Wednesday, April 20, 2011

3D computer graphics!

3D computer graphics (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be stored for viewing later or displayed in real-time.

Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire-frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and 3D may use 2D rendering techniques.

3D computer graphics are often referred to as 3D models. Apart from the rendered graphic, the model is contained within the graphical data file. However, there are differences. A 3D model is the mathematical representation of any three-dimensional object. A model is not technically a graphic until it is displayed. Due to 3D printing, 3D models are not confined to virtual space. A model can be displayed visually as a two-dimensional image through a process called 3D rendering, or used in non-graphical computer simulations and calculations.

3D Modeling.
The model describes the process of forming the shape of an object. The two most common sources of 3D models are those originated on the computer by an artist or engineer using some kind of 3D modeling tool, and those scanned into a computer from real-world objects. Models can also be produced procedurally or via physical simulation.

Layout and animation.
Before objects are rendered, they must be placed (laid out) within a scene. This is what defines the spatial relationships between objects in a scene including location and size. Animation refers to the temporal description of an object, i.e., how it moves and deforms over time. Popular methods include keyframing, inverse kinematics, and motion capture, though many of these techniques are used in conjunction with each other. As with modeling, physical simulation is another way of specifying motion.

Rendering converts a model into an image either by simulating light transport to get photorealistic images, or by applying some kind of style as in non-photorealistic rendering. The two basic operations in realistic rendering are transport (how much light gets from one place to another) and scattering (how surfaces interact with light). This step is usually performed using 3D computer graphics software or a 3D graphics API. The process of altering the scene into a suitable form for rendering also involves 3D projection which allows a three-dimensional image to be viewed in two dimensions.


There are a multitude of websites designed to help educate and support 3D graphic artists. Some are managed by software developers and content providers, but there are standalone sites as well. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.

Distinction from photorealistic 2D graphics

Not all computer graphics that appear 3D are based on a wireframe model. 2D computer graphics with 3D photorealistic effects are often achieved without wireframe modeling and are sometimes indistinguishable in the final form. Some graphic art software includes filters that can be applied to 2D vector graphics or 2D raster graphics on transparent layers. Visual artists may also copy or visualize 3D effects and manually render photorealistic effects without the use of filters. See also still life.

Tuesday, April 19, 2011

Insiders believe Thunderbolt from Intel, Apple will 'greatly affect' USB 3.0.

Insiders believe Thunderbolt from Intel, Apple will 'greatly affect' USB 3.0

By Slash Lane

Though Intel has said it plans to support USB 3.0 with its next-generation chipsets, some in the PC market believe Apple's adoption of Thunderbolt could have a major impact.

Citing anonymous sources in the PC supply chain, DigiTimes reported Tuesday that Thunderbolt and its 10Gbps data connection speed could "greatly affect" adoption of the competing USB 3.0 port in the future. It said that in addition to Apple, which added Thunderbolt to its latest line of MacBook Pros, Sony is also said to be considering adopting the technology into its high-end notebooks.

Last week, Intel publicly said it plans to support USB 3.0 alongside Thunderbolt. But sources reportedly said that Intel is simply hedging its bets by adding USB 3.0 support to its next-generation chips, code-named "Ivy Bridge."

"Sources believe Intel's strategy of adopting both technologies into its next generation products is to minimize the risks of placing all the eggs into one basket," the report said.

People in the PC industry reportedly believe that USB 3.0 is a "transitional product" with legacy support for older USB devices. Thunderbolt, on the other hand, is viewed as the true next-generation successor.

Formerly code-named "Light Peak," Thunderbolt has data transfer speeds that are 20 times faster than the current market standard, USB 2.0. Thunderbolt's 10Gbps speeds are also twice as fast as the USB 3.0 specification.

For comparison, a FireWire 800 port is 800Mbps, while an Express Card slot has bandwidth of 2.5Gbps. Thunderbolt's speeds are accomplished with copper wire, though previous versions of Light Peak were demonstrated with fibre optic strands allowing speeds of up to 100Gbps. Thunderbolt was co-developed by Intel and Apple.

Saturday, April 16, 2011

Adobe caves, adds support for Apple's HTTP Live Streaming standard.

 Great news from Apple site:

Adobe caves, adds support for Apple's HTTP Live Streaming standard

By Josh Ong
In a move that could help defuse ongoing tension between the two companies, Adobe has revealed plans to support streaming video on the iPad 2 by adding support for Apple's HTTP Live Streaming standard to its Flash Media Server product.

Adobe first broke the news in a blog post offering a sneak peak at the company's new streaming video features, as noted by Ars Technica. The new feature was also previewed by the company at the National Association of Broadcasters trade show this week in Las Vegas.

