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- Date sent: Sat, 27 Apr 1996 18:31:21 -0600
-
-
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- IS 490
- SPECIAL TOPICS
- Computer Graphics
- Lance Allen
- May 6, 1996
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- Table of Contents
- Introduction 3
- How It Was 3
- How It All Began 4
- Times Were Changing 6
- Industry's First Attempts 7
- The Second Wave 10
- How the Magic is Made 11
- Modeling 12
- Animation 13
- Rendering 13
- Conclusion 15
- Bibliography 16
-
- Introduction
-
- Hollywood has gone digital, and the old ways of doing things are dying. Animation and
- special effects created with computers have been embraced by television networks,
- advertisers, and movie studios alike. Film editors, who for decades worked by painstakingly
- cutting and gluing film segments together, are now sitting in front of computer screens.
- There, they edit entire features while adding sound that is not only stored digitally, but
- also has been created and manipulated with computers. Viewers are witnessing the results of
- all this in the form of stories and experiences that they never dreamed of before. Perhaps
- the most surprising aspect of all this, however, is that the entire digital effects and
- animation industry is still in its infancy. The future looks bright. How It Was
-
- In the beginning, computer graphics were as cumbersome and as hard to control as dinosaurs
- must have been in their own time. Like dinosaurs, the hardware systems, or muscles, of
- early computer graphics were huge and ungainly. The machines often filled entire buildings.
- Also like dinosaurs, the software programs or brains of computer graphics were hopelessly
- underdeveloped. Fortunately for the visual arts, the evolution of both brains and brawn of
- computer graphics did not take eons to develop. It has, instead, taken only three decades
- to move from science fiction to current technological trends. With computers out of the
- stone age, we have moved into the leading edge of the silicon era. Imagine sitting at a
- computer without any visual feedback on a monitor. There would be no spreadsheets, no word
- processors, not even simple games like solitaire. This is what it was like in the early
- days of computers. The only way to interact with a computer at that time was through toggle
- switches, flashing lights, punchcards, and Teletype printouts. How It All Began
-
- In 1962, all this began to change. In that year, Ivan Sutherland, a Ph.D. student at (MIT),
- created the science of computer graphics. For his dissertation, he wrote a program called
- Sketchpad that allowed him to draw lines of light directly on a cathode ray tube (CRT). The
- results were simple and primitive. They were a cube, a series of lines, and groups of
- geometric shapes. This offered an entirely new vision on how computers could be used. In
- 1964, Sutherland teamed up with Dr. David Evans at the University of Utah to develop the
- world's first academic computer graphics department. Their goal was to attract only the most
- gifted students from across the country by creating a unique department that combined hard
- science with the creative arts. They new they were starting a brand new industry and wanted
- people who would be able to lead that industry out of its infancy. Out of this unique mix of
- science and art, a basic understanding of computer graphics began to grow. Algorithms for
- the creation of solid objects, their modeling, lighting, and shading were developed. This
- is the roots virtually every aspect of today's computer graphics industry is based on.
- Everything from desktop publishing to virtual reality find their beginnings in the basic
- research that came out of the University of Utah in the 60's and 70's. During this time,
- Evans and Sutherland also founded the first computer graphics company. Aptly named Evans &
- Sutherland (E&S), the company was established in 1968 and rolled out its first computer
- graphics systems in 1969. Up until this time, the only computers available that could
- create pictures were custom-designed for the military and prohibitively expensive. E&S's
- computer system could draw wireframe images extremely rapidly, and was the first commercial
- "workstation" created for computer-aided design (CAD). It found its earliest customers in
- both the automotive and aerospace industries. Times Were Changing
-
- Throughout its early years, the University of Utah's Computer Science Department was
- generously supported by a series of research grants from the Department of Defense. The
- 1970's, with its anti-war and anti-military protests, brought increasing restriction to the
- flows of academic grants, which had a direct impact on the Utah department's ability to
- carry out research. Fortunately, as the program wound down, Dr. Alexander Schure, founder
- and president of New York Institute of Technology (NYIT), stepped forward with his dream of
- creating computer-animated feature films. To accomplish this task, Schure hired Edwin
- Catmull, a University of Utah Ph.D., to head the NYIT computer graphics lab and then
- equipped the lab with the best computer graphics hardware available at that time. When
- completed, the lab boasted over $2 million worth of equipment. Many of the staff came from
- the University of Utah and were given free reign to develop both two- and three-dimensional
- computer graphics tools. Their goal was to soon produce a full -length computer animated
- feature film. The effort, which began in 1973, produced dozens of research papers and
- hundreds of new discoveries, but in the end, it was far too early for such a complex
- undertaking. The computers of that time were simply too expensive and too under powered, and
- the software not nearly developed enough. In fact, the first full length computer generated
- feature film was not to be completed until recently in 1995. By 1978, Schure could no longer
- justify funding such an expensive effort, and the lab's funding was cut back. The ironic
- thing is that had the Institute decided to patent many more of its researcher's discoveries
- than it did, it would control much of the technology in use today. Fortunately for the
- computer industry as a whole, however, this did not happen. Instead, research was made
- available to whomever could make good use of it, thus accelerating the technologies
- development. Industry's First Attempts
-
- As NYIT's influence started to wane, the first wave of commercial computer graphics studios
- began to appear. Film visionary George Lucas (creator of Star Wars and Indiana Jones
- trilogies) hired Catmull from NYIT in 1978 to start the Lucasfilm Computer Development
- Division, and a group of over half-dozen computer graphics studios around the country opened
- for business. While Lucas's computer division began researching how to apply digital
- technology to filmmaking, the other studios began creating flying logos and broadcast
- graphics for various corporations including TRW, Gillette, the National Football League, and
- television programs, such as "The NBC Nightly News" and "ABC World News Tonight." Although
- it was a dream of these initial computer graphics companies to make movies with their
- computers, virtually all the early commercial computer graphics were created for television.
