Authors

  • Feruza Mamurova
  • Nodira Хodjaeva

DOI:

https://doi.org/10.71337/inlibrary.uz.tsru.59013

Keywords:

computer graphics technology digital photography cinema video games digital art computer specialized equipment.

Abstract

Computer graphics are the main technology in digital photography, cinema, video games, digital art, mobile phone and computer displays, as well as in many specialized applications. A variety of specialized hardware and software has been developed, with most devices equipped with graphics hardware.


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All the graphic information around us

Tashkent State Transport University

Mamurova Feruza Islomovna

Хodjaeva Nodira Sharifovna

Annotation.

Computer graphics are the main technology in digital

photography, cinema, video games, digital art, mobile phone and computer displays,
as well as in many specialized applications. A variety of specialized hardware and
software has been developed, with most devices equipped with graphics hardware.

Keywords:

computer graphics, technology, digital photography, cinema,

video games, digital art, computer, specialized, equipment.


Computer graphics (eng. computer graphics, or CG) is a method of creating

graphic images and visual information using special programs. The concept of
computer graphics exists at the intersection of design and art, combining classical
drawing and modern technology. Computer graphics are the result of human—
machine interaction.

It will take 3-4 hours to create manual graphics, for example, a complex

gradient using a drawing pad and an airbrush, and in Illustrator or Photoshop it will
take several seconds. In this case, the result will be approximately the same. Hand—
made graphics are considered more to be fine art, and computer graphics are
considered to be design. The difference between the two types of graphics is in the
degree of human presence and in the balance of art and technology.

All the graphic information around us is made using a computer: books,

magazines, packages, wallpapers, posters, instructions, websites and applications,
etc. Often manual graphics are harmoniously integrated into computer graphics: an
illustrator draws an image with ink, watercolor or any other tool, and then digitizes
it, embeds it into a layout and processes it. This integration transforms hand drawing
into computer graphics.

You can learn how to package meanings into images and text in the Graphic

Designer course. You can study in a convenient place and at any time, without long
video lectures — all the information is collected in a convenient interactive task
book. Each student creates a graduation project, which will become the basis of a
portfolio and a plus for employment.

Raster computer graphics, or "raster" consists of many squares — pixels. Such

an image cannot be enlarged without loss of quality: it begins to change, uneven
edges and individual pixels appear. Raster graphics are created in the RGB color


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space and often have a beautiful gradient, complex transitions, interesting fill, lots
of color and almost photographic realism.

Raster graphics are used when you need to draw, for example, a large and

colorful illustration for a website: the moment of communication with the target
audience plays an important role here. To create raster graphics, Adobe Photoshop
is most often used — in this editor it is easiest to work with brushes, shades and
color gradations.

Vector computer graphics consists of reference points and curves connecting

them: such images can be scaled without loss of quality. Vector images are used to
create infographics, icons and other interface elements, logos, corporate identity
characters, landing pages, websites and applications. A vector is more informative
than a raster.

Since the quality of vector images does not depend on resolution, they are

used on large formats: billboards, buses, banners, banners, etc. You can create vector
graphics in Adobe Illustrator, Figma and CorelDRAW.

Fractal graphics connect art and mathematics, it is the result of mathematical

algorithms. The simplest example of fractal graphics is a kaleidoscope: a mechanism
designs a certain pattern, building it without human intervention.

A fractal is an infinitely reproducible self—similar structure. Unlike a pattern,

which is an infinitely repeatable pattern, it is impossible to completely predict the
appearance of a fractal when it is created. An example of fractal graphics is a
screensaver on a computer screen in sleep mode, where geometric objects similar to
each other endlessly replace each other. Fractal graphics can be created in Adobe
Illustrator, Figma and in fractal generators, for example, in Fractal Generator or
Frax.

Fractal graphics often seem outdated because they are associated with the era

of computer clubs in the early 90s: complex gradients on a dark background, flashy
backlight - the peculiar beauty of fractals is perceived as a cliche. Nevertheless,
fractals can still be found on the screensavers of websites and applications —
rhythmic images in light colors are used instead of patterns.

