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Book Description
This book was developed in an attempt to maintain in one location the information and references that point to the many important historical developments of the short life of the computer graphics world as we know it.
Table of Contents
- Cover
- Title Page
- Copyright
- Table Of Contents
- Cover
- Opening Animation
- Chapter 1: The history of early computing technology
- The history of early computing technology
- 1.1 Early analog computational devices
- 1.2 Early digital computational devices
- 1.3 Electronic devices
- Chapter 2: The emergence of graphics technology
- The emergence of graphics technology
- 2.1 Whirlwind and SAGE
- 2.2 Programming and Artistry
- 2.3 MIT’s Lincoln Labs
- Chapter 3: The computer graphics industry evolves
- The computer graphics industry evolves
- 3.1 Work continues at MIT
- 3.2 TX-2 and DEC
- 3.3 General Motors DAC
- 3.4 Other output devices
- 3.5 Input devices
- Chapter 4: Basic and applied research moves the industry
- Basic and applied research moves the industry
- 4.1 Introduction
- 4.2 MIT and Harvard
- 4.3 Bell Labs and Lawrence Livermore
- 4.4 University of Utah
- 4.5 The Ohio State University
- 4.6 JPL and National Research Council of Canada
- 4.7 Other research efforts
- Chapter 5: University research labs evolve
- University research labs evolve
- 5.1 Cornell and NYIT
- 5.2 UNC and Toronto
- 5.3 Cal Tech and North Carolina State
- 5.4 Illinois-Chicago and University of Pennsylvania
- 5.5 Other labs and NSF Technology Center
- Chapter 6: Commercial Companies
- Commercial Companies
- 6.1 Digital Effects
- 6.2 MAGI
- 6.3 Information International Inc. (III, or Triple-I)
- 6.4 Digital Productions (DP)
- 6.5 Robert Abel and Associates
- 6.6 Cranston/Csuri Productions
- 6.7 Pacific Data Images (PDI)
- 6.8 Omnibus Computer Graphics
- 6.9 Bo Gehring and Associates
- Chapter 7: Organizations, conferences, & graphics standards
- Organizations, conferences, & graphics standards
- 7.1 CG Organizations and Conferences
- 7.2 Graphics Standards
- 7.3 Early Graphics Publications
- Chapter 8: Commercial Animation Software
- Commercial Animation Software
- 8.1 Introduction
- 8.2 Wavefront Technologies
- 8.3 Alias Research
- 8.4 Alias/Wavefront
- 8.5 Side Effects
- 8.6 Softimage
- 8.7 Autodesk/Kinetix/Discreet
- Chapter 9: Computer Artists
- Computer Artists
- 9.1 Introduction
- 9.2 Vera Molnar
- 9.3 Manfred Mohr
- 9.4 Larry Cuba
- 9.5 Lillian Schwartz
- 9.6 David Em
- 9.7 Yoichiro Kawaguchi
- 9.8 Ed Emshwiller
- 9.9 Other Artists
- Chapter 10: CAD/CAM/CADD/CAE
- CAD/CAM/CADD/CAE
- 10.1 Introduction
- 10.2 MCS / CalComp / McAuto
- 10.3 Auto-trol / Applicon / ComputerVision
- 10.4 SDRC / Unigraphics
- 10.5 Intergraph / Bentley / Dassault
- 10.6 Autodesk / Micro-Control Systems
- Chapter 11: CG Production Companies
- CG Production Companies
- 11.1 Introduction
- 11.2 Industrial Light and Magic (ILM)
- 11.3 Pixar
- 11.4 Metrolight / Rezn8
- 11.5 deGraf-Wahrman / Kroyer Films
- 11.6 Rhythm and Hues / Xaos
- 11.7 R/Greenberg Associates / Blue Sky Studios
- 11.8 Kleiser Walczak Construction Company
- 11.9 Sogitec Audiovisuel / Lamb&Company
- Chapter 12: Analog approaches, non-linear editing, and compositing
- Analog approaches, non-linear editing, and compositing
- 12.1 Introduction
- 12.2 ANIMAC / SCANIMATE
- 12.3 Image West / Dolphin Productions / Ron Hays
- 12.4 Quantel
- Chapter 13: Flight Simulation
- Flight Simulation
- 13.1 Phase I-III
- 13.2 Singer Link
- 13.3 Evans and Sutherland
- 13.4 NASA
- 13.5 Military
- 13.6 Other Approaches
- Chapter 14: CG in the Movies
- CG in the Movies
- 14.1 Introduction
- 14.2 CGI and Effects in Films and Music Videos
- 14.3 Tron
- 14.4 Miscellaneous
- Chapter 15: Graphics Hardware Advancements
- Graphics Hardware Advancements
- 15.1 Early Hardware
- 15.2 Apollo / SGI / Sun
- 15.3 Graphics Accelerators
- 15.4 Influence of Games
- Chapter 16: The GUI and the personal computer
- The GUI and the personal computer
- 16.1 Xerox PARC
- 16.2 Apple Computer
- 16.3 The IBM PC and Unix
- 16.4 Amiga
- 16.5 Timeline of the GUI
- Chapter 17: Virtual Environments
- Virtual Environments
- 17.1 Virtual Reality
- 17.2 Virtual Projection
- 17.3 Hypermedia and Art
- 17.4 Interaction
- 17.5 Virtual Spaces
- Chapter 18: Scientific Visualization
- Scientific Visualization
- 18.1 Introduction
- 18.2 Visualization Systems
- 18.3 Hardware and Software
- 18.4 Algorithms
- 18.5 Volumes
- Chapter 19: Quest for Visual Realism
- Quest for Visual Realism
- 19.1 Particle Systems and Artificial Life
- 19.2 Flocking Systems
- 19.3 Physical-based Modeling
- 19.4 Noise functions and Fractals
- 19.5 Global Illumination
- 19.6 Plants
- 19.7 Data-driven Imagery
- 19.8 Character motion
- Chapter 20: CG Icons
- CG Icons
- 20.1 CG Icons
- CG Historical Timeline
- Other Related Historical Links
- List of Movies and Videos and Image Galleries
- Glossary
- Afterword
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