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What the Hell is Computer
Graphic Imagery (CGI)?
The SIGGRAPH Guide to Image
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Even thought the prerequisites
for Introduction to Computer Graphics said, "A basic understanding
of computers and algebra," I went anyway. While I understand computers
fairly well, from a user standpoint, I was a math geek in that I
could barely understand the word questions much less put them into
usable equations.
The section of the course
I was most interested in was called "Rendering." Everywhere you
went at SIGGRAPH there was talk of rendering images and the big
daddy of rendering software, Renderman. The course lecturer was
Andrew Glassner, who was listed only as a consultant in my program,
and he was a great speaker, excited about his subject in a way that
made you want to understand what he was saying. Once again the room
was filled with state of the art monitors that allowed us to follow
along with the computer program the lecturer was using without getting
a neck crick. The premise he used to lead us through the rendering
process was that we wanted to make an animated fly for a movie.
It turns out that a terrible
fact was revealed to me right at the beginning of the course: graphics
are math. Excuse me if I sound simple minded and stunned. It makes
sense of course. If the words I am typing are really "1" and "0",
then the amazing dinosaurs in DINOSAUR can be mathematical equations.
The body and legs of our fly were nothing but cylinders twisted
and bent to make the deformed legs of the world's most famous house
pest. This is over simplifying the amount of work that went into
creating software that will design cylinders that you can shape
into fly legs, but that is the basic premise. The bodies of animated
characters are polygons and such, all manipulated to form very complex
mathematical equations that equal dinosaur, or Mickey Mouse in digital.
The Rendering Equation,
according to Mr. Glassner, unifies all algorithms. What that means
exactly, I'm not sure. Once he mentioned that it was related to
nuclear physics, I stopped thinking clearly. However, for those
truly dedicated to finding out, there is a 1986 SIGGRAPH paper on
the subject that can be located by contacting SIGGRAPH at their
web site.
He went on to explain,
in more friendly, English major like terms, that rendering was turning
ideas into pictures as well as a communications tool, in short,
it was a means to an end. Very few people wrote their own rendering
software, and in this class, we were going to follow in their footsteps
using the popular Renderman software. Glassner considered computer
graphics to be an emerging visual art form that just had a different
pallet of materials to work from. I decided to think of it as very
flat instillation art.
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Creating a CG image is
literally creating an "image" for the eye to see, and seeing is
all about light. The light source, sun or man made, fluorescent
or halogen, the things about seeing that most people don't really
notice, all must be taken into consideration when creating a CG
image if you want it to mimic reality successfully. Light also influences
the color and contrast of images as they move.
Our fly for example looked
like a flat cartoon until we gave the computer program a light source
and angle and the light began to interact with the fly's surface
creating shadows and color variations. Images are basically an outline
that forms a shape combined with shading that defines that shape,
but of course we spend most of our time wondering about the thing
that the shape makes. Whether it is a car we want to buy, a person
we want to date or which dress to wear, we think about an object's
relationship to us and not the physics that went into making its
shape. Computer graphics, on the other hand, consider little else.
Rendering is the process
of putting together the mathematical shapes of light, shadow and
texture to form an image. Once all of these were put together in
our example, we had a fly that was more than a cartoon and less
than reality. Of course software designers are working on the "less
than reality" problem even as I type. Several examples were shown
of inanimate objects and man made landscapes and architecture, which
looked amazingly real. Using digital photos the designers can teach
the computer what different types of light does inside a given space
and around the geometry of various objects. One example, of the
interior room of a "House Beautiful" style house full of natural
light, was so convincing that I thought it was the "real" example
that would be used against the digital example.
The hardest objects to
simulate digitally and teach the computer about are, of course living
forms, mostly humans. Perhaps it is because humans see themselves
as the most real of objects and are particularly harsh when critiquing
images based on their own kind. Maybe a real fly would not have
thought much of our CG attempt, but would have been happy to buzz
the ear of one of our CG humans. Who knows? I just wish I had paid
more attention in that pesky algebra class.
Carlye Archibeque
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