3D graphics convey a sense of volume. When a designer draws a picture in

2D, he uses two axes: height and width. In three—dimensional graphics, a third axis
is added to them - depth. Each point has its own coordinates on each of the three
axes. Three-dimensional graphics are used in various industries: from architecture
to the medical industry. In design, 3D graphics are actively used in the fields of game
development, branding, identity, website design and mobile applications: for
example, when creating illustrations, icons and logos.


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Blender is often used to create 3D graphics, as well as the 3dsMax program:

in it you can split the screen into four fields, one for each axis, plus a perspective
view. This allows you to change the direction of each point and see changes in all
projections.

In addition to video games, in most of which CG is all that the player sees,

computer graphics are used by specialists in many fields. Here are some of them:

• the film industry — where this technology is now used almost everywhere,

and the amount of CG is determined only by the genre;

• Architecture — specialized visualization software exists (for example,

AutoCAD has been automating design and drafting since the early 1980s);

• Science — scientists simulate various experiments in the 3D sphere, and this

simplifies their work;

• medicine — there are also special simulators for doctors (for example, VR

Surgery Simulator increases the effectiveness of surgical operations);

• Advertising — many marketing campaigns are fully or partially created

using CG;

• education — there are simulators specially designed for training, as well as

educational versions of entertainment games (for example, Minecraft: Education
Edition);

• 3D printing - using a 3D printer, it is now possible to reproduce special

three—dimensional models in the real world, creating real objects.

Which CG works have revolutionized
The first computers were used only for calculations, and the first graphics

were patterns that formed incandescent lamps turning on and off. One of the first
animations was a "Kitty" in raster graphics. Its author is the Soviet mathematician
Nikolai Konstantinov. And only then did computer graphics begin to develop and
become more complex.

One of the graphics problems that can be solved in the near future is the

ominous valley effect. The term was coined by Japanese roboticist and engineer
Masahiro Mori. It is a phenomenon denoting irrational fear and disgust that arise
when someone sees a robot or an object very similar to a human.

"We are coming to a point where wow effects are not achieved at the expense

of the picture. Rather, in the future, cool scenarios will be important so that you are
absorbed in the story, and this, on the contrary, is lost. You just look at the graphics,
and there's already too much of it, you want meanings.

The industry has grown a lot, but the semantic load has failed. The second

Avatar is also good, but not as interesting as the first one. History repeats itself, and


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you don't have a wow effect. I recently reviewed Breaking Bad, and there are very
few graphics, but it [the series] is interesting and cool to watch. In "Mandalorian"
everything is three-dimensional and cool, but it's not interesting to watch because of
the primitive plot.

Graphics are a tool that allows you to reveal a story, characters, and teach

something. And when the effect is for the sake of effect, as in the last "Star Wars",
when horses galloped on a spaceship, it looks very strange. Although the artists tried
very hard and painted everything cool." (Kirill Reznichenko)


We see computer graphics every day. It has become an integral part of the

modern world. Graphics entertain us, help professionals in many fields, provide new
opportunities for creativity, and allow us to copy images of real-world objects.

CG is now a tool for digitizing something that exists and at the same time a

way to bring something imaginary to life. Graphic technologies will evolve and offer
us more and more new methods of working with information — and who knows to
what extent this area may evolve. Time will show. And we just have to watch.

Literature

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Халимова, Ш. Р., Мамурова Ф. Я. (2023). Изометрическое и

диметрическое представление окружностей и прямоугольников. Miasto
Przyszłości , 33 , 128-134.

2.

Odilbekovich, S. K., Bekmuratovich, E. A., & Islamovna, M. F. (2023).

Requirements for a Railway Operation Specialist on Traffic Safety Issues. Pioneer:
Journal of Advanced Research and Scientific Progress, 2(3), 98-101.

3.

Mamurova, F. I., Khadjaeva, N. S., & Kadirova, E. V. (2023). ROLE

AND APPLICATION OF COMPUTER GRAPHICS. Innovative Society:
Problems, Analysis and Development Prospects, 1-3.

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Mamurova,

F.

I.

(2022,

December).

