Mmd2d501 - 2D Drawings Conception

Total Page:16

File Type:pdf, Size:1020Kb

Mmd2d501 - 2D Drawings Conception MMD2D501 - 2D DRAWINGS CONCEPTION REQF Level: 5 Learning hours: 120 Sector: ICT Sub-sector: Multimedia LU1: CREATE BASIC DRAWINGS The basic drawing techniques When drawing, the following drawing instruments are available: point, line, area, and the tonal values (light and dark). These drawing instruments are used to create a drawing using the appropriate drawing technique and the appropriate drawing tool. The different drawing techniques: • the line • hatching • smudging 1.1: Apply line drawing techniques Point and line are the basic drawing instruments. The line marks the outline of a motif. It is used as a basic technique for drawing, to represent the boundaries and the outline of objects. The most commonly drawing tools to use are pencil or graphite pen, ink pen, charcoal and crayons. thin horizontal vertical zigzag diagonal curly spiral Drawing technique - hatching The hatching is a classic drawing technique which makes it possible to draw and form the surfaces of a motif. Various effects can be achieved with the hatching technique. A good spatial effect results from the hatching, as well as different plastically representation of the motif is created. Thin lines are drawn in the drawing technique "hatching". The direction of the lines usually runs at an oblique angle to the primary outline. In the case of a pure drawing, these shading must not be drawn too tightly, or even be smudged. Stippling is the creation of a pattern simulating varying degrees of solidity or shading by using small dots. Such a pattern may occur in nature and these effects are frequently emulated by artists. A circle of a sphere is a circle that lies on a sphere. Such a circle can be formed as the intersection of a sphere and a plane, or of two spheres. A circle on a sphere whose plane passes through the center of the sphere is called a great circle; otherwise it is a small circle. Smudging Technique When smudging, Smudging Technique When smudging, a hatched area is blurred with a finger or a wipe tool. This makes it possible to create very smooth surfaces and tone Having a good understanding of geometric-shapes and forms and observing them in what you are trying to draw, helps your understanding of the structure of what you are observing. You can find these basic shapes in most everything you will be draw from observation, weather a mechanical object or organic object in nature .V One of the most fundamental principles of drawing is the process of shading. If we are to create the illusion of form and light within a scene, then we must be able to shade forms accurately. Shapes are defined as enclosed lines. Most of us are very familiar with geometric shapes - circle, square, triangle, etc Form is the physical volume of a shape and the space that it occupies. 1.3 . Apply drawing values The lighting techniques in drawing Lights Setting or source of lights -Highlights -Reflected light Darkness Setting Shadows -Core of shadow -Cast shadow 1.4: Apply space making techniques When it comes to drawing and painting, it is important for artists to be able to create the illusion of space on a 2D surface. In reality, all realistic or representational art is dependent on creating an illusion. If creating realistic art is what you're after, then having the ability to create the illusion of space on a 2D surface is a skill that you need to master. There are a few tricks that you can use to create the illusion of space. In this free drawing lesson, we examine six ways to create the illusion of space on a 2D surface. Use them together to maximize the illusion. There are Six Ways to Create the Illusion of Space 1. Linear Perspective - By using either 1 point perspective, 2 point perspective, or 3 point perspective, an artist can create the illusion of space. Linear perspective is a drawing method that uses lines to draw objects in space. 2. Overlapping - When one object is positioned in front of another object, part of the object behind it may be blocked from view. This is called overlapping. Example of overpping 3. Size - Objects that are closer to a viewer appear larger than objects that are further off in the distance. 4. Placement on the Surface - Generally, objects that are positioned lower on the picture plane will appear closer than objects that are positioned higher on the picture plane. 