Image Objects: An Archaeology of Computer Graphics
โ Scribed by Jacob Gaboury
- Publisher
- MIT Press
- Year
- 2021
- Tongue
- English
- Leaves
- 322
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.
โฆ Table of Contents
Contents
Acknowledgments
Introduction
1 Culling Vision: Hidden Surface Algorithms and the Problem of Visibility
2 Random-Access Images: Interfacing Memory and the History of the Computer Screen
3 Model Objects: The Utah Teapot as Standard and Icon
4 Object Paradigms: On the Origins of Object Orientation
5 Procedure Crystallized: The Graphics Processing Unit and the Rise of Computer Graphics
Coda: After Objects
Notes
Bibliography
Index
๐ SIMILAR VOLUMES
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