Contents
1. Introduction
Graphics and computers
Advantages and disadvantage of computer graphics
2. Main Body of the Report
3. Conclusion
4. References
Introduction
New communication technologies and new knowledge about how the human mind functions are changing the traditional attitude that visual expression is reserved only for the talented. And the pace of change seems to be quickening because of the continuing development of graphics-based personal computers. The psychological and technological tools for augmenting human intellect we have today are but the earliest generations in a rapidly evolving technology; judging from the computer systems now on the drawing boards, the tools themselves soon will show people how to use them. Those old prejudices about talent and visual expression have been jogged out of their tracks by several recent discoveries (1994).
One eye-opener was the discovery that visual thinking influences our reasoning processes: experiments by perceptual psychologist revealed that our perceptions, particularly our visual perceptions, structure the way we think about the world. Another area of discovery emerged from the design of new ways for people to use computers, a field in which the development of a graphic vocabulary plays a key role. At the creative end of the consciousness spectrum, the use of imagery for communicating abstractions the way artists and designers do seems to involve a specific set of mental skills. Western educators in kindergartens and graduate schools are beginning to develop methods for training these skills. The one aspect that connects such wildly disparate endeavors as medical self-care, psychological and spiritual growth, peak athletic performance, artistic and scientific creativity is the power of images to program and reprogram one’s unconscious belief systems (1994).
Many graphic artists and scenographers unfamiliar with computer technologies hold that computers take the art out of art; that electronically generated images do not have that personal touch real-life materials give to graphic art. Moreover, the very nature of the intervening screen along with the input devices necessary to record images stands between an artist’s imagination and accomplishment. Computer art, in short, not only lacks the grit and texture of everyday reality but actually impedes the artist’s vision. Such fears are not easily put aside for those who until now have worked without computers. Even the most skeptical of these artists are often pleasantly surprised at the opportunities afforded by the graphic potentialities of the computer. Many artists are convinced of the computer’s possibilities when they discover that it is possible, using graphics tablets and cordless styli, to draw in exactly the same manner as on paper. It is also possible to turn these freely created sketches into high-resolution images that rival their real-world counterparts. But what about that kind of drawing the scenographer does in the preliminary stages of a project?
How can the computer help there? Does the computer have a role in those earliest phases? The answer is yes; but in order to use the computer in this capacity artist must be willing to change old and familiar ways of working. Computer graphics give different benefits to people (1994).Computer graphics give artists the ability to produce graphic images with high degrees of accuracy, correct mistakes easily, alter concepts and designs quickly, duplicate materials, share design information interactively, share design information electronically, and store vast amounts of information easily in small spaces. The succeeding discussion will narrate in detail how the final image was created at the same time the discussion will try to identify the graphics techniques used. Through all these information acquired a proper conclusion can be made.
Graphic technique used The technique used in the program is Ray Tracing. Ray-tracing is a rendering technique that calculates an image of a scene by simulating the way rays of light travel in the real world. However it does its job backwards. In the real world, rays of light are emitted from a light source and illuminate objects. The light reflects off of the objects or passes through transparent objects. This reflected light hits our eyes or perhaps a camera lens. Because the vast majority of rays never hit an observer, it would take forever to trace a scene. Ray-tracing programs like start with their simulated camera and trace rays backwards out into the scene. The user specifies the location of the camera, light sources, and objects (2002).
Ray Tracing was a computer technique that allowed the creation of three-dimensional complexities. It was first worked on by the nuclear physicist at in the late sixties, in experiments to develop nuclear radiation shielding, the technique was further developed in the seventies, but, unfortunately, was expensive. This technique not only takes into account hidden surfaces, highlights, shading and shadows, but also copes magnificently with reflections, refractions, transparency, and textures (1991).
Finding the site and installation In creating the image the first thing to be done is find the site that the software will come from. When the website was reached its contents were analyzed to identify what part of the site the software is located and what other things within the site can be downloaded because it might help in the endeavor. After determining what part of the site the software can be downloaded, the next thing done is acquire to software from the site. This takes some time depending on the speed of the computer, the speed of the internet connection, and other factors that might affect completion of the download. Once the installer has been downloaded in the PC the next thing to do is the installation of the software in the PC itself. The length of time consumed for the installation of the software in the PC depends on the speed of the PC and the other programs currently running with the installation.