5. Before you start drawing or painting in Photoshop Elements, you may want to change your color to something other than the default black. There are two overlapping color swatches at the bottom of the Tools panel. These two swatches represent two categories of color: foreground and background. Here’s a quick look at how they work with different tools: When you add type, paint with the Brush tool, or create a shape, you’re using the foreground color. On the background layer of an image, when you use the Eraser tool, or when you increase the size of your canvas, you’re accessing the background color. When you drag with the Gradient tool, so long as your gradient is set to the default, you’re laying down a blend of color from the foreground to the background. Colour and Value Objects that are closer to a viewer appear darker in value and warmer in colour. Objects that are further away appear lighter in value and cooler in colour. 6. Detail - Objects that are closer appear more detailed than objects that are further away. 1.5. Make proportion and composition 1. application of golden mean techniques a. A golden rectangle can be constructed with only a straightedge and compass in four simple steps: • Draw a simple square. • Draw a line from the midpoint of one side of the square to an opposite corner. • Use that line as the radius to draw an arc that defines the height of the rectangle. • Complete the golden rectangle. b. Fibonacci sequence theory Fibonacci sequence The Fibonacci sequence is a set of numbers that starts with a one or a zero, followed by a one, and proceeds based on the rule that each number (called a Fibonacci number) is equal to the sum of the preceding two numbers. If the Fibonacci sequence is denoted F (n), where n is the first term in the sequence, the following equation obtains for n = 0, where the first two terms are defined as 0 and 1 by convention: F (0) = 0, 1, 1, 2, 3, 5, 8, 13, 21, 34 ... Is 0 a Fibonacci number? In mathematics, the Fibonacci numbers, commonly denoted Fn form a sequence, called the Fibonacci sequence, such that each number is the sum of the two preceding ones, starting from 0 and 1. ... In some books, and particularly in old ones, F0, the "0" is omitted, and the Fibonacci sequence starts with F1 = F2 = 1. Fibonacci Sequence 1. The 2 is found by adding the two numbers before it (1+1) 2. The 3 is found by adding the two numbers before it (1+2), 3. And the 5 is (2+3), 4. and so on! c. golden spiral In geometry, a golden spiral is a logarithmic spiral whose growth factor is φ, the golden ratio. That is, a golden spiral gets wider (or further from its origin) by a factor of φ for every quarter turn it makes. d. rule of thirds techniques Rule of Thirds The Rule of Thirds is a common technique for achieving balance in your composition. If you subdivide your photo into thirds both vertically and again horizontally, you’ll wind up with an evenly spaced grid. The sections where lines cross are points of interest. These points are where you want to place your subject, parts of the image where you want attention to be drawn or show points of activity. Rarely will you use all four points – many times one or two – but this is what creates balance in your composition. 1. How to draw a head: 8 common angles or Selection of angles The angles you’ll encounter the most as a story artist are: • Profile • Straight on • Up • Up three-quarters • Down • Three-quarters • Down three-quarters • Rear three-quarters • You will find yourself returning to these angles over and over again, so it’s good to know them well enough that you can whip them out with your eyes closed. Any angle that’s not covered here can be interpolated with some in-betweening. • Commit these eight angles to memory, and start breaking down the head into simple shapes 01. Profile When drawing a head from profile, start by arranging your two basic shapes so that they roughly resemble the angle you’re looking for. Once you have a good approximation of the relationships between the shapes, you can start building the rest of your drawing from that foundation. 02. Straight on The straight-on is probably the angle we’re most familiar with, as it is the angle at which we see and interact with most people in real life. Still, breaking it down into the basic shapes of a sphere and pyramid will help you maintain the proper proportions and relationships throughout the face. 03. Up This is a difficult angle to visualise because we rarely see people from this vantage point. In fact, this was the angle I had the most trouble with when I was a young artist. However, breaking the head down into these two simple shapes will make this angle less intimidating. 04. Up three-quarters This is a very common angle, as many heroic shots are framed from this vantage point.
