power as several hundred modern personal computers (PCs).
The term "computer", in use from the early 17th century (the first known written reference dates from 1613), meant "one who computes": a person performing mathematical calculations, before electronic computers became commercially available.
"The human computer is supposed to be following fixed rules; he has no authority to deviate from them in any detail." (Turing, 1950)
Teams of people were frequently used to undertake long and often tedious calculations; the work was divided so that this could be done in parallel.
The first time the term "Computer" appeared in The New York Times was February 3, 1853; an obituary stated:
Since the end of the 20th century, the term "human computer" has also been applied to individuals with prodigious powers of mental arithmetic, also known as mental calculators.
Origins in astronomy
The approach was taken for astronomical and other complex calculations. Perhaps the first example of organized human computing was by the Frenchman Alexis Claude Clairaut (1713–1765), when he divided the computation to determine timing of the return of Halley's Comet with two colleagues, Joseph Lalande and Nicole-Reine Lepaute.
Fragment Shader Bottleneck - Interactive 3D Graphics
This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
published: 23 Feb 2015
Understanding the Graphics Pipeline
My first video tutorial on how to setup Xcode for OpenGL projects using GLEW and GLFW.
Links:
https://www.youtube.com/user/thebennybox
Blog:
http://oscarchavez.me
Github:
https://github.com/oscartocino
Hit me up if you have any comment or suggestion:
[email protected]
published: 13 May 2015
Understanding "Fragment Shader" in Computer Graphics
Demystifying Fragment Shaders: Unveiling the Magic of Computer Graphics • Dive into the fascinating world of computer graphics as we unravel the secrets behind Fragment Shaders. Discover how these powerful tools bring life to digital images, creating stunning visuals and immersive experiences. Join us on this journey of understanding and master the art of Fragment Shaders!
00:00 • Introduction - Understanding "Fragment Shader" in Computer Graphics
00:32 • What is a Shader?
01:05 • The Role of Fragment Shaders
01:37 • Fragment Shaders in Action
02:04 • Why Fragment Shaders Matter
published: 04 Jan 2024
Vertex and Fragment Shaders - Interactive 3D Graphics
This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
published: 23 Feb 2015
Vertex or Fragment Shader? - Interactive 3D Graphics
This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
published: 23 Feb 2015
Creating Realistic Scenes with Fragment Shading: Watch the Magic in Action
Join us as we delve into the world of fragment shading and witness its power in creating lifelike scenes. Discover how fragments, comprised of individual pixels, form the building blocks of accurate illumination. Prepare to be amazed as we showcase the transformation of a black metal train engine from horribly inaccurate to realistic. #FragmentShading #RealisticScenes #PixelPerfection #IlluminationMagic #TrainEngineTransformation #GraphicsRendering #DigitalArt #ComputerGraphics #ShadingTechniques #VisualEffects
published: 11 Sep 2024
How do Video Game Graphics Work?
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membership.
Have you ever wondered how video game graphics have become incredibly realistic? How can GPUs and graphics cards render such incredibly detailed scenes? Well, in this video we're going to explore how just a bunch of data in your computer gets turned into realistic graphics. Additionally, we'll take a quick look into Ray Tracing, DLSS or Deep Learning Super Sampling, and many other complicated aspects of video game graphics.
We at Branch Education love to play video games, so this video has been one of our favorite ones to make thus far. It's kind of like getting to look under the hood of your childhood car. Also, it w...
published: 21 Dec 2023
Fragment Shader Bottleneck - Interactive 3D Graphics
This video is part of an online course, Interactive 3D Graphics. Check out the course here: https://www.udacity.com/course/cs291.
My first video tutorial on how to setup Xcode for OpenGL projects using GLEW and GLFW.
Links:
https://www.youtube.com/user/thebennybox
Blog:
http://oscarchav...
My first video tutorial on how to setup Xcode for OpenGL projects using GLEW and GLFW.
Links:
https://www.youtube.com/user/thebennybox
Blog:
http://oscarchavez.me
Github:
https://github.com/oscartocino
Hit me up if you have any comment or suggestion:
[email protected]
My first video tutorial on how to setup Xcode for OpenGL projects using GLEW and GLFW.
Links:
https://www.youtube.com/user/thebennybox
Blog:
http://oscarchavez.me
Github:
https://github.com/oscartocino
Hit me up if you have any comment or suggestion:
[email protected]
Demystifying Fragment Shaders: Unveiling the Magic of Computer Graphics • Dive into the fascinating world of computer graphics as we unravel the secrets behind ...
