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The history of
computer animation Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtu ...
began as early as the 1940s and 1950s, when people began to experiment with
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
– most notably by John Whitney. It was only by the early 1960s when
digital computer A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic sets of operations known as ''programs'', wh ...
s had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr. Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.


The earliest pioneers: 1940s to mid-1960s


John Whitney

John Whitney Sr. (1917–1995) was an American animator, composer and inventor, widely considered to be one of the fathers of computer animation. In the 1940s and 1950s, he and his brother James created a series of experimental films made with a custom-built device based on old anti-aircraft analog computers ( Kerrison Predictors) connected by
servomechanism In mechanical and control engineering, a servomechanism (also called servo system, or simply servo) is a control system for the position and its time derivatives, such as velocity, of a mechanical system. It often includes a servomotor, and ...
s to control the motion of lights and lit objects – the first example of motion control photography. One of Whitney's best known works from this early period was the animated title sequence from
Alfred Hitchcock Sir Alfred Joseph Hitchcock (13 August 1899 – 29 April 1980) was an English film director. He is widely regarded as one of the most influential figures in the history of cinema. In a career spanning six decades, he directed over 50 featu ...
's 1958 film ''
Vertigo Vertigo is a condition in which a person has the sensation that they are moving, or that objects around them are moving, when they are not. Often it feels like a spinning or swaying movement. It may be associated with nausea, vomiting, perspira ...
'', which he collaborated on with graphic designer
Saul Bass Saul Bass (; May 8, 1920 – April 25, 1996) was an American graphic designer and Academy Awards, Oscar-winning filmmaker, best known for his design of motion-picture title sequences, film posters, and logo, corporate logos. During his 4 ...
. In 1960, Whitney established his company Motion Graphics Inc, which largely focused on producing titles for film and television, while continuing further experimental works. In 1968, his pioneering motion control model photography was used on
Stanley Kubrick Stanley Kubrick (; July 26, 1928 – March 7, 1999) was an American filmmaker and photographer. Widely considered one of the greatest filmmakers of all time, Stanley Kubrick filmography, his films were nearly all adaptations of novels or sho ...
's film '' 2001: A Space Odyssey'', and also for the slit-scan photography technique used in the film's "Star Gate" finale.


The first digital image

One of the first programmable digital computers was SEAC (the Standards Eastern Automatic Computer), which entered service in 1950 at the
National Bureau of Standards The National Institute of Standards and Technology (NIST) is an agency of the United States Department of Commerce whose mission is to promote American innovation and industrial competitiveness. NIST's activities are organized into physical sc ...
(NBS) in Maryland, USA. In 1957, computer pioneer Russell Kirsch and his team unveiled a
drum scanner Drum scanners are a type of image scanner that capture image information with photomultiplier, photomultiplier tubes (PMT), rather than the charge-coupled device (CCD) arrays found in flatbed scanners and inexpensive film scanners. "Reflective an ...
for SEAC, to "trace variations of intensity over the surfaces of photographs", and so doing made the first
digital image A digital image is an image composed of picture elements, also known as pixels, each with '' finite'', '' discrete quantities'' of numeric representation for its intensity or gray level that is an output from its two-dimensional functions f ...
by scanning a photograph. The image, picturing Kirsch's three-month-old son, consisted of just 176×176
pixel In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s. They used the computer to extract line drawings, count objects, recognize types of characters and display digital images on an
oscilloscope An oscilloscope (formerly known as an oscillograph, informally scope or O-scope) is a type of electronic test instrument that graphically displays varying voltages of one or more signals as a function of time. Their main purpose is capturing i ...
screen. This breakthrough can be seen as the forerunner of all subsequent computer imaging, and recognising the importance of this first digital photograph,
Life magazine ''Life'' (stylized as ''LIFE'') is an American magazine launched in 1883 as a weekly publication. In 1972, it transitioned to publishing "special" issues before running as a monthly from 1978 to 2000. Since then, ''Life'' has irregularly publi ...
in 2003 credited this image as one of the "100 Photographs That Changed the World". :From the late 1950s and early 1960s, mainframe digital computers were becoming commonplace within large organisations and universities, and increasingly these would be equipped with graphic plotting and graphics screen devices. Consequently, a new field of experimentation began to open up.


The first computer-drawn film

In 1960, a 49-second vector animation of a car traveling down a planned highway was created at the Swedish
Royal Institute of Technology KTH Royal Institute of Technology (), abbreviated KTH, is a public research university in Stockholm, Sweden. KTH conducts research and education in engineering and technology and is Sweden's largest technical university. Since 2018, KTH consist ...
on the
BESK BESK (''Binär Elektronisk SekvensKalkylator'', Swedish language, Swedish for "Binary Electronic Sequence Calculator") was Sweden's first electronic computer, using vacuum tubes instead of relays. It was developed by ''Matematikmaskinnämnden ...
computer. The consulting firm Nordisk ADB, which was a provider of software for the Royal Swedish Road and Water Construction Agency realized that they had all the coordinates to be able to draw perspective from the driver's seat for a motorway from Stockholm towards Nacka. In front of a specially designed digital oscilloscope with a resolution of about 1 megapixel a 35 mm camera with an extended magazine was mounted on a specially made stand. The camera was automatically controlled by the computer, which sent a signal to the camera when a new image was fed on the oscilloscope. It took an image every twenty meters (yards) of the virtual path. The result of this was a fictional journey on the virtual highway at a speed of 110 km/h (70 mph). The short animation was broadcast on November 9, 1961, at primetime in the national television newscast Aktuellt.


Bell Labs

Bell Labs Nokia Bell Labs, commonly referred to as ''Bell Labs'', is an American industrial research and development company owned by Finnish technology company Nokia. With headquarters located in Murray Hill, New Jersey, Murray Hill, New Jersey, the compa ...
in Murray Hill, New Jersey, was a leading research contributor in computer graphics, computer animation and electronic music from its beginnings in the early 1960s. Initially, researchers were interested in what the computer could be made to do, but the results of the visual work produced by the computer during this period established people like Edward Zajac,
Michael Noll A. Michael Noll (born 1939, Newark, New Jersey) is an American engineer, and professor emeritus at the Annenberg School for Communication and Journalism at the University of Southern California. He served as dean of the Annenberg School from 199 ...
and
Ken Knowlton Kenneth Charles Knowlton (June 6, 1931 – June 16, 2022) was an American computer graphics pioneer, artist, mosaicist and portraitist. In 1963, while working at Bell Labs, he developed the BEFLIX programming language for creating bitmap compu ...
as pioneering computer artists. Edward Zajac produced one of the first computer generated films at Bell Labs in 1963, titled ''A Two Gyro Gravity Gradient
attitude control Spacecraft attitude control is the process of controlling the orientation of a spacecraft (vehicle or satellite) with respect to an inertial frame of reference or another entity such as the celestial sphere, certain fields, and nearby objects, ...
System'', which demonstrated that a satellite could be stabilized to always have a side facing the Earth as it orbited.
Ken Knowlton Kenneth Charles Knowlton (June 6, 1931 – June 16, 2022) was an American computer graphics pioneer, artist, mosaicist and portraitist. In 1963, while working at Bell Labs, he developed the BEFLIX programming language for creating bitmap compu ...
developed the Beflix (Bell Flicks) animation system in 1963, which was used to produce dozens of artistic films by artists Stan VanDerBeek, Knowlton and Lillian Schwartz. Instead of raw programming, Beflix worked using simple "graphic primitives", like draw a line, copy a region, fill an area, zoom an area, and the like. In 1965, Michael Noll created computer-generated stereographic 3-D movies, including a ballet of stick figures moving on a stage. Some movies also showed four-dimensional hyper-objects projected to three dimensions. Around 1967, Noll used the 4-D animation technique to produce computer-animated title sequences for the commercial film short ''Incredible Machine'' (produced by Bell Labs) and the TV special ''The Unexplained'' (produced by Walt DeFaria). Many projects in other fields were also undertaken at this time.


Boeing-Wichita

In the 1960s,
William Fetter William Fetter, also known as William Allan Fetter or Bill Fetter (March 14, 1928June 23, 2002), was an American graphic designer and pioneer in the field of computer graphics. He explored the perspective fundamentals of computer animation of a ...
was a graphic designer for
Boeing The Boeing Company, or simply Boeing (), is an American multinational corporation that designs, manufactures, and sells airplanes, rotorcraft, rockets, satellites, and missiles worldwide. The company also provides leasing and product support s ...
at Wichita, and was credited with coining the phrase "Computer Graphics" to describe what he was doing at Boeing at the time (though Fetter himself credited this to colleague Verne Hudson). Fetter's work included the 1964 development of ergonomic descriptions of the human body that are both accurate and adaptable to different environments, and this resulted in the first 3-D animated wire-frame figures. Such human figures became one of the most iconic images of the early history of computer graphics, and often were referred to as the "Boeing Man". Fetter died in 2002.


Ivan Sutherland

Ivan Sutherland Ivan Edward Sutherland (born May 16, 1938) is an American computer scientist and Internet pioneer, widely regarded as a pioneer of computer graphics. His early work in computer graphics as well as his teaching with David C. Evans in that subje ...
is considered by many to be the creator of Interactive Computer Graphics, and an internet pioneer. He worked at the Lincoln Laboratory at MIT (
Massachusetts Institute of Technology The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
) in 1962, where he developed a program called ''Sketchpad I'', which allowed the user to interact directly with the image on the screen. This was the first
graphical user interface A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
, and is considered one of the most influential computer programs an individual has ever written.