Recommended publications
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Generating ASCII-Art: a Nifty Assignment from a Computer Graphics Programming Course
    EUROGRAPHICS 2017/ J. J. Bourdin and A. Shesh Education Paper Generating ASCII-Art: A Nifty Assignment from a Computer Graphics Programming Course Eike Falk Anderson1 1The National Centre for Computer Animation, Bournemouth University, UK Figure 1: Photo to coloured ASCII Art – image conversion by a successful student submission. Abstract We present a graphics application programming assignment from an introductory programming course with a computer graph- ics focus. This assignment involves simple image-processing, asking students to write a conversion program that turns images into ASCII Art. Assessment of the assignment is simplified through the use of an interactive grading tool. 1. Educational Context ically takes the form of a short (4-week) project at the end of the course. This assignment requires the design and implementation of The assignment is used in the introductory computing and program- a computer graphics application supported by a report discussing ming course "Computing for Graphics" (worth 20 credits, which its design and implementation to assess the students’ programming translate into 10 ECTS credits in the European Credit Transfer and competence at the end of the introductory programming sequence. Accumulation System). The course runs in the first year of one of the programmes of our undergraduate framework for computer an- imation, games and effects [CMA09] at the National Centre for 3. Coursework Assignment Computer Animation (NCCA). Students of this BA programme The assignment assesses software development practice, knowl- aim for employment as a TD (Technical Director) for visual effects edge of procedural programming concepts as well as understand- and animation or as a technical artist in the games industry.
    [Show full text]
  • PROGRAMME SPECIFICATION Educational Aims of the Programme
    PROGRAMME SPECIFICATION Master of Computing in Computer Games Development Awarding institution Liverpool John Moores University Teaching institution Liverpool John Moores University UCAS Code C468 JACS Code I160 Programme Duration Full-Time: 4 Years, Sandwich Thick: 5 Years Language of Programme All LJMU programmes are delivered and assessed in English Subject benchmark statement Computing (2007) Master's degrees in computing (2011) Programme accredited by Description of accreditation Validated target and alternative exit awards Master of Computing in Computer Games Development Master of Computing (SW) in Computer Games Development Bachelor of Science with Honours in Computer Games Development Bachelor of Science with Honours (SW) in Computer Games Development Bachelor of Science in Computer Games Development Bachelor of Science (SW) in Computer Games Development Diploma of Higher Education in Computer Games Development Certificate of Higher Education in Computer Games Development Programme Leader Abdennour El-Rhalibi Educational aims of the programme The specific aims of the programme are as follows: -To provide students with a comprehensive understanding of current and developing computer games technologies and research issues. -To provide students with relevant technical skill and experience in computer games development. -To provide a platform for career development, innovation and/or further postgraduate study. -To develop students' analytical, creative, problem-solving and evaluation skills -To help our students to develop the skills to become autonomous learners. -To encourage students to fully engage with the World of Work programme, including World of Work Skills Certificate and, as a first step towards this, to complete Bronze (Self Awareness) Statement. -To develop students' skill in researching, analysing and implementing innovative and revolutionary game development technologies.
    [Show full text]
  • Web 2D Graphics: State-Of-The-Art
    Web 2D Graphics: State-of-the-Art © David Duce, Ivan Herman, Bob Hopgood 2001 Contents l 1. Introduction ¡ 1.1 Images on the Web ¡ 1.2 Supported Image Formats ¡ 1.3 Images are not Computer Graphics l 2. Early Vector Graphics on the Web ¡ 2.1 CGM ¡ 2.2 CGM on the Web ¡ 2.3 WebCGM Profile ¡ 2.4 WebCGM Viewers l 3. SVG: an Introduction ¡ 3.1 Arrival of XML ¡ 3.2 Submissions to W3C ¡ 3.3 SVG: an XML Application ¡ 3.4 An introduction to SVG ¡ 3.5 Coordinate Systems ¡ 3.6 Path Expressions ¡ 3.7 Other Drawing Elements l 4. Rendering the SVG Drawing ¡ 4.1 Visual Aspects ¡ 4.2 Text ¡ 4.3 Styling l 5. Filter Effects l 6. Animation ¡ 6.1 Introduction ¡ 6.2 What is Animated ¡ 6.3 How the Animation Takes Place ¡ 6.4 When the Animation Take Place l 7. Scripting and the DOM l 8. Current State and the Future ¡ 8.1 Implementations ¡ 8.2 Metadata ¡ 8.3 Extensions to SVG l A. Filter Primitives in SVG l References -- 1 -- © David Duce, Ivan Herman, Bob Hopgood 2001 1. Introduction l 1.1 Images on the Web l 1.2 Supported Image Formats l 1.3 Images are not Computer Graphics 1.1 Images on the Web The early browsers for the Web were predominantly aimed at retrieval of textual information. Tim Berners-Lee's original browser for the NeXT computer did allow images to be viewed but they popped up in a separate window and were not an integral part of the Web page.