IMPROVING

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PROFESSIONAL COMPETENCE OF FUTURE ENGINEERS AND BUILDERS.
In INTERNATIONAL SCIENTIFIC CONFERENCE" INNOVATIVE TRENDS
IN SCIENCE, PRACTICE AND EDUCATION" (Vol. 1, No. 4, pp. 97-101).

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MAMUROVA,

FERUZA

ISLOMOVNA.

"FACTORS

OF

FORMATION OF PROFESSIONAL COMPETENCE IN THE CONTEXT OF
INFORMATION EDUCATION." THEORETICAL & APPLIED SCIENCE
Учредители: Теоретическая и прикладная наука 9 (2021): 538-541.

6.

Islomovna, M. F., Islom, M., & Absolomovich, K. X. (2023).

Projections of a Straight Line, the Actual Size of the Segment and the Angles of its
Inclination to the Planes of Projections. Miasto Przyszłości, 31, 140-143.


background image

ISSN (E): 2992-9148 SJIF 2024 = 5.333

ResearchBib Impact Factor: 9.576 / 2024

VOLUME-2, ISSUE-10

74

7.

Mamurova,

F.

I.

(2022,

December).

IMPROVING

THE

PROFESSIONAL COMPETENCE OF FUTURE ENGINEERS AND BUILDERS.
In INTERNATIONAL SCIENTIFIC CONFERENCE" INNOVATIVE TRENDS
IN SCIENCE, PRACTICE AND EDUCATION" (Vol. 1, No. 4, pp. 97-101).

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Islomovna, M. F. (2022). Success in Mastering the Subjects of Future

Professional Competence. EUROPEAN JOURNAL OF INNOVATION IN
NONFORMAL EDUCATION, 2(5), 224-226.

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Shaumarov, S., Kandakhorov, S., & Mamurova, F. (2022, June).

Optimization of the effect of absolute humidity on the thermal properties of non-
autoclaved aerated concrete based on industrial waste. In AIP Conference
Proceedings (Vol. 2432, No. 1, p. 030086). AIP Publishing LLC.

10.

Mamurova, F. I. (2021). The Concept of Education in the Training of

Future Engineers. International Journal on Orange Technologies, 3(3), 140-142.

11.

Islomovna, M. F. (2023). Methods of Fastening the Elements of the

Node. EUROPEAN JOURNAL OF INNOVATION IN NONFORMAL
EDUCATION, 3(3), 40-44.

12.

Islomovna, M. F. (2023). Engineering Computer Graphics Drawing Up

and Reading Plot Drawings. New Scientific Trends and Challenges, 120-122.

13.

Pirnazarov, G. F., Mamurova, F. I., & Mamurova, D. I. (2022).

Calculation of Flat Ram by the Method of Displacement. EUROPEAN JOURNAL
OF INNOVATION IN NONFORMAL EDUCATION, 2(4), 35-39.

14.

Islamovna, M. F. (2023). BASIC RULES FOR GRAPHIC

EXECUTION

OF

CONSTRUCTION

DRAWINGS.

INTERNATIONAL

JOURNAL OF SOCIAL SCIENCE & INTERDISCIPLINARY RESEARCH ISSN:
2277-3630 Impact factor: 7.429, 12(05), 118-122.

15.

ISLAMOVNA, M. F. (2020). Architectural Design Provides Light

Grays. International Journal of Innovations in Engineering Research and
Technology, 7(05), 140-143.

16.

Mamurova, F. I., & ogli Ozodjonov, J. T. (2023). Features of the

Execution of Drawings of Metal Structures and Geometric Schemes. New Scientific
Trends and Challenges (ITALY), 123-125.

17.

Islamovna, M. F., & Ixtiyor o’gli, B. A. (2023). DESIGN OF

RECONSTRUCTION OF BUILDINGS AND STRUCTURES. Horizon: Journal of
Humanity and Artificial Intelligence, 2(6), 1-5.

References

Халимова, Ш. Р., Мамурова Ф. Я. (2023). Изометрическое и диметрическое представление окружностей и прямоугольников. Miasto Przyszłości , 33 , 128-134.