Mid-1960s to mid-1970s


The University of Utah

Utah Utah is a landlocked state in the Mountain states, Mountain West subregion of the Western United States. It is one of the Four Corners states, sharing a border with Arizona, Colorado, and New Mexico. It also borders Wyoming to the northea ...
was a major center for computer animation in this period. The computer science faculty was founded by David Evans in 1965, and many of the basic techniques of 3-D computer graphics were developed here in the early 1970s with ARPA funding (''Advanced Research Projects Agency''). Research results included Gouraud, Phong, and Blinn shading, texture mapping, hidden surface algorithms, curved surface subdivision, real-time line-drawing and raster image display hardware, and early virtual reality work. In the words of Robert Rivlin in his 1986 book ''The Algorithmic Image: Graphic Visions of the Computer Age'', "almost every influential person in the modern computer-graphics community either passed through the University of Utah or came into contact with it in some way".


Shaded 3D graphics

In the mid-1960s, one of the most difficult problems in computer graphics was the "hidden-line" problem – how to render a 3D model while properly removing the lines that should not be visible to the observer. One of the first successful approaches to this was published at the 1967 Fall Joint Computer Conference by Chris Wylie, David Evans, and Gordon Romney, and demonstrated shaded 3D objects such as cubes and
tetrahedra In geometry, a tetrahedron (: tetrahedra or tetrahedrons), also known as a triangular pyramid, is a polyhedron composed of four triangular Face (geometry), faces, six straight Edge (geometry), edges, and four vertex (geometry), vertices. The tet ...
. An improved version of this algorithm was demonstrated in 1968, including shaded renderings of 3D text, spheres, and buildings. A shaded 3D computer animation of a colored
Soma cube The Soma cube is a mechanical puzzle#Assembly, solid dissection puzzle invented by Danish polymath Piet Hein (scientist), Piet Hein in 1933 during a lecture on quantum mechanics conducted by Werner Heisenberg. Seven different Polycube, pieces ...
exploding into pieces was created at the University of Utah as part of Gordon Romney's 1969 PhD dissertation, along with shaded renderings of 3D text, 3D graphs, trucks, ships, and buildings. This paper also coined the term "rendering" in reference to computer drawings of 3D objects. Another 3D shading algorithm was implemented by
John Warnock John Edward Warnock (October 6, 1940 – August 19, 2023) was an American computer scientist, inventor, technology businessman, and philanthropist best known for co-founding Adobe Systems Inc., the graphics and publishing software company, wit ...
for his 1969 dissertation. A truly real-time shading algorithm was developed by Gary Watkins for his 1970 PhD dissertation, and was the basis of the
Gouraud shading Gouraud shading ( ), named after Henri Gouraud (computer scientist), Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by Polygon mesh, polygon meshes. In practice, Gouraud ...
technique, developed the following year. Robert Mahl's 1970 dissertation at the University of Utah described smooth shading of
quadric surface In mathematics, a quadric or quadric surface is a generalization of conic sections (ellipses, parabolas, and hyperbolas). In three-dimensional space, quadrics include ellipsoids, paraboloids, and hyperboloids. More generally, a quadric hyper ...
s. Further innovations in shaded 3D graphics at the University of Utah included a more realistic shading technique by
Bui Tuong Phong Bui Tuong Phong (December 14, 1942July 1975) was a Vietnamese-born computer graphics researcher and pioneer. He invented the widely used Phong shading algorithm and Phong reflection model. Life Phong was born in Hanoi. After attending the Lyc� ...
for his dissertation in 1973 and texture mapping by
Edwin Catmull Edwin Earl Catmull (born March 31, 1945) is an American computer scientist and animator who served as the co-founder of Pixar and the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics, ...
for his 1974 dissertation.


Virtual reality

Around 1972, a
virtual reality headset A virtual reality headset (or VR headset) is a Head-mounted display, head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with Virtual reali ...
known as the "Sorcerer's Apprentice" became operational at the University of Utah, which used head tracking and a device similar to
MIT The Massachusetts Institute of Technology (MIT) is a private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of modern technology and sc ...
's Lincoln Wand to track the user's hand in 3D space. This headset, like Ivan Sutherland's "Sword of Damocles", was capable of simple, unshaded wireframe 3D graphics; however, the Sorcerer's Apprentice added the capability to create and manipulate 3D objects in real-time through the hand tracking device, termed the "wand". Commands to be performed by the 3D wand could be chosen by pointing the wand at a physical wall chart.


Character rigging and keyframing

An important innovation in computer animation at the University of Utah was the creation of the program "KEYFRAME", which would allow a user to pose and
keyframe In animation and filmmaking, a key frame (or keyframe) is a drawing or shot that defines the starting and ending points of a smooth transition. These are called ''frames'' because their position in time is measured in frames on a strip of film ...
a rigged humanoid 3D character, create walk cycles and other movements,
lip-sync Lip sync or lip synch (pronounced , like the word ''sink'', despite the spelling of the participial forms ''synced'' and ''syncing''), short for lip synchronization, is a technical term for matching a speaking or singing person's lip movements ...
the character, all using a
mouse A mouse (: mice) is a small rodent. Characteristically, mice are known to have a pointed snout, small rounded ears, a body-length scaly tail, and a high breeding rate. The best known mouse species is the common house mouse (''Mus musculus'' ...
-based
graphical interface A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of te ...
, and then render a shaded animation of the rigged character performing the walk cycle, hand movement, or other animation. This program, as well as one for creating a 3D animation of a football match, were created by Barry Wessler for his 1973 PhD dissertation. The capabilities of the "KEYFRAME" program were demonstrated in a short film, ''Not Just Reality'', which featured walk cycles, lip syncing, facial expressions, and further movement of a shaded humanoid 3D character.


Evans and Sutherland

In 1968, Ivan Sutherland teamed up with David Evans to found the company
Evans & Sutherland Evans & Sutherland is an American computer graphics firm founded in 1968 by David C. Evans (computer scientist), David Evans and Ivan Sutherland. Its current products are used in digital projection environments like planetariums. Its simulation b ...
—both were professors in the Computer Science Department at the University of Utah, and the company was formed to produce new hardware designed to run the systems being developed in the University. Many such algorithms have later resulted in the generation of significant hardware implementation, including the Geometry Engine, the
Head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see helmet-mounted display for aviation applications), that has a small display optic in front of one (monocular HMD) or each eye (binocular vision, bi ...
, the
Frame buffer A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Mode ...
, and
Flight simulator A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they rea ...
s. Most of the employees were active or former students, and included Jim Clark, who started
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
in 1981, Ed Catmull, co-founder of
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
in 1979, and
John Warnock John Edward Warnock (October 6, 1940 – August 19, 2023) was an American computer scientist, inventor, technology businessman, and philanthropist best known for co-founding Adobe Systems Inc., the graphics and publishing software company, wit ...
of
Adobe Systems Adobe Inc. ( ), formerly Adobe Systems Incorporated, is an American software, computer software company based in San Jose, California. It offers a wide range of programs from web design tools, photo manipulation and vector creation, through to ...
in 1982.


First computer-animated character, Nikolai Konstantinov

In 1968, a group of Soviet physicists and mathematicians with N. Konstantinov as its head created a mathematical model for the motion of a cat. On a BESM-4 computer they devised a programme for solving the ordinary differential equations for this model. The Computer printed hundreds of frames on paper using alphabet symbols that were later filmed in sequence thus creating the first computer animation of a character, a walking cat.


Ohio State

Charles Csuri Charles Csuri (July 4, 1922 – February 27, 2022), better known as Chuck Csuri, was an American artist and computer art creator, described by the ''Smithsonian (magazine), Smithsonian'' magazine as the "father of digital art and computer animat ...
, an artist at The
Ohio State University The Ohio State University (Ohio State or OSU) is a public university, public Land-grant university, land-grant research university in Columbus, Ohio, United States. A member of the University System of Ohio, it was founded in 1870. It is one ...
(OSU), started experimenting with the application of computer graphics to art in 1963. His efforts resulted in a prominent CGI research laboratory that received funding from the
National Science Foundation The U.S. National Science Foundation (NSF) is an Independent agencies of the United States government#Examples of independent agencies, independent agency of the Federal government of the United States, United States federal government that su ...
and other government and private agencies. The work at OSU revolved around animation languages, complex modeling environments, user-centric interfaces, human and creature motion descriptions, and other areas of interest to the discipline.


''Cybernetic Serendipity''

In July 1968, the arts journal ''Studio International'' published a special issue titled ''
Cybernetic Serendipity Cybernetic Serendipity was an exhibition of cybernetic art curated by Jasia Reichardt, shown at the Institute of Contemporary Arts, London, England, from 2 August to 20 October 1968, and then toured across the United States. Two stops in the Unit ...
– The Computer and the Arts'', which catalogued a comprehensive collection of items and examples of work being done in the field of computer art in organisations all over the world, and shown in exhibitions in London, UK, San Francisco, CA. and Washington, DC.Scanned copy of ''Cybernetic Serendipity'', PDF file, 11MB, free download
(retrieved July 23, 2012).
This marked a milestone in the development of the medium, and was considered by many to be of widespread influence and inspiration. Apart from all the examples mentioned above, two other particularly well known iconic images from this include ''Chaos to Order'' by Charles Csuri (often referred to as the ''Hummingbird''), created at Ohio State University in 1967, and ''Running Cola is Africa'' by Masao Komura and Koji Fujino created at the Computer Technique Group, Japan, also in 1967.