- It was and still is easier and far more profitable to create graphics for television
- commercials than for film. A typical frame of film requires many more computer calculations
- than a similar image created for television, while the per-second film budget is perhaps
- about one-third as much income. The actual wake-up call to the entertainment industry was
- not to come until much later in 1982 with the release of Star-Trek II: The Wrath of Kahn.
- That movie contained a monumental sixty seconds of the most exciting full-color computer
- graphics yet seen. Called the "Genesis Effect," the sequence starts out with a view of a
- dead planet hanging lifeless in space. The camera follows a missiles trail into the planet
- that is hit with the Genesis Torpedo. Flames arc outwards and race across the surface of
- the planet. The camera zooms in and follows the planets transformation from molten lava to
- cool blues of oceans and mountains shooting out of the ground. The final scene spirals the
- camera back out into space, revealing the cloud-covered newly born planet. These sixty
- seconds may sound uneventful in light of current digital effects, but this remarkable scene
- represents many firsts. It required the development of several radically new computer
- graphics algorithms, including one for creating convincing computer fire and another to
- produce realistic mountains and shorelines from fractal equations. This was all created by
- the team at Lucasfilm's Computer Division. In addition, this sequence was the first time
- computer graphics were used as the center of attention, instead of being used merely as a
- prop to support other action. No one in the entertainment industry had seen anything like
- it, and it unleashed a flood of queries from Hollywood directors seeking to find out both
- how it was done and whether an entire film could be created in this fashion. Unfortunately,
- with the release of TRON later that same year and The Last Starfighter in 1984, the answer
- was still a decided no.
- Both of these films were touted as a technological tour-de-force, which, in fact, they
- were. The films' graphics were extremely well executed, the best seen up to that point, but
- they could not save the film from a weak script. Unfortunately, the technology was greatly
- oversold during the film's promotion and so in the end it was technology that was blamed
- for the film's failure. With the 1980s came the age of personal computers and dedicated
- workstations. Workstations are minicomputers that were cheap enough to buy for one person.
- Smaller was better, aster, an much, much cheaper. Advances in silicon chip technologies
- brought massive and very rapid increases in power to smaller computers along with drastic
- price reductions. The costs of commercial graphics plunged to match, to the point where
- the major studios suddenly could no longer cover the mountains of debt coming due on their
- overpriced centralized mainframe hardware.
- With their expenses mounting, and without the extra capital to upgrade to the newer cheaper
- computers, virtually every independent computer graphics studio went out of business by
- 1987. All of them, that is, except PDI, which went on to become the largest commercial
- computer graphics house in the business and to serve as a model for the next wave of
- studios. The Second Wave
-
- Burned twice by TRON and The Last Starfighter, and frightened by the financial failure of
- virtually the entire industry, Hollywood steered clear of computer graphics for several
- years. Behind the scenes, however, it was building back and waiting for the next big break.
- The break materialized in the form of a watery creation for the James Cameron 1989 film,
- The Abyss. For this film, the group at George Lucas' Industrial Light and Magic (ILM)
- created the first completely computer-generated entirely organic looking and thoroughly
- believable creature to be realistically integrated with live action footage and characters.
- This was the watery pseudopod that snaked its way into the underwater research lab to get a
- closer look at its human inhabitants. In this stunning effect, ILM overcame two very
- difficult problems: producing a soft-edged, bulgy, and irregular shaped object, and
- convincingly anchoring that object in a live-action sequence. Just as the 1982 Genesis
- sequence served as a wake-up call for early film computer graphics, this sequence for The
- Abyss was the announcement that computer graphics had finally come of age. A massive
- outpouring of computer-generated film graphics has since ensued with studios from across
- the entire spectrum participating in the action. From that point on, digital technology
- spread so rapidly that the movies using digital effects have become too numerous to list in
- entirety. However they include the likes of Total Recall, Toys, Terminator 2: Judgment
- Day, The Babe, In the Line of Fire, Death Becomes Her, and of course, Jurassic Park.
