Image Objects: An Archaeology of Computer Graphics
暫譯: 影像物件:電腦圖形學的考古學
Gaboury, Jacob
- 出版商: Summit Valley Press
- 出版日期: 2021-08-03
- 售價: $1,620
- 貴賓價: 9.5 折 $1,539
- 語言: 英文
- 頁數: 312
- 裝訂: Hardcover - also called cloth, retail trade, or trade
- ISBN: 0262045036
- ISBN-13: 9780262045032
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相關分類:
Computer Graphics
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商品描述
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.
商品描述(中文翻譯)
電腦圖形如何將電腦從計算機轉變為互動媒介,透過五個技術物件的歷史來看。
大多數人認為電腦圖形是一項相對較新的發明,使我們在當前的電影、電視節目和數位遊戲中看到壯觀的視覺效果和栩栩如生的模擬。事實上,電腦圖形自現代電腦誕生以來就已存在,並在我們當代計算文化的發展中扮演了根本性的角色。在Image Objects中,雅各布·加博里(Jacob Gaboury)通過對五個技術物件的研究,提供了電腦圖形的前史——一個演算法、一個介面、一個物件標準、一個程式設計範式和一個硬體平台——主張電腦圖形將電腦從計算機轉變為互動媒介。 加博里探討了早期為物件可見性計算產生演算法解決方案的努力;考慮了電腦螢幕的歷史以及首次使互動圖像成為可能的隨機存取記憶體;檢視了透過猶他茶壺(Utah teapot)標準化圖形物件的過程,這是該領域歷史上最著名的圖形模型;回顧了物件導向程式設計範式的圖形起源;最後,考慮了圖形處理單元的發展,作為促使二十世紀末圖形計算爆炸性增長的催化劑。 加博里主張,電腦圖形的發展不僅標誌著我們製作圖像方式的變化,也改變了我們如何透過電腦來調解我們的世界——以及我們如何重新想像這個世界為計算的。作者簡介
Jacob Gaboury is Assistant Professor of Film and Media at the University of California, Berkeley.
作者簡介(中文翻譯)
雅各布·加博里(Jacob Gaboury)是加州大學伯克利分校電影與媒體的助理教授。