Scanimate

The first machine to achieve widespread public attention in the media was
Scanimate Scanimate is an analog computer animation ( video synthesizer) system created by Lee Harrison III of Denver, Colorado. Harrison had developed its predecessor, ANIMAC, which generated used a motion capture system, based on a body suit with poten ...
, an analog
computer animation Computer animation is the process used for digitally generating Film, moving images. The more general term computer-generated imagery (CGI) encompasses both still images and moving images, while computer animation refers to moving images. Virtu ...
system designed and built by Lee Harrison of the Computer Image Corporation in Denver. From around 1969 onward, Scanimate systems were used to produce much of the video-based animation seen on television in commercials, show titles, and other graphics. It could create animations in real time, a great advantage over digital systems at the time. American animation studio
Hanna-Barbera Hanna-Barbera Cartoons, Inc. ( ; formerly known as H-B Enterprises, Hanna-Barbera Productions, Inc. and H-B Production Co.), simply and commonly known as Hanna-Barbera, was an American animation studio and production company, which was acti ...
experimented with using Scanimate to create an early form of digital cutout style. A clip of artists using the machine to manipulate scanned images of ''Scooby-Doo'' characters, scaling and warping the artwork to simulate animation, is available at the
Internet Archive The Internet Archive is an American 501(c)(3) organization, non-profit organization founded in 1996 by Brewster Kahle that runs a digital library website, archive.org. It provides free access to collections of digitized media including web ...
.


National Film Board of Canada

The
National Film Board of Canada The National Film Board of Canada (NFB; ) is a Canadian public film and digital media producer and distributor. An agency of the Government of Canada, the NFB produces and distributes documentary films, animation, web documentaries, and altern ...
, already a world center for animation art, also began experimentation with computer techniques in 1969. Most well-known of the early pioneers with this was artist
Peter Foldes Peter Foldes (22 August 1924 in Budapest – 29 March 1977 in Paris) was a Hungarian-British director and animator. Biography Budapest-born Peter Foldes was one of a number of Hungarian artists (another was the film's composer Mátyás Seiber) ...
, who completed ''Metadata'' in 1971. This film comprised drawings animated by gradually changing from one image to the next, a technique known as "interpolating" (also known as "inbetweening" or "morphing"), which also featured in a number of earlier art examples during the 1960s.Fro
"The Film Animator Today: Artists Without A Canvas"
(retrieved April 22, 2012)
In 1974, Foldes completed '' Hunger / La Faim'', which was one of the first films to show solid filled (raster scanned) rendering, and was awarded the Jury Prize in the short film category at 1974 Cannes Film Festival, as well as an Academy Award nomination. Foldes and the National Film Board of Canada employed pioneering keyframe computer technology developed at the National Research Council of Canada (NRC) by scientist Nestor Burtnyk in 1969. Burtnyk and his collaborator Marceli Wein received the Academy Award in 1997 in recognition of their role in the field. The NRC team also contributed high-profile animation sequences to the celebrated BBC documentary series The Ascent of Man (1973).


Atlas Computer Laboratory and Antics

The
Atlas Computer Laboratory The Atlas Computer Laboratory on the Harwell, Oxfordshire campus shared by the Harwell Laboratory was one of the major computer laboratories in the world, which operated between 1961 and 1975 to provide a service to British scientists at a tim ...
near Oxford was for many years a major facility for computer animation in Britain. The first entertainment cartoon made was ''The Flexipede'', by Tony Pritchett, which was first shown publicly at the Cybernetic Serendipity exhibition in 1968. Artist Colin Emmett and animator Alan Kitching first developed solid filled colour rendering in 1972, notably for the title animation for the
BBC The British Broadcasting Corporation (BBC) is a British public service broadcaster headquartered at Broadcasting House in London, England. Originally established in 1922 as the British Broadcasting Company, it evolved into its current sta ...
's ''
The Burke Special ''The Burke Special'' is a TV series broadcast on BBC1 in the United Kingdom from 15 June 1972 to 13 May 1976. The host was James Burke. The show had a "circus" format, with Burke on a radio microphone walking around interacting with a studio a ...
'' TV program. In 1973, Kitching went on to develop a software called "Antics", which allowed users to create animation without needing any programming. The package was broadly based on conventional "cel" (celluloid) techniques, but with a wide range of tools including camera and graphics effects, interpolation ("inbetweening"/"morphing"), use of skeleton figures and grid overlays. Any number of drawings or cels could be animated at once by "choreographing" them in limitless ways using various types of "movements". At the time, only black & white plotter output was available, but Antics was able to produce full-color output by using the
Technicolor Technicolor is a family of Color motion picture film, color motion picture processes. The first version, Process 1, was introduced in 1916, and improved versions followed over several decades. Definitive Technicolor movies using three black-and ...
Three-strip Process. Hence the name Antics was coined as an acronym for ''AN''imated ''T''echnicolor-''I''mage ''C''omputer ''S''ystem."Computer Animation, Some New Antics"
, ''BKSTS Journal'', December 1973 – full scanned article (retrieved April 22, 2012)
Antics was used for many animation works, including the first complete documentary movie ''Finite Elements'', made for the Atlas Lab itself in 1975. :From around the early 1970s, much of the emphasis in computer animation development was towards ever increasing realism in 3-D imagery, and on visual effects designed for use in feature movies.


First digital animation in a feature film

The first feature film to use
digital image processing Digital image processing is the use of a digital computer to process digital images through an algorithm. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing. It allo ...
was the 1973 film ''
Westworld ''Westworld'' is an American science fiction dystopia media franchise that began with the Westworld (film), 1973 film ''Westworld'', written and directed by Michael Crichton. The film depicts a technologically advanced Wild West, Wild-West-th ...
'', a science-fiction film written and directed by novelist
Michael Crichton John Michael Crichton (; October 23, 1942 – November 4, 2008) was an American author, screenwriter and filmmaker. His books have sold over 200 million copies worldwide, and over a dozen have been adapted into films. His literary works heavil ...
, in which humanoid robots live amongst the humans. John Whitney, Jr., and Gary Demos at Information International, Inc. digitally processed motion picture photography to appear pixelized to portray the Gunslinger android's
point of view Point of View or Points of View may refer to: Concept and technique * Point of view (literature) or narrative mode, the perspective of the narrative voice; the pronoun used in narration * Point of view (philosophy), an attitude how one sees or ...
. The cinegraphic block portraiture was accomplished using the Technicolor Three-strip Process to color-separate each frame of the source images, then scanning them to convert into rectangular blocks according to its tone values, and finally outputting the result back to film. The process was covered in the ''
American Cinematographer The American Society of Cinematographers (ASC), founded in Hollywood in 1919, is a cultural, educational, and professional organization that is neither a labor union nor a guild. The society was organized to advance the science and art of cinem ...
'' article "Behind the scenes of Westworld".


SIGGRAPH

Sam Matsa whose background in graphics started with the APT project at MIT with Doug Ross and Andy Van Dam petitioned
Association for Computing Machinery The Association for Computing Machinery (ACM) is a US-based international learned society for computing. It was founded in 1947 and is the world's largest scientific and educational computing society. The ACM is a non-profit professional membe ...
(ACM) to form SIGGRAPH (Special Interest Committee on Computer Graphics), the forerunner of
ACM SIGGRAPH ACM SIGGRAPH is the international Association for Computing Machinery's Special Interest Group on Computer Graphics and Interactive Techniques based in New York. It was founded in 1969 by Andy van Dam (its direct predecessor, ACM SICGRAPH was ...
in 1967. In 1974, the first
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
conference on computer graphics opened. This annual conference soon became the dominant venue for presenting innovations in the field.