Demystifying Fragment Shaders: Unveiling the Magic of Computer Graphics • Dive into the fascinating world of computer graphics as we unravel the secrets behind Fragment Shaders. Discover how these powerful tools bring life to digital images, creating stunning visuals and immersive experiences. Join us on this journey of understanding and master the art of Fragment Shaders!
00:00 • Introduction - Understanding "Fragment Shader" in Computer Graphics
00:32 • What is a Shader?
01:05 • The Role of Fragment Shaders
01:37 • Fragment Shaders in Action
02:04 • Why Fragment Shaders Matter
Demystifying Fragment Shaders: Unveiling the Magic of Computer Graphics • Dive into the fascinating world of computer graphics as we unravel the secrets behind Fragment Shaders. Discover how these powerful tools bring life to digital images, creating stunning visuals and immersive experiences. Join us on this journey of understanding and master the art of Fragment Shaders!
00:00 • Introduction - Understanding "Fragment Shader" in Computer Graphics
00:32 • What is a Shader?
01:05 • The Role of Fragment Shaders
01:37 • Fragment Shaders in Action
02:04 • Why Fragment Shaders Matter
Join us as we delve into the world of fragment shading and witness its power in creating lifelike scenes. Discover how fragments, comprised of individual pixels...
Join us as we delve into the world of fragment shading and witness its power in creating lifelike scenes. Discover how fragments, comprised of individual pixels, form the building blocks of accurate illumination. Prepare to be amazed as we showcase the transformation of a black metal train engine from horribly inaccurate to realistic. #FragmentShading #RealisticScenes #PixelPerfection #IlluminationMagic #TrainEngineTransformation #GraphicsRendering #DigitalArt #ComputerGraphics #ShadingTechniques #VisualEffects
Join us as we delve into the world of fragment shading and witness its power in creating lifelike scenes. Discover how fragments, comprised of individual pixels, form the building blocks of accurate illumination. Prepare to be amazed as we showcase the transformation of a black metal train engine from horribly inaccurate to realistic. #FragmentShading #RealisticScenes #PixelPerfection #IlluminationMagic #TrainEngineTransformation #GraphicsRendering #DigitalArt #ComputerGraphics #ShadingTechniques #VisualEffects
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membe...
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membership.
Have you ever wondered how video game graphics have become incredibly realistic? How can GPUs and graphics cards render such incredibly detailed scenes? Well, in this video we're going to explore how just a bunch of data in your computer gets turned into realistic graphics. Additionally, we'll take a quick look into Ray Tracing, DLSS or Deep Learning Super Sampling, and many other complicated aspects of video game graphics.
We at Branch Education love to play video games, so this video has been one of our favorite ones to make thus far. It's kind of like getting to look under the hood of your childhood car. Also, it was surprising that practically all video games use similar basic steps to render each frame. Furthermore, as a fun fact, to create this video our team used 1x 3090ti, 3x 3090s, and the model that we tore down was a 3090.
There are just sooooo many topics in the realm of computer graphics that we couldn't cover. If you're interested in part 2 where we'll cover things like UVs, Normal Maps, Shadows, Reflections, Specular Reflections, and much more, tell us in the comments.
Do you want to support in-depth engineering and technology education? Support us at: https://www.patreon.com/brancheducation
Website: https://www.branch.education
On Facebook: https://www.facebook.com/BranchEducation/
Table of Contents:
00:00 - Video Game Graphics
01:11 - Graphics Rendering Pipeline and Vertex Shading
04:16 - Video Game Consoles & Graphics Cards
05:06 - Rasterization
06:51 - Visibility Z Buffer Depth Buffer
10:03 - Pixel Fragment Shading
11:35 - The Math Behind Pixel Shading
14:05 - Vector Math & Brilliant Sponsorship
16:11 - Flat vs Smooth Shading
17:25 - An Appreciation for Video Games
17:58- Ray Tracing
18:45 - DLSS Deep Learning Super Sampling
19:06 - GPU Architecture and Types of Cores
20:06 - Future Videos on Advanced Topics
20:24 - Outro for Video Game Graphics
Key Branches from this video are: How do JPEGs Work? How does Computer Hardware Work?
