Digital art is a general term for a range of artistic works and practices that use 
digital technology  as an essential part of the creative and/or presentation process. Since  the 1970s, various names have been used to describe the process  including 
computer art and 
multimedia art, and digital art is itself placed under the larger umbrella term 
new media art.
The impact of digital technology has transformed activities such as 
painting, 
drawing and 
sculpture, while new forms, such as 
net art, digital 
installation art, and 
virtual reality, have become recognized artistic practices.More generally the term digital artist is used to describe an artist who makes use of 
digital technologies in the production of art. In an expanded sense, "digital art" is a term applied to 
contemporary art that uses the methods of mass production or digital media.
Digital production techniques is very interesting ~ Alexander Ruiz
The techniques of digital art are used extensively by the mainstream 
media in advertisements, and by film-makers to produce 
special effects. 
Desktop publishing has had a huge impact on the publishing world, although that is more related to 
graphic design. Both digital and traditional artists use many sources of electronic information and programs to create their work
.  Given the parallels between visual and musical arts, it is possible  that general acceptance of the value of digital art will progress in  much the same way as the increased acceptance of electronically produced  music over the last three decades.
Digital art can be purely computer-generated (such as 
fractals and 
algorithmic art) or taken from other sources, such as a 
scanned photograph or an image drawn using 
vector graphics software using a 
mouse or 
graphics tablet. Though technically the term may be applied to art done using other  media or processes and merely scanned in, it is usually reserved for art  that has been non-
trivially modified by a computing process (such as a 
computer program, 
microcontroller or any electronic system capable of interpreting an input to create an output); digitized text data and raw 
audio and 
video recordings are not usually considered digital art in themselves, but can be part of the larger project of 
computer art and 
information art Artworks are considered 
digital painting when created in similar fashion to non-digital 
paintings but using 
software on a computer platform and digitally outputting the resulting image as painted on 
canvas
Andy Warhol created digital art using a 
Commodore Amiga where the computer was publicly introduced at the 
Lincoln Center, New York in July 1985. An image of 
Debbie Harry  was captured in monochrome from a video camera and digitized into a  graphics program called ProPaint. Warhol manipulated the image adding  colour by using flood fills.
Computer-generated visual media
There are two main paradigms in computer generated imagery
! The simplest is 
2D computer graphics  which reflect how you might draw using a pencil and a piece of paper.  In this case, however, the image is on the computer screen and the  instrument you draw with might be a tablet stylus or a mouse. What is  generated on your screen might appear to be drawn with a pencil, pen or  paintbrush. The second kind is 
3D computer graphics, where the screen becomes a window into a 
virtual environment, where you arrange objects to be "photographed" by the computer. Typically a 2D computer graphics use 
raster graphics as their primary means of source data representations, whereas 3D computer graphics use 
vector graphics in the creation of 
immersive virtual reality  installations. A possible third paradigm is to generate art in 2D or 3D  entirely through the execution of algorithms coded into computer  programs and could be considered the native art form of the computer.  That is, it cannot be produced without the computer. 
Fractal art, 
Datamoshing, 
algorithmic art and 
Dynamic Painting are examples.
Computer generated 3D still imagery
3D graphics are created via the process of designing 
imagery from 
geometric shapes, 
polygons or 
NURBS curves
 to create three-dimensional objects and scenes for use in various media such as film, 
television, print, 
rapid prototyping, games/simulations and special visual effects.
There are many 
software programs for doing this. The technology can enable 
collaboration, lending itself to sharing and augmenting by a creative effort similar to the 
open source movement, and the 
creative commons in which users can collaborate in a project to create unique pieces of 
art.
Having all of these skills  will soon   pay off~Alexander Ruiz