Thursday, December 31, 2009

Computer Forensics Training

Computer Forensics Training

InfoSec Institute: Information Security Training

Computer crimes happen! Did you know that evidence can be found on freshly formatted hard drives, cell phones, and even digital cameras?

The rate of fraud, abuse and downright criminal activity on IT systems by hackers, contractors and even employees are reaching alarming rates. Corporate IT, Law Enforcement and Information Security Pros are often required to perform computer forensics duties on their jobs. In terms of job growth, nothing beats computer forensics as a career, and no one can beat InfoSec Institute as the best place to learn from a computer forensics training expert.

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Computer Forensics Training Program Details :

Network Security Courses

InfoSec Institute Computer Forensics featured in NASPA

Computer crime is here to stay. Computer Forensics Specialists are needed by today's companies to determine the root cause of a hacker attack, collect evidence legally admissible in court, and protect corporate assets and reputation. The best way to become a forensics expert is to attend a training session with a computer forensics training expert.

During InfoSec Institute's Computer Forensics Training course you will:

  • See the dark side of how computer crimes are committed.
  • Learn how to find traces of illegal or illicit activities left on disk with computer forensics tools and manual techniques.
  • Learn how to recover data intentionally hidden or encrypted by perpetrators.

You will also learn how to create an effective computer crime policy, and gain the hands on skills to implement it.

After attending Computer Forensics Training, you will leave with a custom computer forensics toolkit that will enable you to perform a legally admissible forensics investigation and the skills to run the investigation properly.

This hands-on computer forensics training offers practical experience in a wide array of computer forensics situations that are applicable to the real world. Learn everything relating to computer forensics --- from how to establish a proper chain of custody that is admissible in a court of law to recovering files from intentionally damaged media.

Course Includes License of AccessData's FTK 2.0:
Real world computer forensics requires the use of a powerful enterprise forensics tool. AccessData's FTK suite is the premier software package for computer forensic analysis. All InfoSec Institute students have the option of including FTK 2.0 with their student registration after 1/1/2008. Contact us for more details about this program.

Total Access to Live Recorded Computer Forensics Lectures:
InfoSec Institute's Computer Forensics class is structured for maximum retention of knowledge learned in class. Because we believe in a commitment to your ongoing education after you attend a hands-on Computer Forensics class, InfoSec Institute makes available for every student access to all of the Live Recorded lectures you attended in-class. These are available in online format for 30 days after the training session!

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Prepare Yourself For Up To 3 Computer Forensics Certifications:
This Computer Forensics training course prepares you for up to 3 industry recognized computer forensics certifications. As a vendor neutral training provider, InfoSec Institute has recognized that many students require more than one computer forensics certification. During the training class, you will be prepared to take:

  • IACRB's Certified Computer Forensics Examiner (CCFE) Certification
  • EC-Council's Certified Hacking Forensics Investigator (CHFI) Certification
  • ISFCE's Certified Computer Examiner (CCE) Certification

The CCFE and CHFI certifications can be taken in class on the last day of the training course. The CCE certification is available only in take home format for all test takers world wide.

Total Hands-On Lab Environment in Computer Forensics Training:

This Computer Forensics training neatly meshes the skills required in order to respond to security incidents:
Network Security Courses
  • Computer Forensics Training with open source tools
  • Overview of Computer Crime
  • Preparing sterile examination media
  • Acquisition, collection and seizure of magnetic media.
  • Recovering deleted data from a cell phone
  • Digital Camera Computer Forensics
  • PDA Computer Forensics
  • Documenting a "Chain of Custody"
  • Understanding Microsoft Windows from a forensics point of view
  • Working with NTFS
  • Combing Partition table and boot record
  • Investigating The Master File Table (MFT)
  • Linux/Unix computer forensics
  • Investigating data streams
  • File storage dates and times
  • File deletion/recovery
  • Recovering Internet Usage Data
  • Recovering: Swap Files/Temporary Files/Cache Files
  • Preservation and safe handling of original media
  • Making bitstream copies of original media
  • Common data hiding techniques
  • Examining CD-ROM media
  • Carving out files "hidden" in unallocated disk space
  • Word document forensics and password cracking
  • Issues when presenting data in court
  • The marking, storage and transmittal of evidence.
  • Use tools such as Encase Forensic Edition, X-Ways Forensic Addition, Forensic TookKit (FTK), Linux dd, etc.

