scholarly journals The Pioneers of Russian Computer Graphics

Author(s):  
Л. Карпов ◽  
Д. Волков

Любое современное приложение трудно представить без элементов компьютерной графики, и может сложиться впечатление, что так было всегда, а машинная графика — это легко и просто. Однако это не так. Russian scientists contributed a lot to the creation of the computer graphics discipline, with their research works still influencing the development of this applied science field.

2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Acheng Zhou ◽  
Chao Gao

Currently, there is less research on how to improve the efficiency of the application of computer graphics technology in the creation of public sculpture. Therefore, this paper will focus on how computer graphics algorithms can enable systems for the creation of public sculpture with the intervention of computer graphics technology to create more accurate and completed works of public sculpture. It will explore and analyze how computer image algorithms can help creators apply computer image technology to finish complete and accurate public sculptures, and individual studies, computer imagery, and model analysis are also used. In systems for the creation of public sculpture, the point cloud data of the model is obtained through 3D laser scanning technology; then the algorithm of the point cloud model is integrated and the Statistical Outlier Removal algorithm of the point cloud model intervention is processed. By this way, the point cloud model of the work is optimized, and then a more completed and accurate public sculpture work can be produced by 3D sculpting or 3D printing. The research shows that, in the creation of public sculptures with the intervention of computer graphics technology, the computer graphics algorithm acquires the basis of the high-definition public sculpture data model. The computer graphics algorithm improves the accuracy and completeness of the creator using computer graphics technology; it is also the key to transform the accurate enlargement and transformation of the sculptural model into the actual sculptural work.


2021 ◽  
pp. 49-53
Author(s):  
IGOR NIKOLAEVICH VERGUN ◽  
◽  
SERGEI SERGEEVICH SPICIN ◽  

The article provides historical information about the simulated object and considers the creation of a computer model of the Shadrinsky Cathedral in free computer graphics software with a demonstration of intermediate stages.


2019 ◽  
Vol 20 ◽  
pp. 131-146
Author(s):  
Águeda Simó

La aplicación de la Realidad Virtual (RV) en la creación artística se remonta a la década de 1990, cuando se comercializan losprimeros sistemas de RV. Sin embargo, los altos costos y lasdificultades técnicas para realizar y exhibir este tipo de obras limitaron la exploración artística de esta tecnología. En la segundadécada del s. XXI, la RV ha experimentado un renacimiento debido,en parte, a los avances tecnológicos en la computación gráfica y las interfaces físicas, bien como a su abaratamiento. Todos estos factores, están reimpulsado la utilización de la RV en las artes al facilitar la creación y exhibición de las obras. Virtual Reality (VR) art can be traced back to the 1990s, whenthe first VR systems were commercialized. However, the art exploration of this technology was limited due to the high costs and technical difficulties to create and exhibit VR artworks. In the second decade of the 21st century, VR has experienced a renaissance partly because of the technological advances in computer graphics and physical interfaces and the reduction of their cost. All these factors have revitalized the use of VR in the arts by facilitating the creation and exhibition of artworks.


2020 ◽  
pp. short28-1-short28-8
Author(s):  
Vitaly Karabchevsky

Computer technologies of graphic education of students studying programming and information technologies are considered. Particular attention is paid to the joint use of descriptive geometry methods and three-dimensional geometric modeling tools in the creation and study of models of geometric shapes. A basic set of competencies has been identified, allowing to solve the main types of computer graphics tasks, methods for achieving these competencies are considered.


Author(s):  
Kazuya Tsujimoto ◽  
Shinji Miura ◽  
Akira Tsumaya ◽  
Yukari Nagai ◽  
Amaresh Chakrabarti ◽  
...  

In the near future, robots and CG (computer graphics) will be required to exhibit creative behaviors that reflect designers’ abstract images and emotions. However, there are no effective methods to develop abstract images and emotions and support designers in designing creative behaviors that reflect their images and emotions. Analogy and blending are two methods known to be very effective for designing creative behaviors. The aim of this study is to propose a method for developing designers’ abstract behavioral images and emotions and giving shape to them by constructing a computer system that supports a designer in the creation of the desired behavior. This method focuses on deriving inspiration from the behavioral aspects of natural phenomena rather than simply mimicking it. We have proposed two new methods for developing abstract behavioral images and emotions by which a designer can use analogies from natural things such as animals and plants even when there is a difference in the number of joints between the natural object and the design target. The first method uses visual behavioral images, the second uses rhythmic behavioral images. We have demonstrated examples of designed behaviors to verify the effectiveness of the proposed methods.


2011 ◽  
Vol 2 (4) ◽  
pp. 71 ◽  
Author(s):  
Víctor Manuel López-Menchero Bendicho ◽  
Alfredo Grande

<p>After the first meeting held by the International Forum on Virtual Archaeology June 18, 2009, during the celebration of the First International Conference on Computer Graphics and Archaeology, Heritage and Innovation ARQUEOLOGICA 2.0, revealed the need for progress on the creation of an international document able to regulate or at least establish a set of recommendations regarding the practice of virtual archeology. In result of that meeting the Spanish Society of Virtual Archaeology (SEAV) considered it appropriate to take the lead in writing a first draft as a basis for further discussions within the international scientific community. What follows are the preliminary results of this initiative, which is becoming known worldwide as The Charter of Seville.</p>


2002 ◽  
Vol 76 (4) ◽  
pp. 767-802 ◽  
Author(s):  
Atsushi Akera

The International Business Machines Corporation adapted early on to the opportunities created by the cold war economy in the United States. This account of IBM's adjustment to the circumstances of that time unveils the detailed process by which a firm situated outside the traditional defense industries forged new institutional allegiances between business and government and between science and industry. Beginning in 1949, IBM's Applied Science Department, under the leadership of Cuthbert Hurd, enabled the company to enter new technical markets that had been created by federal research and defense expenditures. But there were also broader consequences to IBM's decision to embrace scientific culture, among them the transformation of its traditional sales and product development strategies in ways that were not indisputably functional.


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