Towards 3-D: mid-1970s into the 1980s


Early 3-D animation in the cinema

The first use of 3-D wireframe imagery in mainstream cinema was in the sequel to ''Westworld'', ''
Futureworld ''Futureworld'' is a 1976 American science fiction thriller film directed by Richard T. Heffron and written by Mayo Simon and George Schenck. It is a sequel to the 1973 Michael Crichton film '' Westworld'', and is the second installment in ...
'' (1976), directed by Richard T. Heffron. This featured a computer-generated hand and face created by University of Utah graduate students
Edwin Catmull Edwin Earl Catmull (born March 31, 1945) is an American computer scientist and animator who served as the co-founder of Pixar and the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics, ...
and
Fred Parke Frederic Ira Parke is an American computer graphics researcher and academic. He did early work on animated computer renderings of human faces. Parke graduated from the University of Utah with a BS degree in physics in 1965. He was then a gradu ...
which had initially appeared in their 1972 experimental short ''
A Computer Animated Hand ''A Computer Animated Hand'' is the title of a 1972 American List of computer-animated films, computer-animated short film produced by Edwin Catmull and Fred Parke. Produced during Catmull's tenure at the University of Utah, the short was created ...
.'' The same film also featured snippets from 1974 experimental short ''Faces and Body Parts''. The
Academy Award The Academy Awards, commonly known as the Oscars, are awards for artistic and technical merit in film. They are presented annually by the Academy of Motion Picture Arts and Sciences (AMPAS) in the United States in recognition of excellence ...
-winning 1975 short animated film ''
Great Great may refer to: Descriptions or measurements * Great, a relative measurement in physical space, see Size * Greatness, being divine, majestic, superior, majestic, or transcendent People * List of people known as "the Great" * Artel Great (bo ...
'', about the life of the Victorian engineer
Isambard Kingdom Brunel Isambard Kingdom Brunel ( ; 9 April 1806 – 15 September 1859) was an English civil engineer and mechanical engineer who is considered "one of the most ingenious and prolific figures in engineering history", "one of the 19th-century engi ...
, contains a brief sequence of a rotating wireframe model of Brunel's final project, the iron steam ship
SS Great Eastern SS ''Great Eastern'' was an iron-hull (watercraft), hulled steamship designed by Isambard Kingdom Brunel, and built by John Scott Russell & Co. at Millwall Iron Works on the River Thames, London, England. Powered by both sidewheels and a screw ...
.The third film to use this technology was ''
Star Wars ''Star Wars'' is an American epic film, epic space opera media franchise created by George Lucas, which began with the Star Wars (film), eponymous 1977 film and Cultural impact of Star Wars, quickly became a worldwide popular culture, pop cu ...
'' (1977), written and directed by
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker and philanthropist. He created the ''Star Wars'' and ''Indiana Jones'' franchises and founded Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairman ...
, with wireframe imagery in the scenes with the Death Star plans, the targeting computers in the
X-wing The X-wing starfighter is a name applied to a family of fictional spacecraft manufactured by the Incom Corporation and later the Incom-FreiTek Corporation from the ''Star Wars'' franchise. Named for the distinctive shape made when its s-foils (w ...
fighters, and the ''
Millennium Falcon The ''Millennium Falcon'' is a fictional starship in the ''Star Wars'' franchise. Designed by Joe Johnston for the film ''Star Wars'' (1977), it has subsequently appeared in '' The Star Wars Holiday Special'' (1978), ''The Empire Strikes Back' ...
'' spacecraft. The
Walt Disney Walter Elias Disney ( ; December 5, 1901December 15, 1966) was an American animator, film producer, voice actor, and entrepreneur. A pioneer of the Golden age of American animation, American animation industry, he introduced several develop ...
film '' The Black Hole'' (1979, directed by Gary Nelson) used wireframe rendering to depict the titular black hole, using equipment from Disney's engineers. In the same year, the science-fiction horror film '' Alien'', directed by
Ridley Scott Sir Ridley Scott (born 30 November 1937) is an English film director and producer. He directs films in the Science fiction film, science fiction, Crime film, crime, and historical drama, historical epic genres, with an atmospheric and highly co ...
, also used wire-frame model graphics, in this case to render the navigation monitors in the spaceship. The footage was produced by Colin Emmett at the Atlas Computer Laboratory.


Nelson Max

Although Lawrence Livermore Labs in California is mainly known as a centre for high-level research in science, it continued producing significant advances in computer animation throughout this period. Notably, Nelson Max, who joined the Lab in 1971, and whose 1976 film '' Turning a sphere inside out'' is regarded as one of the classic early films in the medium (International Film Bureau, Chicago, 1976).Nelson Max, "Turning a Sphere Inside Out", International Film Bureau, Chicago, 1977 (video) He also produced a series of "realistic-looking" molecular model animations that served to demonstrate the future role of CGI (
Computer-generated imagery Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in Digital art, art, Publishing, printed media, Training simulation, simulators, videos and video games. These images ...
) in scientific visualization. His research interests focused on realism in nature images, molecular graphics, computer animation, and 3D scientific visualization. He later served as computer graphics director for the Fujitsu pavilions at Expo 85 and 90 in Japan.Nelson Max, University of California
(retrieved July 27, 2012).

(retrieved July 27, 2012).


NYIT

In 1974, Alex Schure, a wealthy New York entrepreneur, established the Computer Graphics Laboratory (CGL) at the New York Institute of Technology Computer Graphics Lab, New York Institute of Technology (NYIT). He put together the most sophisticated studio of the time, with state of the art computers, film and graphic equipment, and hired top technology experts and artists to run it – Ed Catmull, Malcolm Blanchard,
Fred Parke Frederic Ira Parke is an American computer graphics researcher and academic. He did early work on animated computer renderings of human faces. Parke graduated from the University of Utah with a BS degree in physics in 1965. He was then a gradu ...
and others all from Utah, plus others from around the country including Ralph Guggenheim, Alvy Ray Smith and Ed Emshwiller. During the late 1970s, the staff made numerous innovative contributions to image rendering techniques, and produced many influential software, including the animation program ''Tween'', the paint program ''Paint'', and the animation program ''SoftCel''. Several videos from NYIT become quite famous: ''Sunstone'', by Ed Emshwiller, ''Inside a Quark'', by Ned Greene, and The Works (film), ''The Works''. The latter, written by Lance Williams (graphics researcher), Lance Williams, was begun in 1978, and was intended to be the first full-length Computer-generated imagery, CGI film, but it was never completed, though a trailer for it was shown at SIGGRAPH 1982. In these years, many people regarded NYIT CGI Lab as the top computer animation research and development group in the world.Brief History of the New York Institute of Technology Computer Graphics Lab
(retrieved June 30, 2012)
The quality of NYIT's work attracted the attention of George Lucas, who was interested in developing a Computer-generated imagery, CGI visual effects facility at his company Lucasfilm. In 1979, he recruited the top talent from NYIT, including Catmull, Smith and Guggenheim to start his division, which later spun off as
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
, founded in 1986 with funding by Apple Inc. co-founder Steve Jobs.


Framebuffer

The framebuffer or Framebuffer, framestore is a graphics screen configured with a memory Data buffer, buffer that contains data for a complete screen image. Typically, it is a rectangular array (Raster graphics, raster) of
pixel In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
s, and the number of pixels in the width and the height is its "resolution". Color values stored in the pixels can be from 1-bit (monochrome), to 24-bit (true color, 8-bits each for RGB color space, RGB—Red, Green, & Blue), or also 32-bit, with an extra 8-bits used as a transparency mask (Alpha compositing, alpha channel). Before the framebuffer, graphics displays were all Vector graphics, vector-based, tracing straight lines from one co-ordinate to another. In 1948, the Manchester Baby computer used a Williams tube, where the 1-bit display was also the memory. An early (perhaps first known) example of a framebuffer was designed in 1969 by A. Michael Noll at
Bell Labs Nokia Bell Labs, commonly referred to as ''Bell Labs'', is an American industrial research and development company owned by Finnish technology company Nokia. With headquarters located in Murray Hill, New Jersey, Murray Hill, New Jersey, the compa ...
, This early system had just 2-bits, giving it 4 levels of gray scale. A later design had color, using more bits. Laurie Spiegel implemented a simple paint program at Bell Labs to allow users to "paint" directly on the framebuffer. The development of MOS memory (metal–oxide–semiconductor memory) Integrated circuit, integrated-circuit chips, particularly large-scale integration, high-density DRAM (dynamic random-access memory) chips with at least 1kibibit, kb memory, made it practical to create a digital memory system with framebuffers capable of holding a standard-definition (SD) video image. This led to the development of the SuperPaint system by Richard Shoup (programmer), Richard Shoup at Xerox PARC during 1972–1973. It used a framebuffer displaying 640×480 pixels (standard NTSC video resolution) with eight-bit depth (256 colors). The SuperPaint software contained all the essential elements of later paint packages, allowing the user to paint and modify pixels, using a palette of tools and effects, and thereby making it the first complete computer hardware and software solution for painting and editing images. Shoup also experimented with modifying the output signal using color tables, to allow the system to produce a wider variety of colors than the limited 8-bit range it contained. This scheme would later become commonplace in computer framebuffers. The SuperPaint framebuffer could also be used to capture input images from video. The first commercial framebuffer was produced in 1974 by
Evans & Sutherland Evans & Sutherland is an American computer graphics firm founded in 1968 by David C. Evans (computer scientist), David Evans and Ivan Sutherland. Its current products are used in digital projection environments like planetariums. Its simulation b ...
. It cost about $15,000, with a resolution of 512 by 512 pixels in 8-bit grayscale color, and sold well to graphics researchers without the resources to build their own framebuffer. A little later, New York Institute of Technology Computer Graphics Lab, NYIT created the first full-color 24-bit RGB color space, RGB framebuffer by using three of the Evans & Sutherland framebuffers linked together as one device by a minicomputer. Many of the "firsts" that happened at NYIT were based on the development of this first raster graphics system. In 1975, the UK company Quantel, founded in 1973 by Peter Michael, produced the first commercial full-color broadcast framebuffer, the Quantel DFS 3000. It was first used in TV coverage of the 1976 Summer Olympics, 1976 Montreal Olympics to generate a picture-in-picture inset of the Olympic flaming torch while the rest of the picture featured the runner entering the stadium. Framebuffer technology provided the cornerstone for the future development of digital television products. By the late 1970s, it became possible for personal computers (such as the Apple II) to contain low-color framebuffers. However, it was not until the 1980s that a real revolution in the field was seen, and framebuffers capable of holding a standard video image were incorporated into standalone workstations. By the 1990s, framebuffers eventually became the standard for all personal computers.


Fractals

At this time, a major step forward to the goal of increased realism in 3-D animation came with the development of "''fractals''". The term was coined in 1975 by mathematician Benoit Mandelbrot, who used it to extend the theoretical concept of fractional dimensions to geometric patterns in nature, and published in English translation of his book ''Fractals: Form, Chance and Dimension'' in 1977. In 1979–80, the first film using fractals to generate the graphics was made by Loren Carpenter of Boeing. Titled ''Vol Libre'', it showed a flight over a fractal landscape, and was presented at SIGGRAPH 1980. Carpenter was subsequently hired by Pixar to create the fractal planet in the ''Genesis Effect'' sequence of ''Star Trek II: The Wrath of Khan'' in June 1982.


