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008 210312s2017 ohua||||s|||| 000 0 eng d
040 _cQCPL
100 1 _91118
_aCarlson, Wayne E.
_eauthor
245 1 0 _aComputer graphics and computer animation
_b: a retrospective overview
_c/ Wayne E. Carlson
246 1 4 _aHistory of computer graphics and animation
264 1 _aColumbus, Ohio :
_bOhio State University,
_c2017
300 _a1 online resource (775 pages) :
_bcolor illustrations
336 _2rdacontent
_atext
337 _2rdamedia
_acomputer
338 _2rdacarrier
_aonline resource
505 0 _aChapter 1. The history of early computing technology
505 0 _aChapter 2. The emergence of graphics technology
505 0 _aChapter 3. The computer graphics industry evolves
505 0 _aChapter 4. Basic and applied research moves the industry
505 0 _aChapter 5. University research labs evolve
505 0 _aChapter 6. Commercial companies
505 0 _aChapter 7. Organizations, conferences, & graphics standards
505 0 _aChapter 8. Commercial animation software
505 0 _aChapter 9. Computer artists
505 0 _aChapter 10. CAD/CAM/CADD/CAE
505 0 _aChapter 11. CG production companies
505 0 _aChapter 12. Analog approaches, non-linear editing, and compositing
505 0 _aChapter 13. Flight simulation
505 0 _aChapter 14. CG in the movies
505 0 _aChapter 15. Graphics hardware advancements
505 0 _aChapter 16. The GUI and the personal computer
505 0 _aChapter 17. Virtual environments
505 0 _aChapter 18. Scientific visualization
505 0 _aChapter 19. Quest for visual realism
505 0 _aChapter 20. CG icons
650 _aComputer graphics
650 _aComputer animation
655 _aElectronic Books
856 _aohiostate.pressbooks.pub
_uhttps://ohiostate.pressbooks.pub/graphicshistory/
942 _2ddc
_cEBOOK
690 _aComputers & technology