    [Show full text]
  • Computer Graphics & Image Processing
    Computer Graphics & Image Processing Computer Laboratory Computer Science Tripos Part IB Neil Dodgson & Peter Robinson Lent 2012 William Gates Building 15 JJ Thomson Avenue Cambridge CB3 0FD http://www.cl.cam.ac.uk/ This handout includes copies of the slides that will be used in lectures together with some suggested exercises for supervisions. These notes do not constitute a complete transcript of all the lectures and they are not a substitute for text books. They are intended to give a reasonable synopsis of the subjects discussed, but they give neither complete descriptions nor all the background material. Material is copyright © Neil A Dodgson, 1996-2012, except where otherwise noted. All other copyright material is made available under the University’s licence. All rights reserved. Computer Graphics & Image Processing Lent Term 2012 1 2 What are Computer Graphics & Computer Graphics & Image Processing Image Processing? Sixteen lectures for Part IB CST Neil Dodgson Scene description Introduction Colour and displays Computer Image analysis & graphics computer vision Image processing Digital Peter Robinson image Image Image 2D computer graphics capture display 3D computer graphics Image processing Two exam questions on Paper 4 ©1996–2012 Neil A. Dodgson http://www.cl.cam.ac.uk/~nad/ 3 4 Why bother with CG & IP? What are CG & IP used for? All visual computer output depends on CG 2D computer graphics printed output (laser/ink jet/phototypesetter) graphical user interfaces: Mac, Windows, X,… graphic design: posters, cereal packets,…
    [Show full text]
  • CHAPTER ONE 1.0 INTRODUCTION 1.1 PROJECT BACKGROUND 1.1.1 Computer Graphics
    CHAPTER ONE 1.0 INTRODUCTION 1.1 PROJECT BACKGROUND Computer graphics and animation is a very broad and wide aspect of computer science, and has effects on our everyday living. Dissemination of information with good graphical user interface becomes very important when very important information have to be passed across. This project would be split into the two aspects (graphics and animation) sometimes during the course of discussion. 1.1.1 Computer Graphics Computers have become a powerful tool for the rapid and economical production of pictures. There is virtually no area in which graphical displays cannot be used to some advantage, and so it is not surprising to find the use of computer graphics so widespread. Although early applications in engineering and science had to rely on expensive and cumbersome equipment, advances in computer technology have made interactive computer graphics a practical tool. Today, we find computer graphics used routinely in such diverse areas as science, Engineering, medicine, business, industry, government, art, entertainment, advertising, Education and training. Before we get into the details of how to do computer graphics, we first take a short tour through a gallery of graphics applications. A major use of computer graphics is in design processes, particularly for engineering and architectural systems, but almost all products are now computer designed. Generally referred to as CAD, computer-aided design methods are now routinely used in the design of buildings, automobiles, aircraft, watercraft, spacecraft, computers, textiles, and many, many other products. For some design applications; object are first displayed in a wireframe outline form that shows the overall sham and internal features of objects.
    [Show full text]
  • 2D COMPUTER GRAPHICS 2D Computer Graphics Is the Computer-Based Generation of Digital Images—Mostly from Two-Dimensional Model
    2D COMPUTER GRAPHICS 2D computer graphics is 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). In many domains, such as desktop publishing, engineering, and business, a description of a document based on 2D computer graphics techniques can be much smaller than the corresponding digital image—often by a factor of 1/1000 or more. This representation is also more flexible since it can be rendered at different resolutions to suit different output devices. For these reasons, documents and illustrations are often stored or transmitted as 2D graphic files. 2D computer graphics started in the 1950s, based on vector graphics devices. These were largely supplanted by raster-based devices in the following decades. The PostScript language and the X Window System protocol were landmark developments in the field. 2D graphics hardware Modern computer graphics card displays almost overwhelmingly use raster techniques, dividing the screen into a rectangular grid of pixels, due to the relatively low cost of raster-based video hardware as compared with vector graphic hardware.