JPL and Jim Blinn

Bob Holzman of NASA's Jet Propulsion Laboratory in California established JPL's Computer Graphics Lab in 1977 as a group with technology expertise in visualizing data being returned from NASA missions. On the advice of Ivan Sutherland, Holzman hired a graduate student from Utah named Jim Blinn. Blinn had worked with imaging techniques at Utah, and developed them into a system for NASA's visualization tasks. He produced a series of widely seen "fly-by" simulations, including the Voyager program, Voyager, Pioneer program, Pioneer and Galileo (spacecraft), Galileo spacecraft fly-bys of Jupiter, Saturn and their moons. He also worked with Carl Sagan, creating animations for his ''Cosmos: A Personal Voyage'' TV series. Blinn developed many influential new modelling techniques, and wrote papers on them for the IEEE (Institute of Electrical and Electronics Engineers), in their journal ''Computer Graphics and Applications''. Some of these included environment mapping, improved highlight modelling, "blobby" modelling, simulation of wrinkled surfaces, and simulation of butts and dusty surfaces. Later in the 1980s, Blinn developed CGI animations for an Annenberg Foundation, Annenberg/CPB TV series, ''The Mechanical Universe'', which consisted of over 500 scenes for 52 half-hour programs describing physics and mathematics concepts for college students. This he followed with production of another series devoted to mathematical concepts, called ''Project Mathematics!''.


Motion control photography

Motion control photography is a technique that uses a computer to record (or specify) the exact motion of a film camera during a shot, so that the motion can be precisely duplicated again, or alternatively on another computer, and combined with the movement of other sources, such as CGI elements. Early forms of motion control go back to John Whitney's 1968 work on '' 2001: A Space Odyssey'', and the effects on the 1977 film ''Star Wars Episode IV: A New Hope'', by
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker and philanthropist. He created the ''Star Wars'' and ''Indiana Jones'' franchises and founded Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairman ...
' newly created company Industrial Light & Magic in California (ILM). ILM created a digitally controlled camera known as the Dykstraflex, which performed complex and repeatable motions around stationary spaceship models, enabling separately filmed elements (spaceships, backgrounds, etc.) to be coordinated more accurately with one another. However, neither of these was actually computer-based—Dykstraflex was essentially a custom-built hard-wired collection of knobs and switches. The first commercial computer-based motion control and CGI system was developed in 1981 in the UK by Moving Picture Company designer Bill Mather.


3-D computer graphics software

3D computer graphics software began appearing for home computers in the late 1970s. The earliest known example is ''3D Art Graphics'', a set of 3D computer graphics effects, written by Kazumasa Mitazawa and released in June 1978 for the Apple II.


The 1980s

:The '80s saw a great expansion of radical new developments in commercial hardware, especially the incorporation of framebuffer technologies into graphic workstations, allied with continuing advances in computer power and affordability.


Silicon Graphics, Inc (SGI)

Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
, Inc (SGI) was a manufacturer of high-performance computer hardware and software, founded in 1981 by James H. Clark, Jim Clark. His idea, called the Geometry Engine, was to create a series of components in a VLSI processor that would accomplish the main operations required in image synthesis—the matrix transforms, clipping, and the scaling operations that provided the transformation to view space. Clark attempted to shop his design around to computer companies, and finding no takers, he and colleagues at Stanford University, California, started their own company, Silicon Graphics. SGI's first product (1984) was the SGI IRIS, IRIS (Integrated Raster Imaging System). It used the 8 MHz M68000 processor with up to 2 MB memory, a custom 1024×1024 frame buffer, and the Geometry Engine to give the workstation its impressive image generation power. Its initial market was 3D graphics display terminals, but SGI's products, strategies and market positions evolved significantly over time, and for many years were a favoured choice for CGI companies in film, TV, and other fields.


Quantel

In 1981, Quantel released the "Quantel Paintbox, Paintbox", the first broadcast-quality turnkey system designed for creation and composition of television video and graphics. Its design emphasized the studio workflow efficiency required for live news production. Essentially, it was a framebuffer packaged with innovative user software, and it rapidly found applications in news, weather, station promos, commercials, and the like. Although it was essentially a design tool for still images, it was also sometimes used for frame-by-frame animations. Following its initial launch, it revolutionised the production of television graphics, and some Paintboxes are still in use today due to their image quality, and versatility. This was followed in 1982 by the Quantel Mirage, or DVM8000/1 "Digital Video Manipulator", a digital real-time video effects processor. This was based on Quantel's own hardware, plus a Hewlett-Packard computer for custom program effects. It was capable of warping a live video stream by texture mapping it onto an arbitrary three-dimensional shape, around which the viewer could freely rotate or zoom in real-time. It could also interpolate, or morph, between two different shapes. It was considered the first real-time 3D video effects processor, and the progenitor of subsequent Digital video effect, DVE (Digital video effect) machines. In 1985, Quantel went on to produce "Harry", the first all-digital Non-linear editing system, non-linear editing and effects compositing system.


Osaka University

In 1982, Japan's Osaka University developed the Supercomputing in Japan, LINKS-1 Computer Graphics System, a supercomputer that used up to 257 Zilog Z8000, Zilog Z8001 microprocessors, used for rendering realistic 3D computer graphics, 3D
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
. According to the Information Processing Society of Japan: "The core of 3D image rendering is calculating the luminance of each pixel making up a rendered surface from the given viewpoint, Computer graphics lighting, light source, and object position. The LINKS-1 system was developed to realize an image rendering methodology in which each pixel could be parallel processed independently using Ray tracing (graphics), ray tracing. By developing a new software methodology specifically for high-speed image rendering, LINKS-1 was able to rapidly render highly realistic images." It was "used to create the world's first 3D planetarium-like video of the entire Universe, heavens that was made completely with computer graphics. The video was presented at the Fujitsu pavilion at the 1985 International Exposition in Tsukuba, Ibaraki, Tsukuba." The LINKS-1 was the world's most powerful computer, as of 1984.


3-D Fictional Animated Films at the University of Montreal

In the '80s, University of Montreal was at the front run of Computer Animation with three successful short 3-D animated films with 3-D characters. In 1983, Philippe Bergeron, Nadia Magnenat Thalmann, and Daniel Thalmann directed Dream Flight, considered as the first 3-D generated film telling a story. The film was completely programmed using the MIRA graphical language, an extension of the Pascal programming language based on Abstract Graphical Data Types. The film got several awards and was shown at the
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
'83 Film Show. In 1985, Pierre Lachapelle, Philippe Bergeron, Pierre Robidoux and Daniel Langlois directed Tony de Peltrie, which shows the first animated human character to express emotion through facial expressions and body movements, which touched the feelings of the audience. ''Tony de Peltrie'' premiered as the closing film of
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
'85. In 1987, the Engineering Institute of Canada celebrated its 100th anniversary. A major event, sponsored by Bell Canada and Northern Telecom (now Nortel), was planned for the Place des Arts in Montreal. For this event, Nadia Magnenat Thalmann and Daniel Thalmann simulated Marilyn Monroe and Humphrey Bogart meeting in a café in the old town section of Montreal. The short movie, called Rendez-vous in Montreal was shown in numerous festivals and TV channels all over the world.


Sun Microsystems, Inc

The Sun Microsystems company was founded in 1982 by Andy Bechtolsheim with other fellow graduate students at Stanford University. Bechtolsheim originally designed the SUN computer as a personal Computer-aided design, CAD workstation for the Stanford University Network (hence the acronym "SUN"). It was designed around the Motorola 68000 processor with the Unix operating system and virtual memory, and, like SGI, had an embedded frame buffer. Later developments included computer servers and workstations built on its own RISC-based processor architecture and a suite of software products such as the Solaris operating system, and the Java platform. By the '90s, Sun workstations were popular for rendering in 3-D CGI filmmaking—for example, Disney-
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
's 1995 movie ''Toy Story'' used a render farm of 117 Sun workstations. Sun was a proponent of Open system (computing), open systems in general and Unix in particular, and a major contributor to open source software.


National Film Board of Canada

The NFB's French-language animation studio founded its Centre d'animatique in 1980, at a cost of $1 million CAD, with a team of six computer graphics specialists. The unit was initially tasked with creating stereoscopic CGI sequences for the NFB's 3-D IMAX film ''Transitions (film), Transitions'' for Expo 86. Staff at the Centre d'animatique included Daniel Langlois, who left in 1986 to form Softimage (company), Softimage.


First turnkey broadcast animation system

Also in 1982, the first complete turnkey system designed specifically for creating broadcast-standard animation was produced by the Japanese company Nippon Univac Kaisha ("NUK", later merged with Burroughs Corporation, Burroughs), and incorporated the Antics 2-D Animation, Antics 2-D computer animation software developed by Alan Kitching from his earlier versions. The configuration was based on the VAX-11, VAX 11/780 computer, linked to a Fernseh, Bosch 1-inch VTR, via NUK's own framebuffer. This framebuffer also showed realtime instant replays of animated vector sequences ("line test"), though finished full-color recording would take many seconds per frame. The full system was successfully sold to broadcasters and animation production companies across Japan. Later in the '80s, Kitching developed versions of Antics for Silicon Graphics, SGI and Apple Mac platforms, and these achieved a wider global distribution.


