- #Gravit designer basic explanation of pen tool software
- #Gravit designer basic explanation of pen tool series
This system was revolutionary because, unlike previous programming languages, it operated with primitive graphical instructions such as 'draw a line from point A to point B', 'copy a region', 'fill an area with a color', 'zoom in on an area' etc. That same year the Beflix system/programming language (from Bell Flicks) also came on the market. Here you can clearly see how groundbreaking this system was. The Sketchpad 1 was not only the very first intelligent graphic drawing program, it was also the first real Graphical User Interface (GUI) and in a sense, the very first form of interactive computer graphics.Ī copy of the original demonstration film of the Sketchpad is available on YouTube. The Sketchpad is therefore also an important precursor to programs like Affinity Photo, Affinity Designer, Photoshop and Illustrator.
#Gravit designer basic explanation of pen tool software
There was also a kind of 'pen tool', as still being used today in many vector graphics design software applications. This 'thinking along' took the form of helping to draw circles and lines with handy tools, for example. An important start in the creation of graphical interfaces and allowing the computer to think along with human actions. With the Sketchpad the computer was put down as a kind of artificial intelligent machine: a computer that thinks along with people while graphically drawing on the computer. A true pioneer, who later on also wrote many important developments to his name. Ivan Sutherland is considered by many to be the creator of the first interactive computer graphics. In 1962 the revolutionary Sketchpad 1 came on the market, designed by the American Ivan Sutherland. from Sweden!Īt that time more and more experiments were being done with different techniques to make animations with computers. So let's quickly continue our journey through time with the very first vector animation ever generated by a computer. In the 60s, an important foundation was laid for tools we still use today. The rise of computer games, analog and digital animation techniques and improvements on Virtual Reality devices. Now we continue enthusiastically with the 60s, which wasn't only the time of flower power, but also an interesting period with many digital developments. We ended part one with the late 50s and saw among others the very first digital image scanner and the origin of the bitmap, an image built up with pixels. The computer has undergone a development from mechanical to electrical and from analog to digital. In this second part we immediately enter the computer age.
#Gravit designer basic explanation of pen tool series
We started part one of this blog series long before the computer age dawned.
If you haven't read part one yet, it's worth reading that part first. I have made more than 110 illustrations for this series and also provide each part with at least one interactive to bring the events alive as good as possible for you. Although I personally find audio and music are very important and interesting and I have always been involved in producing music, I have made the decision to omit audio developments in this series to keep the series somewhat concise and focused. Sometimes with a slight side-road to a development that indirectly made an important contribution or reflects the spirit of the times and relations between events.
Instead, I like to point out a number of events that I think have made an important contribution to getting where we are now. If I could even mention the largest part of influential events, that would be a world achievement. In this blog series, of which this is the second part of six, I like to take you on a journey through time with our focus on the development before and during the creation of computers, digital graphics, animations, graphical interfaces, graphics software, interactivity, 3D, a pinch of the first games, the creation of the internet and a touch of virtual reality. You also expect nothing less than nice interfaces with smooth animations. You just have to pick up your smartphone, tablet, desktop computer or what else and you feel intuitively when you have to swipe, click, drag or pinch zoom. The History of Interactive Computer GraphicsĬomputer graphics, animations and interactions with digital equipment are now self-evident.