Graphics Reference
In-Depth Information
image on a screen, no amount of knowledge regarding perspective would be of any
use. With Pointillism and the pixels it inspired, linear perspective could be used to
calculate what an image should look like on a 2D plane, and Pointillism allows the
computer to generate an image that could be viewed on a computer screen.
These observations and experiments by artists led to key discoveries that had
(and are still having) far-reaching results. By themselves, the observations would be
of little use if the artist were unable to communicate what they had seen or what
caused the effect. To be able to articulate what one has seen is exactly what a com-
puter graphics artist must do. This is the primary skill, and it falters if that artist's
observation skills are weak.
1.6
The Role of Software in CG
Today, computer animation software has Pointillism, aerial occlusion, linear
perspective, lens curvature, and many other observations built into the program.
Now, the software will perform the mechanical calculations for you, just as a calcu-
lator will add numbers. The trick is that you need to be able to input the right
numbers. In computer graphics, this means you have to be able to see, understand,
and describe the subject to your software in a language it understands. If you do
your job properly, you will receive a beautifully rendered image in return.
Knowledge of a computer animation program will not by itself make anyone into
a competent professional animator. They may learn the buttons, they may learn the
language of the application, but without well-described observations, this knowl-
edge is insuffi cient to be a truly successful CG artist. To be a successful CG artist,
you also need to understand how to look at the world around you, or imagine the one
within, with great clarity. You must be able to see detail that others miss, understand
why it is there, what it is for, how to distinguish it from its neighbors, and describe
it to your application.
1.7
Conclusion
The skills just described are the basis for this topic. They are application indepen-
dent, and are true of every 3D application currently made. As CG professionals are
aware, 3D applications change on a nearly annual basis and every few years the
most popular application will have changed to something new. When this happens,
artists who understand computer graphics for what it is will be in a much better
position than those who look at it from the more limited perspective of the applica-
tions they are familiar with. Applications are relatively easy to learn in comparison
to the expertise that comes from practice and understanding (Sternberg 2003 ).
This topic is about computer graphics; it is not about computer graphics
applications. In this topic, you will learn the meaning and usage of computer
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