First solid 3-D CGI in the movies

The first cinema feature movie to make extensive use of solid 3-D Computer-generated imagery, CGI was Walt Disney's ''Tron'', directed by Steven Lisberger, in 1982. The film is celebrated as a milestone in the industry, though less than twenty minutes of this animation were actually used—mainly the scenes that show digital "terrain", or include vehicles such as ''Light Cycles'', tanks and ships. To create the CGI scenes, Disney turned to the four leading computer graphics firms of the day: Information International Inc, Robert Abel and Associates (both in California), Mathematical Applications Group, Inc., MAGI, and Digital Effects (both in New York). Each worked on a separate aspect of the movie, without any particular collaboration. ''Tron'' was a box office success, grossing $33 million on a budget of $17 million. In 1984, ''Tron'' was followed by ''The Last Starfighter'', a Universal Pictures / Lorimar Film Entertainment, Lorimar production, directed by Nick Castle, and was one of cinema's earliest films to use extensive Computer-generated imagery, CGI to depict its many starships, environments and battle scenes. This was a great step forward compared with other films of the day, such as ''Return of the Jedi'', which still used conventional physical models. The computer graphics for the film were designed by artist Ron Cobb, and rendered by Digital Productions on a Cray X-MP supercomputer. A total of 27 minutes of finished CGI footage was produced—considered an enormous quantity at the time. The company estimated that using computer animation required only half the time, and one half to one third the cost of traditional visual effects. The movie was a financial success, earning over $28 million on an estimated budget of $15 million.


Inbetweening and morphing

The terms inbetweening and morphing are often used interchangeably, and signify the creating of a sequence of images where one image transforms gradually into another image smoothly by small steps. Graphically, an early example would be Charles Philipon's famous 1831 caricature of French King Louis Philippe turning into a pear (metamorphosis). "Inbetweening" (AKA "tweening") is a term specifically coined for traditional animation technique, an early example being in E.G.Lutz's 1920 book ''Animated Cartoons''. In computer animation, inbetweening was used from the beginning (e.g., John Whitney in the '50s,
Charles Csuri Charles Csuri (July 4, 1922 – February 27, 2022), better known as Chuck Csuri, was an American artist and computer art creator, described by the ''Smithsonian (magazine), Smithsonian'' magazine as the "father of digital art and computer animat ...
and Masao Komura in the '60s). These pioneering examples were vector-based, comprising only outline drawings (as was also usual in conventional animation technique), and would often be described mathematically as "Interpolation (computer graphics), interpolation". Inbetweening with solid-filled colors appeared in the early '70s, (e.g., Alan Kitching's ''Antics'' at Atlas Computer Laboratory, Atlas Lab, 1973, and
Peter Foldes Peter Foldes (22 August 1924 in Budapest – 29 March 1977 in Paris) was a Hungarian-British director and animator. Biography Budapest-born Peter Foldes was one of a number of Hungarian artists (another was the film's composer Mátyás Seiber) ...
' ''La Faim'' at National Film Board of Canada, NFBC, 1974), but these were still entirely vector-based. The term "morphing" did not become current until the late '80s, when it specifically applied to computer inbetweening with photographic images—for example, to make one face transform smoothly into another. The technique uses grids (or "meshes") overlaid on the images, to delineate the shape of key features (eyes, nose, mouth, etc.). Morphing then inbetweens one mesh to the next, and uses the resulting mesh to distort the image and simultaneously dissolve (filmmaking), dissolve one to another, thereby preserving a coherent internal structure throughout. Thus, several different digital techniques come together in morphing. Computer distortion of photographic images was first done by NASA, in the mid-1960s, to align Landsat program, Landsat and Skylab satellite images with each other. Texture mapping, which applies a photographic image to a 3D surface in another image, was first defined by Jim Blinn and Martin Newell in 1976. A 1980 paper by Ed Catmull and Alvy Ray Smith on geometric transformations, introduced a mesh-warping algorithm. The earliest full demonstration of morphing was at the 1982
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
conference, where Tom Brigham of NYIT presented a short film sequence in which a woman transformed, or "morphed", into a lynx. The first cinema movie to use morphing was Ron Howard's 1988 fantasy film ''Willow (1988 film), Willow'', where the main character, Willow, uses a magic wand to transform animal to animal to animal and finally, to a sorceress.


3-D inbetweening

With 3-D Computer-generated imagery, CGI, the inbetweening of photo-realistic computer models can also produce results similar to morphing, though technically, it is an entirely different process (but is nevertheless often also referred to as "morphing"). An early example is Nelson Max's 1977 film ''Turning a sphere inside out''. The first cinema feature film to use this technique was the 1986 ''Star Trek IV: The Voyage Home'', directed by Leonard Nimoy, with visual effects by
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker and philanthropist. He created the ''Star Wars'' and ''Indiana Jones'' franchises and founded Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairman ...
's company Industrial Light & Magic (ILM). The movie includes a dream sequence where the crew travel back in time, and images of their faces transform into one another. To create it, ILM employed a new 3D scanning technology developed by Cyberware to digitize the cast members' heads, and used the resulting data for the computer models. Because each head model had the same number of key points, transforming one character into another was a relatively simple inbetweening.Shay, 14.


The Abyss

In 1989 James Cameron's underwater action movie ''The Abyss'' was released. This was one of the first cinema movies to include photo-realistic Computer-generated imagery, CGI integrated seamlessly into live-action scenes. A five-minute sequence featuring an animated tentacle or "pseudopod" was created by ILM, who designed a program to produce surface waves of differing sizes and kinetic properties for the pseudopod, including reflection, refraction and a morphing sequence. Although short, this successful blend of CGI and live-action is widely considered a milestone in setting the direction for further future development in the field.


Walt Disney and CAPS

''The Great Mouse Detective'' (1986) was the first Disney film to extensively use computer animation, a fact that Disney used to promote the film during marketing. CGI was used during a two-minute climax scene on the Big Ben, inspired by a similar climax scene in Hayao Miyazaki's ''The Castle of Cagliostro'' (1979). ''The Great Mouse Detective'', in turn, paved the way for the Disney Renaissance. The late 1980s saw another milestone in computer animation, this time in 2-D: the development of Disney's "Computer Animation Production System", known as "CAPS/ink & paint". This was a custom collection of software, scanners and networked workstations developed by The Walt Disney Company in collaboration with
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
. Its purpose was to computerize the ink-and-paint and post-production processes of traditionally animated films, to allow more efficient and sophisticated post-production by making the practice of hand-painting cels obsolete. The animators' drawings and background paintings are scanned into the computer, and animation drawings are inked and painted by digital artists. The drawings and backgrounds are then combined, using software that allows for camera movements, multiplane camera, multiplane effects, and other techniques—including compositing with 3-D image material. The system's first feature film use was in ''The Little Mermaid (1989 film), The Little Mermaid'' (1989), for the "farewell rainbow" scene near the end, but the first full-scale use was for ''The Rescuers Down Under'' (1990), which therefore became the first traditionally animated film to be entirely produced on computer—or indeed, the first 100% digital feature film of any kind ever produced.


3-D animation software in the 1980s

The 1980s saw the appearance of many notable new commercial software products: * 1982: Autodesk Inc was founded in California by John Walker (programmer), John Walker, with a focus on design software for the PC, with their flagship Computer-aided design, CAD package ''AutoCAD''. In 1986, Autodesk's first animation package was ''AutoFlix'', for use with AutoCAD. Their first full 3-D animation software was ''Autodesk 3ds Max, 3-D Studio'' for DOS in 1990, which was developed under license by Gary Yost of The Yost Group. * 1983: Alias Systems Corporation, Alias Research was founded in Toronto, Canada, by Stephen Bingham and others, with a focus on industrial and entertainment software for SGI workstations. Their first product was ''Alias-1'' and shipped in 1985. In 1989, Alias was chosen to animate the pseudopod in James Cameron's ''The Abyss'', which gave the software high-profile recognition in movie animation. In 1990 this developed into ''PowerAnimator'', often known just as ''Alias''. * 1984: Wavefront Technologies, Wavefront was founded by Bill Kovacs and others, in California, to produce computer graphics for movies and television, and also to develop and market their own software based on SGI hardware. Wavefront developed their first product, ''Preview'', during the first year of business. The company's production department helped tune the software by using it on commercial projects, creating opening graphics for television programs. In 1988, the company introduced the ''Personal Visualiser''. * 1984: TDI (Thomson Digital Image) was created in France as a subsidiary of aircraft simulator company Thomson-CSF, to develop and commercialise on their own 3-D system ''Explore'', first released in 1986. * 1984: Sogitec Audiovisuel, was a division of Sogitec avionics in France, founded by Xavier Nicolas for the production of computer animation films, using their own 3-D software developed from 1981 by Claude Mechoulam and others at Sogitec. * 1986: Softimage (company), Softimage was founded by National Film Board of Canada filmmaker Daniel Langlois in Montreal. Its first product was called the ''Softimage Creative Environment'', and was launched at SIGGRAPH '88. For the first time, all 3-D processes (modelling, animation, and rendering) were integrated. Creative Environment (eventually to be known as ''Softimage 3D'' in 1988), became a standard animation solution in the industry. * 1987: Houdini (software), Side Effects Software was established by Kim Davidson and Greg Hermanovic in Toronto, Canada, as a production/software company based on a 3-D animation package called ''PRISMS'', which they had acquired from their former employer ''Omnibus''. Side Effects Software developed this procedural modelling and motion product into a high-end, tightly integrated 2-D/3-D animation software which incorporated a number of technological breakthroughs. * 1989: the companies TDI and Sogitec were merged to create the new company ExMachina.