Initial use After the software has been installed the next thing to do is the try the program. Trying the program means analyzing aspect of the program and doing it in actual. The first thing to do is analyze the parts of the program. Identify what are the different things in the software that can give the most help. Analyze each and every part of the program. Determine which part of the software is easy to understand and which part of the software gives difficulty. The next thing to do is trial of each of the parts of the program. In this situation all the buttons, and other things to click are tried so that their function will be known and to determine what buttons will be useful for creating the image. Familiarization of the program brings advantages that include lesser errors made, lesser time is wasted in creating the image, the image can be done well, and there is a lesser chance of redoing the image. Familiarization of the program leads to less errors made. If a person is familiar with a program he/she can identify which buttons should be clicked thus no errors can be made. Familiarization of the program leads to lesser time is wasted in creating the product. Being unfamiliar to the program of a person makes him./her push buttons that he/she should not push and this leads wrong output and errors thus he/she has to do the process once more until he gets it right.
Familiarization of the program leads to a image done well. Not only time is saved, and errors are prevented but the result of the process comes out good. Being comfortable and familiar with the program gives a person the capability to focus on what he/she is doing. The person doesn’t have to worry about creating mistakes and pushing the wrong buttons thus he/she can concentrate on creating the image. Familiarization of the program leads to s a lesser chance of redoing the image. Since with the help of familiarization of the program lesser errors are made, the artist doesn’t have to think that something is wrong with the image. Lesser errors mean that when the image has been outputted no one may comment about it to be done again. The image will be as best as the one done in the traditional way. After familiarization of the software the next thing to do is try out sample images that included in the program. This serves as a test of familiarity to a product. This also serves as a way to understand more how the program works. Through testing of the samples in the program the ability to use the program can increase, the hard principles of the program can also be determined. After familiarization with the software has been done the next thing to do is create the image.
Creating the image In creating the image the first thing to do is click the “new” button to create an empty page. In the empty page programming and analysis is done. Wherein all the aspects, parts, features, size, color, texture and other things pertaining to the image is programmed and edited. Programming methodologies and techniques are used and reconfigured so that the correct output can be made. In this stage two things can be done. A person can type the program code into the blank space at the same time putting the different specification and physical characteristics of the image. This takes longer periods of time especially if the person is using programming books as reference. The other technique is copying the program code of the samples in the blank space and configuring the specification and physical characteristics of the image. In this technique a few things in the code will be altered at the same time some things not in the new code is added. Among the two this saves a lot of time and effort it also gives the person more time to create changes as it he sees it. After all the code has been placed in the page the next thing to do is to click the “run” button and see the result. If nothing happens it might mean that there is something lacking with the code. After the image comes out the next thing to do is see if it is the image desired.
Editing and Finalizing the image After implementing the program/ clicking the “run” button and the result is not satisfying the next thing to do is exit the window containing the image and reconfigure the program code. In this stage the program code is analyzed for errors, the configuration, specifications, and physical characteristics is determined and changed if necessary, and other parts of the program is checked and changed if there is such need. This can be done as many times until the desired output is acquired. When the desired output is acquired the next thing to do is save the changes made. Through these things done any image desired can be achieved with no errors and with great accuracy.
Conclusion Many graphic artists and scenographers unfamiliar with computer technologies hold that computers take the art out of art; that electronically generated images do not have that personal touch real-life materials give to graphic art. But they probably not experienced the benefits given by the computer graphics to other artists. Computer graphics give artists the ability to produce graphic images with high degrees of accuracy, correct mistakes easily, alter concepts and designs quickly, duplicate materials, share design information interactively, share design information electronically, and store vast amounts of information easily in small spaces. The technique used in the program is Ray Tracing. Ray-tracing is a rendering technique that calculates an image of a scene by simulating the way rays of light travel in the real world. In creating the image the first thing done was find the site that the software came from. After determining what part of the site the software can be downloaded, the next thing done was acquire to software from the site. Once the installer has been downloaded in the PC the next thing to do was the installation of the software in the PC itself. After the software has been installed the next thing to do was trying the program and be familiar with it. Once there was familiarity with the program the next thing that was creation of the image. In this stage as mentioned earlier program codes were used to create, edit, and finalize the image. The process in doing this one is continuous and repetitive until the desired output was achieved.
The program made images done using graphic arts more accurate, efficient, easier for the artists, and with fewer errors. Through the program artists can create images with accuracy and the output is the one they truly desire. Through the program artists can make their works more efficient. Moreover the program gave the graphic artists ease in doing their image. Through the program the artists encountered lesser errors and they don’t have to redo the whole work again. The merger of graphic arts and computer application benefited so many people and helped them improve their way of living. This proves how important computer and its applications are to people. This shows that the computer has already showed its benefit to people and it has entered almost all fields of society. Computers and its programs are now used from arts, sciences, literature, mathematics, sports, and other sectors of society.
References
Credit:ivythesis.typepad.com
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