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Fantasy Art For other definitions of fantasy see fantasy (psychology).
In literature, fantasy is a form of fiction, usually novels or short stories, though fantasy art, role-playing games, comic books, and movies are also popular.
In its broadest sense, fantasy fiction covers an immense number of works by many authors, from ancient myths and legends, to some recent works embraced by mainstream literary audiences (such as Neil Gaiman's best-selling novel American Gods) and much in-between.
Perhaps the most common sub-genres of fantasy - or at least most commonly associated with the term "Fantasy" - are sword and sorcery and high fantasy, two closely related forms that typically describe tales featuring magic, brave knights, damsels in distress, and/or quests, set in a world or worlds quite different from modern-day Earth and usually inhabited by mythical creatures such as dragons and unicorns. Works by J.R.R. Tolkien, Robert E. Howard, Fritz Leiber and others are sometimes classified as either Sword and Sorcery or High Fantasy.
There is no universally accepted definition of fantasy art fiction, and furthermore, the characteristics of the form and its many overlapping sub-genres are the subject of debate among some fans and writers.
A critical characteristic is that the world feature some difference from Earth that is not a result of science or technology, but rather the result of magic or other anomalous phenomena. But, again, definitions and opinions on the proper classification differ.
As a genre, fantasy is both associated and contrasted with science fiction and horror fiction. All three genres feature elements of the fantastic, of making radical departures from reality or radical speculations about what reality might be like, or might have been like. Some writers and critics prefer the term speculative fiction due to the frequent crossover from one genre to another.
Further blurring the definition, some suggest there is a distinction between "Fantasy" proper as a genre, and "the fantastic," the latter being a fantasy-like element in other fiction.
Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world.
The first major advance in computer graphics was the development of the Sketchpad in 1962 by Ivan Sutherland.
This field can be divided into several areas: real-time 3D rendering (often used in video games), video capture and video creation rendering, special effects editing (often used for movies and television), image editing, and modeling (often used for engineering and medical purposes). Development in computer graphics was first fueled by academic interests and government sponsorship. However, as real-world applications of computer graphics (CG) in broadcast television and movies proved a viable alternative to more traditional special effects and animation techniques, commercial parties have increasingly funded advances in the field.
It is often thought that the first feature film to use computer graphics was 2001: A Space Odyssey, which attempted to show how computers would be much more graphical in the future. However, all the "computer graphic" effects in that film were hand-drawn animation, and the special effects sequences were produced entirely with conventional optical and model effects.
Perhaps the first use of computer graphics specifically to illustrate computer graphics was in Futureworld (1976), which included an animation of a human face and hand - produced by Ed Catmull and Fred Parke at the University of Utah.
Computer graphics, 2D The first advance in computer graphics was in the use of CRTs. See 2D computer graphics. There are two approaches to 2D graphics: vector and raster graphics. Vector graphics stores precise geometric data, topology and style such as coordinate positions of points, the connections between points (to form lines or paths) and the colour, thickness and possible fill of the shapes. Most vector graphic systems can also use primitives of standard shapes such as circles and rectangles etc. In most cases(99,999%) a vector graphic image has to be converted to a raster image to be viewed. Raster graphics is a uniform two dimensional grid of pixels. Each pixel has a specific value such as for instance brightness, colour transparancy or a combination of such values. A raster image has a finite resolution of a specific number of rows and columns. Standard computer displays shows a raster image of resolutions such as 1280(columns)x1024(rows) of pixels. Today one often combines raster and vector graphics in compound file formats (pdf,swf).
links 3D computer graphics are works of graphic art that were created with the aid of digital computers and specialized 3D software. In general, the term may also refer to the process of creating such graphics, or the field of study of 3D computer graphic techniques and its related technology.
3D computer graphics are distinct from 2D computer graphics in that a three-dimensional virtual representation of objects is stored in the computer for the purposes of performing calculations and rendering images. In general, the art of 3D graphics is akin to sculpting or photography, while the art of 2D graphics is analogous to painting. In computer graphics software, this distinction is occasionally blurred; some 2D applications use 3D techniques to achieve certain effects such as lighting, while some primarily 3D applications make use of 2D visual techniques.
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