CGI in the 1990s


Computer animation expands in film and TV

The decade saw some of the first computer-animated television series. For example Quarxs, created by media artist Maurice Benayoun and comic book artist François Schuiten, was an early example of a CGI series based on a real screenplay and not animated solely for demonstrative purposes. ''VeggieTales'', an American Christian media, is also one of the first computer-animated series. Phil Vischer came up with the idea for VeggieTales while testing animation software as a medium for children's videos in the early 1990s. The 1990s began with much of Computer-generated imagery, CGI technology now sufficiently developed to allow a major expansion into film and TV production. 1991 is widely considered the "breakout year", with two major box-office successes, both making heavy use of CGI. The first of these was James Cameron's movie ''Terminator 2: Judgment Day'', and was the one that first brought CGI to widespread public attention. The technique was used to animate the two "Terminator" robots. The "T-1000" robot was given a "mimetic poly-alloy" (liquid metal) structure, which enabled this shapeshifting character to morph into almost anything it touched. Most of the key Terminator effects were provided by Industrial Light & Magic, and this film was the most ambitious CGI project since the 1982 film ''Tron''. The other was Walt Disney, Disney's ''Beauty and the Beast (1991 film), Beauty and the Beast'', the second traditional 2-D animated film to be entirely made using Computer Animation Production System, CAPS. The system also allowed easier combination of hand-drawn art with 3-D Computer-generated imagery, CGI material, notably in the "waltz sequence", where Belle and Beast dance through a computer-generated ballroom as the camera "Camera dolly, dollies" around them in simulated 3-D space. Notably, ''Beauty and the Beast'' was the first animated film ever to be nominated for a Best Picture Academy Award. Another significant step came in 1993, with Steven Spielberg's ''Jurassic Park (film), Jurassic Park'', where 3-D Computer-generated imagery, CGI dinosaurs were integrated with life-sized animatronic counterparts. The CGI animals were created by ILM, and in a test scene to make a direct comparison of both techniques, Spielberg chose the CGI. Also watching was
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker and philanthropist. He created the ''Star Wars'' and ''Indiana Jones'' franchises and founded Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairman ...
who remarked "a major gap had been crossed, and things were never going to be the same." Flocking (behavior), Flocking is the behavior exhibited when a group of birds (or other animals) move together in a flock. A mathematical model of flocking behavior was first simulated on a computer in 1986 by Craig Reynolds (computer graphics), Craig Reynolds, and soon found its use in animation, beginning with Stanley and Stella in: Breaking the Ice. ''Jurassic Park'' notably featured flocking, and brought it to widespread attention by mentioning it in the actual script. Other early uses were the flocking bats in Tim Burton's ''Batman Returns'' (1992), and the wildebeest stampede in Walt Disney, Disney's ''The Lion King'' (1994). With improving hardware, lower costs, and an ever-increasing range of software tools, Computer-generated imagery, CGI techniques were soon rapidly taken up in both film and television production. In 1993, J. Michael Straczynski's ''Babylon 5'' became the first major television series to use Computer-generated imagery, CGI as the primary method for their visual effects (rather than using hand-built models), followed later the same year by Rockne S. O'Bannon's ''SeaQuest DSV''. Also the same year, the French company :fr:Fantôme (studio), Studio Fantome produced the first full-length completely computer-animated TV series, ''Insektors'' (26×13'), though they also produced an even earlier all 3-D short series, ''Geometric Fables'' (50 x 5') in 1991. A little later, in 1994, the Canadian TV CGI series ''ReBoot'' (48×23') was aired, produced by Mainframe Entertainment and Alliance Atlantis Communications, two companies that also created ''Beast Wars: Transformers'' which was released 2 years after ReBoot. In 1995, there came the first fully computer-animated feature film, Disney-
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
's ''Toy Story'', which was a huge commercial success. This film was directed by John Lasseter, a co-founder of Pixar, and former Disney animator, who started at Pixar with short movies such as ''Luxo Jr.'' (1986), ''Red's Dream'' (1987), and ''Tin Toy'' (1988), which was also the first computer-generated animated short film to win an Academy Award. Then, after some long negotiations between Disney and Pixar, a partnership deal was agreed in 1991 with the aim of producing a full feature movie, and ''Toy Story'' was the result. The following years saw a greatly increased uptake of digital animation techniques, with many new studios going into production, and existing companies making a transition from traditional techniques to CGI. Between 1995 and 2005 in the US, the average effects budget for a wide-release feature film leapt from $5 million to $40 million. According to Hutch Parker, President of Production at 20th Century Fox, , "50 percent of feature films have significant effects. They're a character in the movie." However, CGI has made up for the expenditures by grossing over 20% more than their real-life counterparts, and by the early 2000s, computer-generated imagery had become the dominant form of special effects. Warner Bros. Animation, Warner Bros' 1999 ''The Iron Giant'' was the first traditionally animated feature to have a major character, the title character, to be fully CGI.


Motion-capture

Motion-capture, or "Mo-cap", records the movement of external objects or people, and has applications for medicine, sports, robotics, and the military, as well as for animation in film, TV and games. The earliest example would be in 1878, with the pioneering photographic work of Eadweard Muybridge on human and animal locomotion, which is still a source for animators today. Before computer graphics, capturing movements to use in animation would be done using Rotoscoping, where the motion of an actor was filmed, then the film used as a guide for the frame-by-frame motion of a hand-drawn animated character. The first example of this was Max Fleischer's ''Out of the Inkwell'' series in 1915, and a more recent notable example is the 1978 Ralph Bakshi 2-D animated movie ''The Lord of the Rings (1978 film), The Lord of the Rings''. Computer-based motion-capture started as a photogrammetric analysis tool in biomechanics research in the 1970s and 1980s. A performer wears markers near each joint to identify the motion by the positions or angles between the markers. Many different types of markers can be used—lights, reflective markers, LEDs, infra-red, inertial, mechanical, or wireless RF—and may be worn as a form of suit, or attached direct to a performer's body. Some systems include details of face and fingers to capture subtle expressions, and such is often referred to as "performance-capture". The computer records the data from the markers, and uses it to animate digital character models in 2-D or 3-D computer animation, and in some cases this can include camera movement as well. In the 1990s, these techniques became widely used for visual effects. Video games also began to use motion-capture to animate in-game characters. As early as 1988, an early form of motion-capture was used to animate the 2-D main character of the Martech video game ''Vixen (video game), Vixen'', which was performed by model Corinne Russell. Motion-capture was later notably used to animate the 3-D character models in the Sega Model 2 arcade game ''Virtua Fighter 2'' in 1994. In 1995, examples included the Atari Jaguar CD-based game ''Highlander: The Last of the MacLeods'', and the arcade fighting game ''Soul Edge'', which was the first video game to use Motion capture#Passive markers, passive optical motion-capture technology. Another breakthrough where a cinema film used motion-capture was creating hundreds of digital characters for the film ''Titanic (1997 film), Titanic'' in 1997. The technique was used extensively in 1999 to create Jar-Jar Binks and other digital characters in ''Star Wars: Episode I – The Phantom Menace''.


Match moving

Match moving (also known as motion tracking or camera tracking), although related to motion capture, is a completely different technique. Instead of using special cameras and sensors to record the motion of subjects, match moving works with pre-existing live-action footage, and uses computer software alone to track specific points in the scene through multiple frames, and thereby allow the insertion of CGI elements into the shot with correct position, scale, orientation, and motion relative to the existing material. The terms are used loosely to describe several different methods of extracting subject or camera motion information from a motion picture. The technique can be 2D or 3D, and can also include matching for camera movements. The earliest commercial software examples being ''3D-Equalizer'' from Science.D.Visions and ''rastrack'' from Hammerhead Productions, both starting mid-90s. The first step is identifying suitable features that the software tracking algorithm can lock onto and follow. Typically, features are chosen because they are bright or dark spots, edges or corners, or a facial feature—depending on the particular tracking algorithm being used. When a feature is tracked it becomes a series of 2-D coordinates that represent the position of the feature across the series of frames. Such tracks can be used immediately for 2-D motion tracking, or then be used to calculate 3-D information. In 3-D tracking, a process known as "calibration" derives the motion of the camera from the inverse-projection of the 2-D paths, and from this a "reconstruction" process is used to recreate the photographed subject from the tracked data, and also any camera movement. This then allows an identical virtual camera to be moved in a 3-D animation program, so that new animated elements can be composited back into the original live-action shot in perfectly matched perspective. In the 1990s, the technology progressed to the point that it became possible to include virtual stunt doubles. Camera tracking software was refined to allow increasingly complex visual effects developments that were previously impossible. Computer-generated extras also became used extensively in crowd scenes with advanced flocking and crowd simulation software. Being mainly software-based, match moving has become increasingly affordable as computers become cheaper and more powerful. It has become an essential visual effects tool and is even used providing effects in live television broadcasts.


Virtual studio

In television, a virtual studio, or virtual set, is a studio that allows the real-time combination of people or other real objects and computer generated environments and objects in a seamless manner. It requires that the 3-D CGI environment is automatically locked to follow any movements of the live camera and lens precisely. The essence of such system is that it uses some form of camera tracking to create a live stream of data describing the exact camera movement, plus some realtime CGI rendering software that uses the camera tracking data and generates a synthetic image of the virtual set exactly linked to the camera motion. Both streams are then combined with a video mixer, typically using chroma key. Such virtual sets became common in TV programs in the 1990s, with the first practical system of this kind being the ''Synthevision virtual studio'' developed by the Japanese broadcasting corporation NHK (Nippon Hoso Kyokai) in 1991, and first used in their science special, ''Nano-space''. Virtual studio techniques are also used in filmmaking, but this medium does not have the same requirement to operate entirely in realtime. Motion control or camera tracking can be used separately to generate the CGI elements later, and then combine with the live-action as a post-production process. However, by the 2000s, computer power had improved sufficiently to allow many virtual film sets to be generated in realtime, as in TV, so it was unnecessary to composite anything in post-production.