What's Included:

  • Many course package options include a full license of AccessData's FTK 2.0 enterprise forensic suite.
  • This computer forensics class can be attended in either a 3 or 5 day format.
  • 5 Days of Expert Security Training Instruction (from a computer forensics instructor with real-world computer forensics training experience and deep knowledge of course content.
  • Guaranteed small class size, you get an intimate learning setting not offered at any of our computer forensics competitors.
  • Boot camp style training --- our instructors teach from 8am to 10:30pm every day. Course runs from 8am to 5pm daily with optional computer forensics training exercises to10:30pm.
  • All meals, snacks and refreshments included.
  • CCFE computer forensics certification fees included, CHFI & CCE exam vouchers available
  • Lecture, Lab Exercise and Text book --- Train your ethical friends and co-workers
  • InfoSec's Custom Computer Forensics Enterprise Suite, includes every program covered in the course for at home study. Computer Forensics Enterprise Suite available for individual purchase for only $1,499!

Required Prerequisites:

  • Firm understanding of the Windows Operating System
  • Attendees can be anyone involved in the security of information assets: information security officers and managers, network administrators, Windows administrators.
  • Desire for computer forensics training

Monday, December 28, 2009

Computer Hardware

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Personal computer hardware

A personal computer is made up of multiple physical components of computer hardware, upon which can be installed an operating system and a multitude of software to perform the operator's desired functions.

Contents

[hide]
  • 1 Typical PC hardware
  • 2 Motherboard
    • 2.1 Power supply
    • 2.2 Video display controller

[edit] Typical PC hardware

Hardware of a modern Personal Computer.
1. Monitor
2. Motherboard
3. CPU
4. RAM Memory
5. Expansion card
6. Power supply
7. Optical disc drive
8. Hard Disk
9. Keyboard
10. Mouse
Inside a custom computer.

Though a PC comes in many different forms, a typical personal computer consists of a case or chassis in a tower shape (desktop) and the following parts:

Another sample of custom computer.

[edit] Motherboard

The motherboard is the main component inside the case. It is a large rectangular board with integrated circuitry that connects the rest of the parts of the computer including the CPU, the RAM, the disk drives (CD, DVD, hard disk, or any others) as well as any peripherals connected via the ports or the expansion slots. Computer Hardware course is very important in future life b'coz every work done by computer.

Components directly attached to the motherboard include:

  • The central processing unit (CPU) performs most of the calculations which enable a computer to function, and is sometimes referred to as the "brain" of the computer. It is usually cooled by a heat sink and fan.
  • The chip set mediates communication between the CPU and the other components of the system, including main memory.
  • RAM Stores all running processes (applications) and the current running OS. RAM Stands for Random Access Memory
  • The BIOS includes boot firmware and power management. The Basic Input Output System tasks are handled by operating system drivers.
  • Internal Buses connect the CPU to various internal components and to expansion cards for graphics and sound.
    • Current
      • The north bridge memory controller, for RAM and PCI Express
        • PCI Express, for expansion cards such as graphics and physics processors, and high-end network interfaces
      • PCI, for other expansion cards
      • SATA, for disk drives
    • Obsolete
      • ATA (superseded by SATA)
      • AGP (superseded by PCI Express)
      • VLB VESA Local Bus (superseded by AGP)
      • ISA (expansion card slot format obsolete in PCs, but still used in industrial computers)
  • External Bus Controllers support ports for external peripherals. These ports may be controlled directly by the south bridge I/O controller or based on expansion cards attached to the motherboard through the PCI bus.
    • USB
    • FireWire
    • eSATA
    • SCSI

[edit] Power supply

A power supply unit (PSU) is the component that supplies power to the other components in a computer. More specifically, a power supply unit is typically designed to convert general-purpose alternating current (AC) electric power from the mains (100-127V in North America, parts of South America, Japan, and Taiwan; 220-240V in most of the rest of the world) to usable low-voltage DC power for the internal components of the computer. Some power supplies have a switch to change between 230 V and 115 V. Other models have automatic sensors that switch input voltage automatically, or are able to accept any voltage between those limits.

[edit] Video display controller

{{Main|Graphics card

What is Motherboard?