Erratum:
Animation: Mike Radjabov, Prakash Kakadiya, Teddy Tablante
Script: Teddy Tablante
Twitter: @teddytablante
Modeling: Mike Radjabov, Prakash Kakadiya
Voice Over: Phil Lee
Sound Design: www.drilu.mx
Sound Effects and Music Editor: Raúl Núñez
Supervising Sound Editor and Mixer: Luis Huesca
Animation built using Blender 4.0.1 https://www.blender.org/
References:
The most important resource for making this video was Cem Yuksel [ https://www.youtube.com/@cem_yuksel ] a professor in the School of Computing at the University of Utah. His online course on computer graphics and interactive graphics was incredibly useful.
"NVIDIA Ampere GA102 GPU Architecture" Second-Generation RTX. NVIDIA Corporation 2021
Wikipedia contributors. "Computer Animation" "Computer Graphics". "CUDA". "Graphics Pipeline". "History of Computer Animation". "NVIDIA". "Rasterization". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited December 21nd 2023
#Graphics #GPU #Algorithm
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membership.
Have you ever wondered how video game graphics have become incredibly realistic? How can GPUs and graphics cards render such incredibly detailed scenes? Well, in this video we're going to explore how just a bunch of data in your computer gets turned into realistic graphics. Additionally, we'll take a quick look into Ray Tracing, DLSS or Deep Learning Super Sampling, and many other complicated aspects of video game graphics.
We at Branch Education love to play video games, so this video has been one of our favorite ones to make thus far. It's kind of like getting to look under the hood of your childhood car. Also, it was surprising that practically all video games use similar basic steps to render each frame. Furthermore, as a fun fact, to create this video our team used 1x 3090ti, 3x 3090s, and the model that we tore down was a 3090.
There are just sooooo many topics in the realm of computer graphics that we couldn't cover. If you're interested in part 2 where we'll cover things like UVs, Normal Maps, Shadows, Reflections, Specular Reflections, and much more, tell us in the comments.
Do you want to support in-depth engineering and technology education? Support us at: https://www.patreon.com/brancheducation
Website: https://www.branch.education
On Facebook: https://www.facebook.com/BranchEducation/
Table of Contents:
00:00 - Video Game Graphics
01:11 - Graphics Rendering Pipeline and Vertex Shading
04:16 - Video Game Consoles & Graphics Cards
05:06 - Rasterization
06:51 - Visibility Z Buffer Depth Buffer
10:03 - Pixel Fragment Shading
11:35 - The Math Behind Pixel Shading
14:05 - Vector Math & Brilliant Sponsorship
16:11 - Flat vs Smooth Shading
17:25 - An Appreciation for Video Games
17:58- Ray Tracing
18:45 - DLSS Deep Learning Super Sampling
19:06 - GPU Architecture and Types of Cores
20:06 - Future Videos on Advanced Topics
20:24 - Outro for Video Game Graphics
Key Branches from this video are: How do JPEGs Work? How does Computer Hardware Work?
Erratum:
Animation: Mike Radjabov, Prakash Kakadiya, Teddy Tablante
Script: Teddy Tablante
Twitter: @teddytablante
Modeling: Mike Radjabov, Prakash Kakadiya
Voice Over: Phil Lee
Sound Design: www.drilu.mx
Sound Effects and Music Editor: Raúl Núñez
Supervising Sound Editor and Mixer: Luis Huesca
Animation built using Blender 4.0.1 https://www.blender.org/
References:
The most important resource for making this video was Cem Yuksel [ https://www.youtube.com/@cem_yuksel ] a professor in the School of Computing at the University of Utah. His online course on computer graphics and interactive graphics was incredibly useful.
"NVIDIA Ampere GA102 GPU Architecture" Second-Generation RTX. NVIDIA Corporation 2021
Wikipedia contributors. "Computer Animation" "Computer Graphics". "CUDA". "Graphics Pipeline". "History of Computer Animation". "NVIDIA". "Rasterization". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited December 21nd 2023
#Graphics #GPU #Algorithm
My first video tutorial on how to setup Xcode for OpenGL projects using GLEW and GLFW.
Links:
https://www.youtube.com/user/thebennybox
Blog:
http://oscarchavez.me
Github:
https://github.com/oscartocino
Hit me up if you have any comment or suggestion:
[email protected]
Demystifying Fragment Shaders: Unveiling the Magic of Computer Graphics • Dive into the fascinating world of computer graphics as we unravel the secrets behind Fragment Shaders. Discover how these powerful tools bring life to digital images, creating stunning visuals and immersive experiences. Join us on this journey of understanding and master the art of Fragment Shaders!
00:00 • Introduction - Understanding "Fragment Shader" in Computer Graphics
00:32 • What is a Shader?
