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Computer Graphics

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Submitted By lingdihu
Words 390
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Computer Graphics

Summary:
With the development of electronic technology, there are two main parts are used widely in the various forms of electronic products and application like video, television and media production when it comes to the computer graphics system: the video part (Sandin's Image Processor) and the computer graphics part (Graphics Symbiosis System). Due to these two parts are explicitly designed to motivate participation and hands-on interaction, the combination of the Image Processor and the graphics system can keep the production process of media educational materials fast and cheap.

Evaluation:
The article “Computer Graphics as a Way of Life” makes the point that vivid educational materials can be swift real-time created with the cohabitation of the Image Processor and the computer graphics system. The author uses many good studies and summarizes the categories of computer graphics to prove his viewpoints. The article does have the capacity to inform the reader of the basic principle and application of computer graphics applied to the educational materials. Also, the reading may have inspiring and resonating affects on some readers or professionals in this field.

Key Words: * Image Processor * Video system * Computer graphics system * Graphic signals * Color * Animation

Artificial Life

Summary:
Artificial life plays a crucial role in the construction of advanced graphics models for image synthesis, animation, multimedia, and virtual reality. The artificial life approach has been proved effective for advanced animation. The author explores an interdisciplinary area of computer graphics that offers a great number of research problems and great commercial potential. Artificial evolution is definitely a powerful technique for image synthesis and potentially for model synthesis. Furthermore, the challenge is also exist when it comes to sophisticated graphics models development.

Evaluation:
In " Artificial Life," the author proves that artificial life is a fast-growing technological corpus that available for realistically modeling and animating objects. Citing many examples and evident from his profession, the author tries to explain to us how artificial techniques are adopted to realistically modeling, animating plants, animals, and humans. The essay's format is almost completely based on specific experiments and graphics with lots of practitioners’’ examples. The author also explains the challenges to graphics researchers and practitioners in the path of artificial evaluation. For these reasons, his article is strong, all-around and well-organized.

Key Words: * Artificial life * Computer graphics * Graphics model * Evolution * Animation

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