- How the Magic is Made
-
- Creating computer graphics is essentially about three things: Modeling, Animation, and
- Rendering. Modeling is the process by which 3-dimensional objects are built inside the
- computer; animation is about making those objects come to life with movement, and rendering
- is about giving them their ultimate appearance and looks.
- Hardware is the brains and brawn of computer graphics, but it is powerless without the
- right software. It is the software that allows the modeler to build a computer graphic
- object, that helps the animator bring this object to life, and that, in the end, gives the
- image its final look. Sophisticated computer graphics software for commercial studios is
- either purchased for $30,000 to $50,000, or developed in-house by computer programmers.
- Most studios use a combination of both, developing new software to meet new project needs.
-
- Modeling
-
- Modeling is the first step in creating any 3D computer graphics. Modeling in computer
- graphics is a little like sculpting, a little like building models with wood, plastic and
- glue, and a lot like CAD. Its flexibility and potential are unmatched in any other art form.
- With computer graphics it is possible to build entire worlds and entire realities. Each
- can have its own laws, its own looks, and its own scale of time and space.
- Access to these 3-dimensional computer realities is almost always through the 2-dimensional
- window of a computer monitor. This can lead to the misunderstanding that 3-D modeling is
- merely the production perspective drawings. This is very far from the truth. All elements
- created during any modeling session possess three full dimensions and at any time can be
- rotated, turned upside down, and viewed from any angle or perspective. In addition, they
- may be re-scaled, reshaped, or resized whenever the modeler chooses. Modeling is the first
- step in creating any 3-dimensional computer animation. It requires the artist's ability to
- visualize mentally the objects being built, and the craftsperson's painstaking attention to
- detail to bring it to completion. To create an object, a modeler starts with a blank screen
- an sets the scale of the computer's coordinate system for that element. The scale can be
- anything from microns to light years across in size. It is important that scale stays
- consistent with all elements in a project. A chair built in inches will be lost in a living
- room built in miles. The model is then created by building up layers of lines and patches
- that define the shape of the object.
- Animation
-
- While it is the modeler that contains the power of creation, it is the animator who
- provides the illusion of life. The animator uses the tools at his disposal to make objects
- move. Every animation process begins essentially the same way, with a storyboard.
- A storyboard is a series of still images that shows how the elements will move and interact
- with each other. This process is essential so that the animator knows what movements need
- to be assigned to objects in the animation. Using the storyboard, the animator sets up key
- points of movements for each object in the scene. The computer then produces motion for
- each object on a frame by frame basis. The final result when assembled, gives the form of
- fluid movement. Rendering
-
- The modeler gives form, the animator provides motion, but still the animation process is not
- complete. The objects and elements are nothing but empty or hollow forms without any
- surface. They are merely outlines until the rendering process is applied. Rendering is the
- most computational time demanding aspect of the entire animation process. During the
- rendering process, the computer does virtually all the work using software that has been
- purchased or written in-house. It is here that the animation finally achieves its final
- look. Objects are given surfaces that make it look like a solid form. Any type of look can
- be achieved by varying the looks of the surfaces. The objects finally look concrete. Next,
- the objects are lighted. The look of the lighting is affected by the surfaces of the
- objects, the types of lights, and the mathematical models used to calculate the behavior of
- light. Once the lighting is completed, it is now time to create what the camera will see.
- The computer calculates what the camera can see following the designs of the objects in the
- scene. Keep in mind that all the objects have tops, sides, bottoms, and possibly insides.
- Types of camera lens, fog, smoke, and other effects all have to be calculated. To create
- the final 2-D image, the computer scans the resulting 3D world and pulls out the pixels that
- the camera can see. The image is then sent to the monitor, to videotape, or to a film
- recorder for display. The multiple 2D still frames, when all assembled, produce the final
- animation.
-
- Conclusion
-
- Much has happened in the commercial computer graphics industry since the decline of the
- first wave of studios and the rise of the second. Software and hardware costs have
- plummeted. The number of well-trained animators and programmers has increased dramatically.
- And at last, Hollywood and the advertising community have acknowledged that the digital age
- has finally arrived, this time not to disappear. All these factors have lead to an explosion
- in both the size of existing studios and the number of new enterprises opening their doors.
- As the digital tide continues to rise, only one thing is certain. We have just begun to see
- how computer technology will change the visual arts.
-
- BIBLIOGRAPHY
-
-
- How Did They Do It? Computer Illusion in Film & TV , Alpha Books 1994;
- Christopher W. Baker
-
-
- Computer Graphics World, Volume 19, Number 3; March 1996;
- Evan Hirsch, "Beyond Reality"
-
-
- Computer Graphics World, Volume 19, Number 4; April 1996;
- Evan Marc Hirsch, "A Changing Landscape"
-
-
- Windows NT Magazine, Issue #7, March 1996;
- Joel Sloss, "There's No Business Like Show Business"
-
-
- Cinescape, Volume 1, Number 5; February 1995;
- Beth Laski, "Ocean of Dreams"
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