    [Show full text]
  • Table of Contents
    A Comprehensive Introduction to Vista Operating System Table of Contents Chapter 1 - Windows Vista Chapter 2 - Development of Windows Vista Chapter 3 - Features New to Windows Vista Chapter 4 - Technical Features New to Windows Vista Chapter 5 - Security and Safety Features New to Windows Vista Chapter 6 - Windows Vista Editions Chapter 7 - Criticism of Windows Vista Chapter 8 - Windows Vista Networking Technologies Chapter 9 -WT Vista Transformation Pack _____________________ WORLD TECHNOLOGIES _____________________ Abstraction and Closure in Computer Science Table of Contents Chapter 1 - Abstraction (Computer Science) Chapter 2 - Closure (Computer Science) Chapter 3 - Control Flow and Structured Programming Chapter 4 - Abstract Data Type and Object (Computer Science) Chapter 5 - Levels of Abstraction Chapter 6 - Anonymous Function WT _____________________ WORLD TECHNOLOGIES _____________________ Advanced Linux Operating Systems Table of Contents Chapter 1 - Introduction to Linux Chapter 2 - Linux Kernel Chapter 3 - History of Linux Chapter 4 - Linux Adoption Chapter 5 - Linux Distribution Chapter 6 - SCO-Linux Controversies Chapter 7 - GNU/Linux Naming Controversy Chapter 8 -WT Criticism of Desktop Linux _____________________ WORLD TECHNOLOGIES _____________________ Advanced Software Testing Table of Contents Chapter 1 - Software Testing Chapter 2 - Application Programming Interface and Code Coverage Chapter 3 - Fault Injection and Mutation Testing Chapter 4 - Exploratory Testing, Fuzz Testing and Equivalence Partitioning Chapter 5
    [Show full text]
  • Grafika Rastrowa I Wektorowa
    GRAFIKA RASTROWA I WEKTOROWA Grafikę komputerową, w dużym uproszczeniu, można podzielić na dwa rodzaje: 1) grafikę rastrową, zwaną też bitmapową, pikselową, punktową 2) grafikę wektorową zwaną obiektową. Grafika rastrowa – obraz budowany jest z prostokątnej siatki punktów (pikseli). Skalowanie rysunków bitmapowych powoduje najczęściej utratę jakości. Grafika ta ma największe zastosowanie w fotografice cyfrowej. Popularne formaty to: BMP, JPG, TIFF, PNG GIF, PCX, PNG, RAW Znane edytory graficzne: Paint, Photoshop, Gimp. Grafika wektorowa – stosuje obiekty graficzne zwane prymitywami takie jak: punkty, linie, krzywe opisane parametrami matematycznymi. Podstawową zaletą tej grafiki jest bezstratna zmian rozmiarów obrazów bez zniekształceń. Popularne formaty to: SVG, CDR, EPS, WMF - cilparty Znane edytory graficzne: Corel Draw, Sodipodi, Inscape, Adobe Ilustrator, 3DS LISTA PROGRAMÓW DO GRAFIKI BITMAPOWEJ Darmowe: CinePaint , DigiKam , GIMP , GimPhoto , GIMPshop , GNU Paint , GrafX2 , GraphicsMagick , ImageJ , ImageMagick , KolourPaint , Krita , LiveQuartz , MyPaint , Pencil , Pinta , Pixen , Rawstudio , RawTherapee , Seashore , Shotwell , Tile Studio , Tux Paint , UFRaw , XPaint , ArtRage Starter Edition , Artweaver , Brush Strokes Image Editor , Chasys Draw IES , FastStone Image Viewer , Fatpaint , Fotografix , IrfanView , Paint.NET , Picasa , Picnik , Pixia , Project Dogwaffle , TwistedBrush Open Studio , Xnview Płatne: Ability Photopaint, ACD Canvas, Adobe Fireworks, Adobe Photoshop, Adobe Photoshop Lightroom, Adobe Photoshop Elements,
    [Show full text]
  • Why We Should Standardize 2D Graphics for C++