Motherboard

Motherboard
A motherboard is also known as a main board, system board and logic board. A common abbreviation is ‘mobo'. They can be found in a variety of electrical devices, ranging from a TV to a computer.

Generally, they will be referred to as a motherboard or a main board when associated with a complex device such as a computer, which is what we shall look at. Put simply, it is the central circuit board of your computer.

All other components and peripherals plug into it, and the job of the motherboard is to relay information between them all. Despite the fact that a better motherboard will not add to the speed of your PC, it is none-the-less important to have one that is both stable and reliable, as its role is vital.

A motherboard houses the BIOS (Basic Input/Output System), which is the simple software run by a computer when initially turned on. Other components attach directly to it, such as the memory, CPU (Central Processing Unit), graphics card, sound card, hard-drive, disk drives, along with various external ports and peripherals.

There are a lot of motherboards on the market to choose from. The big question is how do you go about choosing which one is right for you? Different motherboards support different components, and so it is vital you make a number of decisions concerning general system specifications before you can pick the right motherboard.

A motherboard can come in many configurations to fit different needs and budgets. At its most basic, it comes with several interfaces for necessary components and a BIOS chip set to control setup of the motherboard. Many computer enthusiasts favor one type of BIOS over another and will choose a motherboard partially based on the BIOS manufacturer.

An equally important feature of the motherboard is the type of CPU it will support. Some motherboards support AMD CPUs, while others support Intel processors. If you purchase your case before other components, the first factor to think about motherboard is the size, or form factor. A form factor is a standardized motherboard size.

If you think about fitting a motherboard in a case, there are numbers of mounting holes, slot locations and PSU connectors. The most popular motherboard form factor today is ATX, which evolved from it's predecessor, the Baby AT, a smaller version of the AT (Advanced Technology) form factor. Generally todays computers have ATX form factor motherboard.

Chipsets are a crucial part of a motherboard - they control the system and its’ capabilities. Furthermore, a chipset supports the facilities offered by the processor. A chipset is part of the motherboard, and cannot be upgraded without upgrading the whole board. It is therefore important to make sure you choose the right one for you in the first place.

There are a few main producers of chipsets, which are AMD, Intel, NVidia and Via: The latter two make chipsets for both AMD and Intel processors; AMD and Intel only make chipsets compatible with their own processors.

Another important consideration is the amount and type of RAM the motherboard will support. It is always best to buy a board that supports more RAM than currently needed. If new technology for RAM chips are available, getting a board that supports the newer chips will help future-proof the investment.

The number of PCI slots varies from motherboard to motherboard, as do other interfaces like the number of SATA ports, different RAID abilities, and USB and Firewire ports. As mentioned earlier, sound and video capability might be built-in, although enthusiasts generally prefer to disable internal video, sound and add superior third party cards.

Computer display is an important issue as there are many kinds of graphics cards available these days. Graphics cards vary from PCI or AGP. These days, PCI is ruling the market but one will find that AGP graphics cards are still in use.

One of the best things you can do when looking for a motherboard is to read lots of reviews. They will give you good information about how the board performs and what it is compatible with. Never make a judgement on one review alone and wherever possible ask for recommendations from other people.
Unless you have limitless resources, price is always a consideration when buying computer component. A motherboard usually takes up a fairly large part of any PC budget, so it requires careful consideration. It is worth bearing in mind that cheaper boards sometimes support only more expensive components. If this is the case, work out the total cost of buying the board and components as sometimes it may be worth spending a little more on a more expensive board. A cheap motherboard may be unreliable and more trouble than it is worth. A motherboard is one of those components where it pays to spend a little extra.

Best computer for trading in Forex?

you may check on this site for your preference. if you want to trade forex with them, you should have the following:

Recommended Requirements:
Computer: Intel Pentium IV 3.0GHz, 512 MB RAM, or higher
Web browser: Microsoft Internet Explorer 6.X and up
Mac users: The site is not currently compatible for Safari, we recommend Firefox
Internet connection: Broadband 1.5 MB download speed, 256 KB upload speed

Minimal Requirements
Computer: Intel Pentium II (AMD/ Celeron equivalent) 500 MHz, 128 MB RAM)
Web browser: Microsoft Internet Explorer 6
Internet connection: ISDN 128 KB download/upload


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Sunday, December 27, 2009

Computer graphics

This article is about graphics created using computers. For the article about the scientific study of computer graphics, see Computer graphics (computer science). For other uses, see Computer graphics (disambiguation).
A Blender 2.45 screenshot.
A 2D projection of a 3D projection of a 4D Pentachoron performing a double rotation about two orthogonal planes.

Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer.

The development of computer graphics, or simply referred to as CG, 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 the animation and video game industry.

Contents

[hide]
  • 1 Overview
  • 2 History
  • 3 Image types
    • 3.1 2D computer graphics
      • 3.1.1 Pixel art
      • 3.1.2 Vector graphics
    • 3.2 3D computer graphics
    • 3.3 Computer animation
  • 4 Concepts and Principles
    • 4.1 Image
    • 4.2 Pixel
    • 4.3 Graphics
    • 4.4 Rendering
    • 4.5 Volume rendering
    • 4.6 3D modeling
  • 5 Pioneers in graphic design
  • 6 The study of computer graphics
  • 7 Applications
  • 8 References
  • 9 Further reading
  • 10 External links

[edit] Overview

The term computer graphics has been used in a broad sense to describe "almost everything on computers that is not text or sound"[1]. Typically, the term computer graphics refers to several different things:

  • the representation and manipulation of image data by a computer
  • the various technologies used to create and manipulate images
  • the images so produced, and
  • the sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content, see study of computer graphics

Today, computers and computer-generated images touch many aspects of our daily life. Computer imagery is found on television, in newspapers, for example in their weather reports, or for example in all kinds of medical investigation and surgical procedures. A well-constructed graph can present complex statistics in a form that is easier to understand and interpret. In the media "such graphs are used to illustrate papers, reports, theses", and other presentation material.[2]

Many powerful tools have been developed to visualize data. Computer generated imagery can be categorized into several different types: 2D, 3D, and animated graphics. As technology has improved, 3D computer graphics have become more common, but 2D computer graphics are still widely used. Computer graphics has emerged as a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Over the past decade, other specialized fields have been developed like information visualization, and scientific visualization more concerned with "the visualization of three dimensional phenomena (architectural, meteorological, medical, biological, etc.), where the emphasis is on realistic renderings of volumes, surfaces, illumination sources, and so forth, perhaps with a dynamic (time) component".[3]

[edit] History

The phrase “Computer Graphics” was coined in 1960 by William Fetter, a graphic designer for Boeing.[4] The field of computer graphics developed with the emergence of computer graphics hardware. Early projects like the Whirlwind and SAGE Projects introduced the CRT as a viable display and interaction interface and introduced the light pen as an input device.

SAGE Sector Control Room.

Further advances in computing led to greater advancements in interactive computer graphics. In 1959, the TX-2 computer was developed at MIT's Lincoln Laboratory. The TX-2 integrated a number of new man-machine interfaces. A light pen could be used to draw sketches on the computer using Ivan Sutherland's revolutionary Sketchpad software. The development of Sketchpad made Ivan Sutherland the "grandfather" of interactive computer graphics and graphical user interfaces.[4]

The research at MIT "would help shape the early computer and computer graphics industries"[5]. Major corporations soon became interested in the technology. IBM quickly responded "by releasing the IBM 2250 graphics terminal, the first commercially available graphics computer".[5] Several computer graphics companies were founded in the mid 1960s including TRW, Lockheed-Georgia, General Electric and Sperry Rand.

In 1969, the ACM initiated A Special Interest Group in Graphics (SIGGRAPH) which organizes conferences, graphics standards, and publications within the field of computer graphics. In 1973, the first annual SIGGRAPH conference was held, which has become one of the focuses of the organization. SIGGRAPH has grown in size and importance as the field of computer graphics has expanded over time. Many of the most important early breakthroughs in computer graphics research occurred at the University of Utah in the 1970s.

In the 1980s, artists and graphic designers began to see the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. In the late 1980s, SGI computers were used to create some of the first fully computer-generated short films at Pixar. The Macintosh remains a highly popular tool for computer graphics among graphic design studios and businesses. Modern computers, dating from the 1980s often use graphical user interfaces (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology.

3D graphics became more popular in the 1990s in gaming, multimedia and animation. In 1996, Quake, one of the first fully 3D games, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released in cinemas worldwide. Since then, computer graphics have only become more detailed and realistic, due to more powerful graphics hardware and 3D modeling software.