Odilbekovich, S. K., Bekmuratovich, E. A., & Islamovna, M. F. (2023). Requirements for a Railway Operation Specialist on Traffic Safety Issues. Pioneer: Journal of Advanced Research and Scientific Progress, 2(3), 98-101.

Mamurova, F. I., Khadjaeva, N. S., & Kadirova, E. V. (2023). ROLE AND APPLICATION OF COMPUTER GRAPHICS. Innovative Society: Problems, Analysis and Development Prospects, 1-3.

Mamurova, F. I. (2022, December). IMPROVING THE PROFESSIONAL COMPETENCE OF FUTURE ENGINEERS AND BUILDERS. In INTERNATIONAL SCIENTIFIC CONFERENCE" INNOVATIVE TRENDS IN SCIENCE, PRACTICE AND EDUCATION" (Vol. 1, No. 4, pp. 97-101).

MAMUROVA, FERUZA ISLOMOVNA. "FACTORS OF FORMATION OF PROFESSIONAL COMPETENCE IN THE CONTEXT OF INFORMATION EDUCATION." THEORETICAL & APPLIED SCIENCE Учредители: Теоретическая и прикладная наука 9 (2021): 538-541.

Islomovna, M. F., Islom, M., & Absolomovich, K. X. (2023). Projections of a Straight Line, the Actual Size of the Segment and the Angles of its Inclination to the Planes of Projections. Miasto Przyszłości, 31, 140-143.

Mamurova, F. I. (2022, December). IMPROVING THE PROFESSIONAL COMPETENCE OF FUTURE ENGINEERS AND BUILDERS. In INTERNATIONAL SCIENTIFIC CONFERENCE" INNOVATIVE TRENDS IN SCIENCE, PRACTICE AND EDUCATION" (Vol. 1, No. 4, pp. 97-101).

Islomovna, M. F. (2022). Success in Mastering the Subjects of Future Professional Competence. EUROPEAN JOURNAL OF INNOVATION IN NONFORMAL EDUCATION, 2(5), 224-226.

Shaumarov, S., Kandakhorov, S., & Mamurova, F. (2022, June). Optimization of the effect of absolute humidity on the thermal properties of non-autoclaved aerated concrete based on industrial waste. In AIP Conference Proceedings (Vol. 2432, No. 1, p. 030086). AIP Publishing LLC.

Mamurova, F. I. (2021). The Concept of Education in the Training of Future Engineers. International Journal on Orange Technologies, 3(3), 140-142.

Islomovna, M. F. (2023). Methods of Fastening the Elements of the Node. EUROPEAN JOURNAL OF INNOVATION IN NONFORMAL EDUCATION, 3(3), 40-44.

Islomovna, M. F. (2023). Engineering Computer Graphics Drawing Up and Reading Plot Drawings. New Scientific Trends and Challenges, 120-122.

Pirnazarov, G. F., Mamurova, F. I., & Mamurova, D. I. (2022). Calculation of Flat Ram by the Method of Displacement. EUROPEAN JOURNAL OF INNOVATION IN NONFORMAL EDUCATION, 2(4), 35-39.

Islamovna, M. F. (2023). BASIC RULES FOR GRAPHIC EXECUTION OF CONSTRUCTION DRAWINGS. INTERNATIONAL JOURNAL OF SOCIAL SCIENCE & INTERDISCIPLINARY RESEARCH ISSN: 2277-3630 Impact factor: 7.429, 12(05), 118-122.

ISLAMOVNA, M. F. (2020). Architectural Design Provides Light Grays. International Journal of Innovations in Engineering Research and Technology, 7(05), 140-143.

Mamurova, F. I., & ogli Ozodjonov, J. T. (2023). Features of the Execution of Drawings of Metal Structures and Geometric Schemes. New Scientific Trends and Challenges (ITALY), 123-125.

Islamovna, M. F., & Ixtiyor o’gli, B. A. (2023). DESIGN OF RECONSTRUCTION OF BUILDINGS AND STRUCTURES. Horizon: Journal of Humanity and Artificial Intelligence, 2(6), 1-5.