    Document No.: P0669R0 Date: 2017-06-19 Revises: (None) Reply to: Guy Davidson <[email protected]> Michael B. McLaughlin <[email protected]> Audience: LEWG Why We Should Standardize 2D Graphics for C++ Table of Contents Introduction 3 Summary of the History of 2D Computer Graphics 3 A Tour of P0267 5 Colors 5 Linear algebra 5 Geometry 6 Paths 6 Brushes 6 Surfaces 7 Concerns and Replies 8 “Game developers will never use it” 8 “2D graphics is already available in various other hardware accelerated libraries that everyone uses” 8 “No one will ever use it” 8 “It's just a toy and not worth spending time standardizing it” 9 “It will never be performant enough to be useful in the real world” 9 Future Plans and Goals 9 A. Text rendering 9 B. Input 9 C. Goals of a TS 9 Acknowledgements 10 I. Introduction P0267 “A Proposal to Add 2D Graphics Rendering and Display to C++” (including its N number predecessors) has been reviewed and revised since 2014; first by SG13 and subsequently by LEWG. The proposal is likely to be forwarded from LEWG to LWG in Toronto. This paper is meant to: 1. Provide an overview of 2D computer graphics and of P0267; 2. Explain why C++ should have a standardized 2D graphics API; 3. Lay out concerns that have been raised and provide the authors’ replies to them; and, 4. Set forth the roadmap and goals envisioned by the authors. II. Summary of the History of 2D Computer Graphics Computer graphics first appeared in the 1950s.
    [Show full text]
  • Computer Graphics – Overview
    Gymnázium, Brno, Slovanské nám. 7 WORKBOOK http://agb.gymnaslo.cz Subject: Computer science Student: ………………………………………….. School year: …………../………… Topic: Computer graphics – overview Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer with help from specialized software and hardware. 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. INVESTICE DO ROZVOJE VZDĚLÁVÁNÍ ¨¨ Gymnázium, Brno, Slovanské nám. 7 Graphics file formats - raster: .bmp, .gif, .png, .tiff, .jpg, .jpeg Vector 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. Vector graphics consists in encoding information about shapes and colors that comprise the image, which can allow for more flexibility in rendering. 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. Graphics file formats - vector: .cdr, .ai, .svg, .zmf INVESTICE DO ROZVOJE VZDĚLÁVÁNÍ ¨¨ Gymnázium, Brno, Slovanské nám. 7 Three-dimensional 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.
    [Show full text]
  • Digital Art Is the Convergence of Technologies a Review
    ISSN:2321-1156 International Journal of Innovative Research in Technology & Science(IJIRTS) Digital Art is the convergence of technologies A review Vandana Syal ,Assistant Professor, Department of Computer Science and Applications,MCM DAV College for Women, Chandigarh ABSTRACT:With the rapid growth of digital Traditional and Digital Art technology, digital art is getting refined and refined. When the question arises- which one is the true art? I Digital mediums are in a continuous state of flux.More believe that both are the two categories of visual art that and more artists are accepting the digital art as art since have their own unique qualities and can exist in it involves creativity and the knowledge of ‘art and harmony under the visual art. Digital opens new design’ principles. Still a question mark is there and it doorways and sometimes results very creative outcomes has been become an argument that “Digital art is not that are difficult to achieve with traditional art. On the real art since it is machine generated and infinite other hand, traditional media allows outcomes that are number of copies can be generated with no ‘original’. hard to replicate digitally.Traditional art seem to give This paper of mine is an attempt to justify the quote more satisfaction and is less challenging due to the lack “Digital Art is the revolution in art” without disquieting of learning the software tools and working on the grace of traditional art. I don't think either is killing computer. For the artists who are creative, digital is the other one. The paper includes the reference of another medium and for them, medium doesn’t matter.
    [Show full text]