[edit] Image types

[edit] 2D computer graphics

Raster graphic sprites (left) and masks (right)

2D computer graphics are the computer-based generation of digital images—mostly from two-dimensional models, such as 2D geometric models, text, and digital images, and by techniques specific to them. The word may stand for the branch of computer science that comprises such techniques, or for the models themselves.

2D computer graphics are mainly used in applications that were originally developed upon traditional printing and drawing technologies, such as typography, cartography, technical drawing, advertising, etc.. In those applications, the two-dimensional image is not just a representation of a real-world object, but an independent artifact with added semantic value; two-dimensional models are therefore preferred, because they give more direct control of the image than 3D computer graphics, whose approach is more akin to photography than to typography.

[edit] Pixel art

Pixel art is a form of digital art, created through the use of raster graphics software, where images are edited on the pixel level. Graphics in most old (or relatively limited) computer and video games, graphing calculator games, and many mobile phone games are mostly pixel art.

[edit] Vector graphics

Example showing effect of vector graphics versus raster (bitmap) graphics.

Vector graphics formats are complementary to raster graphics, which is the representation of images as an array of pixels, as it is typically used for the representation of photographic images.[6] There are instances when working with vector tools and formats is best practice, and instances when working with raster tools and formats is 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.

[edit] 3D computer graphics

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

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 primarily 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 (either inanimate or living). A model is not technically a graphic until it is visually 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.

[edit] Computer animation

An example of Computer animation produced using Motion capture

Computer animation is the art of creating moving images via the use of computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics, though 2D computer graphics are still widely used for stylistic, low bandwidth, and faster real-time rendering needs. Sometimes the target of the animation is the computer itself, but sometimes the target is another medium, such as film. It is also referred to as CGI (Computer-generated imagery or computer-generated imaging), especially when used in films.

Virtual entities may contain and be controlled by assorted attributes, such as transform values (location, orientation, scale; see Cartesian coordinate system) stored in an object's transformation matrix. Animation is the change of an attribute over time. Multiple methods of achieving animation exist; the rudimentary form is based on the creation and editing of keyframes, each storing a value at a given time, per attribute to be animated. The 2D/3D graphics software will interpolate between keyframes, creating an editable curve of a value mapped over time, resulting in animation. Other methods of animation include procedural and expression-based techniques: the former consolidates related elements of animated entities into sets of attributes, useful for creating particle effects and crowd simulations; the latter allows an evaluated result returned from a user-defined logical expression, coupled with mathematics, to automate animation in a predictable way (convenient for controlling bone behavior beyond what a hierarchy offers in skeletal system set up).

To create the illusion of movement, an image is displayed on the computer screen then quickly replaced by a new image that is similar to the previous image, but shifted slightly. This technique is identical to the illusion of movement in television and motion pictures.

[edit] Concepts and Principles

[edit] Image

An image or picture is an artifact that resembles a physical object or person. The term includes two-dimensional objects like photographs and sometimes includes three-dimensional representations. Images are captured by optical devices—such as cameras, mirrors, lenses, telescopes, microscopes, etc. and natural objects and phenomena, such as the human eye or water surfaces.

A digital image is a representation of a two-dimensional image in binary format as a sequence of ones and zeros. Digital images include both vector images and raster images, but raster images are more commonly used.

[edit] Pixel

In the enlarged portion of the image individual pixels are rendered as squares and can be easily seen.

In digital imaging, a pixel (or picture element[7]) is a single point in a raster image. Pixels are normally arranged in a regular 2-dimensional grid, and are often represented using dots or squares. Each pixel is a sample of an original image, where more samples typically provide a more accurate representation of the original. The intensity of each pixel is variable; in color systems, each pixel has typically three or four components such as red, green, and blue, or cyan, magenta, yellow, and black.

[edit] Graphics

Graphics are visual presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to brand, inform, illustrate, or entertain. Examples are photographs, drawings, line art, graphs, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other images. Graphics often combine text, illustration, and color. Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a distinctive style.

[edit] Rendering

Rendering is the process of generating an image from a model, by means of computer programs. The model is a description of three dimensional objects in a strictly defined language or data structure. It would contain geometry, viewpoint, texture, lighting, and shading information. The image is a digital image or raster graphics image. The term may be by analogy with an "artist's rendering" of a scene. 'Rendering' is also used to describe the process of calculating effects in a video editing file to produce final video output.