01:05 • The Role of Fragment Shaders
01:37 • Fragment Shaders in Action
02:04 • Why Fragment Shaders Matter
Join us as we delve into the world of fragment shading and witness its power in creating lifelike scenes. Discover how fragments, comprised of individual pixels, form the building blocks of accurate illumination. Prepare to be amazed as we showcase the transformation of a black metal train engine from horribly inaccurate to realistic. #FragmentShading #RealisticScenes #PixelPerfection #IlluminationMagic #TrainEngineTransformation #GraphicsRendering #DigitalArt #ComputerGraphics #ShadingTechniques #VisualEffects
Go to http://brilliant.org/BranchEducation/ for a 30-day free trial and expand your knowledge. The first 200 people will get 20% off their annual premium membership.
Have you ever wondered how video game graphics have become incredibly realistic? How can GPUs and graphics cards render such incredibly detailed scenes? Well, in this video we're going to explore how just a bunch of data in your computer gets turned into realistic graphics. Additionally, we'll take a quick look into Ray Tracing, DLSS or Deep Learning Super Sampling, and many other complicated aspects of video game graphics.
We at Branch Education love to play video games, so this video has been one of our favorite ones to make thus far. It's kind of like getting to look under the hood of your childhood car. Also, it was surprising that practically all video games use similar basic steps to render each frame. Furthermore, as a fun fact, to create this video our team used 1x 3090ti, 3x 3090s, and the model that we tore down was a 3090.
There are just sooooo many topics in the realm of computer graphics that we couldn't cover. If you're interested in part 2 where we'll cover things like UVs, Normal Maps, Shadows, Reflections, Specular Reflections, and much more, tell us in the comments.
Do you want to support in-depth engineering and technology education? Support us at: https://www.patreon.com/brancheducation
Website: https://www.branch.education
On Facebook: https://www.facebook.com/BranchEducation/
Table of Contents:
00:00 - Video Game Graphics
01:11 - Graphics Rendering Pipeline and Vertex Shading
04:16 - Video Game Consoles & Graphics Cards
05:06 - Rasterization
06:51 - Visibility Z Buffer Depth Buffer
10:03 - Pixel Fragment Shading
11:35 - The Math Behind Pixel Shading
14:05 - Vector Math & Brilliant Sponsorship
16:11 - Flat vs Smooth Shading
17:25 - An Appreciation for Video Games
17:58- Ray Tracing
18:45 - DLSS Deep Learning Super Sampling
19:06 - GPU Architecture and Types of Cores
20:06 - Future Videos on Advanced Topics
20:24 - Outro for Video Game Graphics
Key Branches from this video are: How do JPEGs Work? How does Computer Hardware Work?
Erratum:
Animation: Mike Radjabov, Prakash Kakadiya, Teddy Tablante
Script: Teddy Tablante
Twitter: @teddytablante
Modeling: Mike Radjabov, Prakash Kakadiya
Voice Over: Phil Lee
Sound Design: www.drilu.mx
Sound Effects and Music Editor: Raúl Núñez
Supervising Sound Editor and Mixer: Luis Huesca
Animation built using Blender 4.0.1 https://www.blender.org/
References:
The most important resource for making this video was Cem Yuksel [ https://www.youtube.com/@cem_yuksel ] a professor in the School of Computing at the University of Utah. His online course on computer graphics and interactive graphics was incredibly useful.
"NVIDIA Ampere GA102 GPU Architecture" Second-Generation RTX. NVIDIA Corporation 2021
Wikipedia contributors. "Computer Animation" "Computer Graphics". "CUDA". "Graphics Pipeline". "History of Computer Animation". "NVIDIA". "Rasterization". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited December 21nd 2023
#Graphics #GPU #Algorithm
As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc. ) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings. In a typical case, a fragment may be discarded if it is farther away than the pixel that is already at that location (according to the depth buffer). If it is nearer than the existing pixel, it may replace what is already there, or, if alpha blending is in use, the pixel's color may be replaced with a mixture of the fragment's color and the pixel's existing color, as in the case of drawing a translucent object.
KASHIHARA, Nara Prefecture--The occupant of an ornate stone tomb here 1,300 years ago was buried in an elaborate lacquer-coated wooden coffin with gold fittings, say researchers who used computer graphics for the task.
Researchers used computer graphics to create a reproduction of the coffin based on fragments found at the site ... fragments of the coffin and 15 decorative fittings made of gold-copper alloy and copper.