Machinima

Machinima uses realtime 3-D computer graphics rendering engines to create a cinematic production. Most often, video games machines are used for this. The Academy of Machinima Arts & Sciences (AMAS), a non-profit organization formed 2002, and dedicated to promoting machinima, defines machinima as "animated filmmaking within a real-time virtual 3-D environment". AMAS recognizes exemplary productions through awards given at its annual The practice of using graphics engines from video games arose from the animated software introductions of the '80s "demoscene", Disney Interactive Studios' 1992 video game Stunt Island, and '90s recordings of gameplay in first-person shooter video games, such as id Software's Doom (1993 video game), Doom and Quake (video game), Quake. Machinima Film Festival. Machinima-based artists are sometimes called machinimists or machinimators.


3-D animation software in the 1990s

There were many developments, mergers and deals in the 3-D software industry in the '90s and later. * Wavefront Technologies, Wavefront followed the success of ''Personal Visualiser'' with the release of ''Dynamation'' in 1992, a powerful tool for interactively creating and modifying realistic, natural images of dynamic events. In 1993, Wavefront acquired Thomson Digital Images (TDI), with their innovative product ''Explore'', a tool suite that included ''3Design'' for modelling, ''Anim'' for animation, and ''Interactive Photorealistic Renderer'' (IPR) for rendering. In 1995, Wavefront was bought by
Silicon Graphics Silicon Graphics, Inc. (stylized as SiliconGraphics before 1999, later rebranded SGI, historically known as Silicon Graphics Computer Systems or SGCS) was an American high-performance computing manufacturer, producing computer hardware and soft ...
, and merged with Alias Systems Corporation, Alias. * Alias Systems Corporation, Alias Research continued the success of ''PowerAnimator'' with movies like ''Terminator 2: Judgment Day'', ''Batman Returns'' and ''Jurassic Park (film), Jurassic Park'', and in 1993 started the development of a new entertainment software, which was later to be named ''Autodesk Maya, Maya''. Alias found customers in animated film, TV series, visual effects, and video games, and included many prominent studios, such as Industrial Light & Magic,
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
, Sony Pictures Imageworks, Walt Disney, and Warner Bros. Other Alias products were developed for applications in architecture and engineering. In 1995, SGI purchased both Alias Research and Wavefront in a 3-way deal, and the merged company Alias Systems Corporation, Alias Wavefront was launched. * Alias Systems Corporation, Alias Wavefront's new mission was to focus on developing the world's most advanced tools for the creation of digital content. ''PowerAnimator'' continued to be used for visual effects and movies (such as ''Toy Story'', ''Casper (film), Casper'', and ''Batman Forever''), and also for video games. Further development of the ''Maya'' software went ahead, adding new features such as motion-capture, facial animation, motion blur, and "time warp" technology. Computer-aided design, CAD industrial design products like ''Autodesk AliasStudio, AliasStudio'' and ''Alias Designer'' became standardized on Alias, Wavefront software. In 1998, Alias, Wavefront launched ''Autodesk Maya, Maya'' as its new 3-D flagship product, and this soon became the industry's most important animation tool. ''Maya'' was the merger of three packages—Wavefront's ''Advanced Visualizer'', Alias's ''Power Animator'', and TDI's ''Explore''. In 2003 the company was renamed simply "Alias". In 2004, SGI sold the business to a private investment firm, and it was later renamed to Alias Systems Corporation. In 2006, the company was bought by Autodesk. * Softimage (company), Softimage developed further features for ''Creative Environment'', including the ''Actor Module'' (1991) and ''Eddie'' (1992), including tools such as inverse kinematics, enveloping, metaclay, flock animation, and many others. Softimage customers include many prominent production companies, and Softimage has been used to create animation for hundreds of major feature films and games. In 1994, Microsoft acquired Softimage, and renamed the package ''Softimage 3D'', releasing a Windows NT port two years later. In 1998, after helping to port the products to Windows and financing the development of ''Autodesk Softimage, Softimage'' and ''Softimage, DS'', Microsoft sold the Softimage unit to Avid Technology, who was looking to expand its visual effect capabilities. Then, in 2008, Autodesk acquired the brand and the animation assets of Softimage from Avid, thereby ending Softimage Co. as a distinct entity. The video-related assets of Softimage, including ''Softimage, DS'' (now ''Avid, DS'') continue to be owned by Avid. * Autodesk Inc's PC DOS-based ''Autodesk 3ds Max, 3D Studio'' was eventually superseded in 1996 when The Yost Group developed Autodesk 3ds Max, 3D Studio Max for Windows NT. Priced much lower than most competitors, ''3D Studio Max'' was quickly seen as an affordable solution for many professionals. Of all animation software, ''3D Studio Max'' serves the widest range of users. It is used in film and broadcast, game development, corporate and industrial design, education, medical, and web design. In 2006, Autodesk acquired Alias Systems Corporation, Alias, bringing the ''StudioTools'' and ''Maya'' software products under the Autodesk banner, with ''3D Studio Max'' rebranded as ''Autodesk 3ds Max'', and ''Maya'' as ''Autodesk Maya''. Now one of the largest software companies in the world, Autodesk serves more than 4 million customers in over 150 countries. * Houdini (software), Side Effects Software's ''PRISMS'' was used extensively to create visual effects for broadcast and feature films into the '90s, with projects like ''Twister (1996 film), Twister'', ''Independence Day (1996 film), Independence Day'', and ''Titanic (1997 film), Titanic''. In 1996, Side Effects Software introduced ''Houdini (software), Houdini'', a next-generation 3D package that proved to be more sophisticated and artist-friendly than its predecessor. ''Houdini'' is used around the world to develop cutting edge 3D animation in the film, broadcast and gaming industries, and Side Effects Software has consistently proved itself to be an industry innovator.


CGI in the 2000s


2000 breakthrough capture of the reflectance field over the human face

In 2000, a team led by Paul Debevec managed to adequately capture (and simulate) the reflectance capture, reflectance field over the human face using the simplest of light stages. which was the last missing piece of the puzzle to make digital look-alikes of known actors.


Motion-capture, photorealism, and uncanny valley

The first mainstream cinema film fully made with motion-capture was the 2001 Japanese-American ''Final Fantasy: The Spirits Within'' directed by Hironobu Sakaguchi, which was also the first to use photorealistic CGI characters. The film was not a box-office success. Some commentators have suggested this may be partly because the lead CGI characters had facial features that fell into the "uncanny valley". In 2002, Peter Jackson's ''The Lord of the Rings: The Two Towers'' was the first feature film to use a realtime motion-capture system, which allowed the actions of actor Andy Serkis to be fed direct into the 3-D CGI model of Gollum as it was being performed. Motion capture is seen by many as replacing the skills of the animator, and lacking the animator's ability to create exaggerated movements that are impossible to perform live. The end credits of
Pixar Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney ...
's film ''Ratatouille (film), Ratatouille'' (2007) carry a stamp certifying it as "100% Pure Animation — No Motion Capture!" However, proponents point out that the technique usually includes a good deal of adjustment work by animators as well. Nevertheless, in 2010, the US Film Academy (Academy of Motion Picture Arts and Sciences, AMPAS) announced that motion-capture films will no longer be considered eligible for "Best Animated Feature Film" Oscars, stating "Motion capture by itself is not an animation technique."


Virtual cinematography

The early 2000s saw the advent of virtual cinematography, fully virtual cinematography with its audience debut considered to be in the 2003 films ''The Matrix Reloaded'' and ''The Matrix Revolutions'' with its digital look-alikes so convincing that it is often impossible to know if some image is a human imaged with a camera or a digital look-alike shot with a computer simulation, simulation of a camera. The scenes built and imaged within virtual cinematography are the ''"Burly brawl"'' and the end showdown between Neo (The Matrix), Neo and Agent Smith. With conventional cinematography, cinematographic methods the burly brawl would have been prohibitively time-consuming to make with years of compositing required for a scene of few minutes. Also a human actor could not have been used for the end showdown in Matrix Revolutions: Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike naturally unhurt.


3-D animation software in the 2000s

* Blender (software) is a free open source virtual cinematography package, used by professionals and enthusiasts alike. * Poser (software), Poser is another DIY 3-D graphics program especially aimed at user-friendly animation of wikt:soft, soft objects * Pointstream Software is a professional optical flow program that uses a
pixel In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a Raster graphics, raster image, or the smallest addressable element in a dot matrix display device. In most digital display devices, p ...
as its basic primitive form usually tracked over a multi-camera setup from the esteemed Arius3D, makers of the Cartesian coordinate system, XYZ RGB 3D scanner, scanner, used in the production process of the Matrix sequels * Adobe Substance is a software that allows artists to create 3-D assets, models, materials, patterns, an
lighting


CGI in the 2010s

In SIGGRAPH 2013 Activision and University of Southern California, USC presented a real-time computing, real-time digital face look-alike of "Ira" using the USC light stage X by Ghosh et al. for both reflectance capture, reflectance field and motion capture. The result, both precomputed and real-time computer graphics, real-time rendered with the state-of-the-art Graphics processing unit: ''Digital Ira'', looks fairly realistic. Techniques previously confined to high-end virtual cinematography systems are rapidly moving into the video games and leisure Application software, applications.


Further developments

New developments in computer animation technologies are reported each year in the United States at
SIGGRAPH SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North ...
, the largest annual conference on computer graphics and interactive techniques, and also at Eurographics, and at other conferences around the world."Computer Graphics (CG) Conference Schedule"
, Yamauchi Hitoshi (retrieved August 14, 2012).


References

{{Animation Audiovisual introductions in 1960 Computer-related introductions in 1960 Computer animation, History of animation History of computing New media Multimedia