3D projection
3D projection is a method of mapping three dimensional points to a two dimensional plane. As most current methods for displaying graphical data are based on planar two dimensional media, the use of this type of projection is widespread, especially in computer graphics, engineering and drafting.
Ray tracing
Ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane. The technique is capable of producing a very high degree of photorealism; usually higher than that of typical scanline rendering methods, but at a greater computational cost.
Shading
Example of shading.
Shading refers to depicting depth in 3D models or illustrations by varying levels of darkness. It is a process used in drawing for depicting levels of darkness on paper by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. There are various techniques of shading including cross hatching where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. The term has been recently generalized to mean that shaders are applied.
Texture mapping
Texture mapping is a method for adding detail, surface texture, or colour to a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Dr Edwin Catmull in 1974. A texture map is applied (mapped) to the surface of a shape, or polygon. This process is akin to applying patterned paper to a plain white box. Multitexturing is the use of more than one texture at a time on a polygon.[8] Procedural textures (created from adjusting parameters of an underlying algorithm that produces an output texture), and bitmap textures (created in an image editing application) are, generally speaking, common methods of implementing texture definition from a 3D animation program, while intended placement of textures onto a model's surface often requires a technique known as UV mapping.

[edit] Volume rendering

Volume rendered CT scan of a forearm with different colour schemes for muscle, fat, bone, and blood.

Volume rendering is a technique used to display a 2D projection of a 3D discretely sampled data set. A typical 3D data set is a group of 2D slice images acquired by a CT or MRI scanner.

Usually these are acquired in a regular pattern (e.g., one slice every millimeter) and usually have a regular number of image pixels in a regular pattern. This is an example of a regular volumetric grid, with each volume element, or voxel represented by a single value that is obtained by sampling the immediate area surrounding the voxel.

[edit] 3D modeling

3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object, called a "3D model", via specialized software. Models may be created automatically or manually; the manual modeling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting. 3D models may be created using multiple approaches: use of NURBS curves to generate accurate and smooth surface patches, polygonal mesh modeling (manipulation of faceted geometry), or polygonal mesh subdivision (advanced tessellation of polygons, resulting in smooth surfaces similar to NURBS models). A 3D model can be displayed as a two-dimensional image through a process called 3D rendering, used in a computer simulation of physical phenomena, or animated directly for other purposes. The model can also be physically created using 3D Printing devices.

[edit] Pioneers in graphic design

Charles Csuri
Charles Csuri is a pioneer in computer animation and digital fine art and created the first computer art in 1964. Csuri was recognized by Smithsonian as the father of digital art and computer animation, and as a pioneer of computer animation by the Museum of Modern Art (MoMA) and (ACM-SIGGRAPH).
Donald P. Greenberg
Donald P. Greenberg is a leading innovator in computer graphics. Greenberg has authored hundreds of articles and served as a teacher and mentor to many prominent computer graphic artists, animators, and researchers such as Robert L. Cook, Marc Levoy, and Wayne Lytle. Many of his former students have won Academy Awards for technical achievements and several have won the SIGGRAPH Achievement Award. Greenberg was the founding director of the NSF Center for Computer Graphics and Scientific Visualization.
A. Michael Noll
Noll was one of the first researchers to use a digital computer to create artistic patterns and to formalize the use of random processes in the creation of visual arts. He began creating digital computer art in 1962, making him one of the earliest digital computer artists. In 1965, Noll along with Frieder Nake and Georg Nees were the first to publicly exhibit their computer art. During April 1965, the Howard Wise Gallery exhibited Noll's computer art along with random-dot patterns by Bela Julesz.
A modern render of the Utah teapot, an iconic model in 3D computer graphics created by Martin Newell, 1975.
Other pioneers
  • Benoît B. Mandelbrot
  • Henri Gouraud
  • Bui Tuong Phong
  • Pierre Bézier
  • Paul de Casteljau
  • Daniel J. Sandin
  • Alvy Ray Smith
  • Ton Roosendaal
  • Ivan Sutherland
  • Steve Russell

[edit] The study of computer graphics

The study of computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.

As an academic discipline, computer graphics studies the manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues. Computer graphics is often differentiated from the field of visualization, although the two fields have many similarities.

[edit] Applications

Computer graphics portal
Computer Science portal
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