In addition to Adobe's own HTTP Dynamic Streaming standard, which uses H.264/AAC codecs and the F4F file format, future versions of Flash Media Server will now support the HTTP Live Streaming protocol developed by Apple.

According to Kevin Towes, product manager for Adobe Flash Media Server, the company "is reducing the publishing complexity for broadcasters who need to reach browsers supporting HLS through HTML5 (such as Safari) or devices where Adobe Flash is not installed." Devices with Flash installed will continued to use MPEG4-fragments to stream video over HTTP to Flash.

In a video demonstration posted to YouTube, Towes live streams a video to an iPad 2 using Safari and an HTML5 page, as well as on a Mac using Safari and Adobe Flash 10.2 and a Motorola Xoom tablet.

HTTP Live Streaming

Apple first adopted HTTP Live Streaming in version 3.0 of iPhone OS in 2009, though the protocol was leaked in May of that year when Apple submitted the standard to the Internet Engineering Task Force.

The live streaming protocol replaces Apple's older QuickTime Streaming Server protocol with an efficient streaming protocol that divides broadcasts into short ten second clips and sends them along an MPEG transport stream without requiring the use of special servers. Servers are able to store multiple versions of clips in different formats, allowing users to dynamically scale streams up or down depending on available bandwidth.

Last year, Apple leveraged HTTP Live Streaming to resume the practice of offering live streams of media event keynotes, which it had stopped in 2005.

In February 2010, an Israeli technology company sued Apple over the Live Streaming technology, alleging that the Cupertino, Calif., company had violated its own media streaming patents from 1999.

Adobe v. Apple

With sales of Apple's iPad and iPhone continuing to gain steam, Adobe's hand appears to have been forced. As such, Adobe's announcement has been taken by some to be a small victory on Apple's part in a heated clash between the two companies.

Last year, Apple CEO Steve Jobs sparked a war of words with an open letter criticizing Adobe and Flash.

In the letter, Jobs defended Apple's decision not to support Flash on the iPhone, iPod touch and iPad. Jobs specifically referred to six weak points for Flash: openness; the "full Web;" reliability, security and performance; battery life; touch; and the substandard quality of third-party development tools

Adobe CEO Shantanu Narayen quickly responded, calling the issues raised in Jobs' letter a "smokescreen" and shifting the blame for crashes on the Mac from Flash to Mac OS X.

Apple had drawn criticism for updating the iOS 4 Software Development Kit to ban intermediary tools, such as a feature in Adobe's Creative Suite 5 that would port Flash software to the iPhone.

In September last year, Apple removed the ban, as long as the resulting apps do not download any code. Adobe quickly responded by announcing that it would resume development of its Packager for iPhone tool.

Types of graphics, Vector and Raster.

Vector graphics is the use of geometrical primitives such as points, lines, curves, and shapes or polygon(s), which are all based on mathematical equations, to represent images in computer graphics.

Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as is typically used for the representation of photographic images. There are instances when working with vector tools and formats is the best practice, and instances when working with raster tools and formats is the best practice. There are times when both formats come together. An understanding of the advantages and limitations of each technology and the relationship between them is most likely to result in efficient and effective use of tools.

In computer graphics, a raster graphics image or bitmap is a data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Raster images are stored in image files with varying formats (see Comparison of graphics file formats).

A bitmap corresponds bit-for-bit with an image displayed on a screen, generally in the same format used for storage in the display's video memory, or maybe as a device-independent bitmap. A bitmap is technically characterized by the width and height of the image in pixels and by the number of bits per pixel (a color depth, which determines the number of colors it can represent).

The printing and prepress industries know raster graphics as contones (from "continuous tones") and refer to vector graphics as "line work".

You know now about types of graphic.  Vector is good for something and Raster is good too. It's your chose what you want do.

Corel Draw , Photoshop , Paint, Gimp ?

First of all what is computer graphic.

The development of computer graphics has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionized animation, movies and the video game industry.

So It's many types of computer graphic it's 1D , 2D , 3D and more.

But if you want draw at your PC you should have some Graphics programs.

For standard Raster graphics and other basic types of graphic you can use :
  • Adobe Photoshop 

  • Photoline 

  • Corel Photo-Paint

For Vector graphics :


  •  Adobe FreeHand
  • Adobe Illustrator
  • CorelDraw

  • 3D Studio Max
  • Blender
  • Cinema 4D
  • Imagine 3D
  • LightWave 3D
About programs I'll write later


Hi. I wan't show you my blog? You might ask "about what it'll be?" It'll be about computer graphic and about tech news.