3D Computer Animation is a modern art
form which has transformed dramatically during my life; maturing from an
experimental form to an esteemed art. In this blog, I will give you a brief
look at the history of 3D computer animation. Since the entire history of
computer graphics is too vast to cover in a small blog, I will only look at the
developments that are most essential to the topic. Since some of these topics
were of a very technical nature, and I am writing to a general audience, I will
cover them only briefly, sparing the technobabble.
Would you believe that the first
computer generated 3D models were produced by Boeing? More specifically, they
were created by a Boeing researcher, William
Fetter. When redesigning an airplane cockpit to be more ergonomic in
1964, Fetter created the first 3D model ever of a human being, known later as
“Boeing Man.” [1]
Compared to today’s 3D
models, his models were incredibly simple; they were just curves,
representing the contour of a man. This model was not intended for film or
animation, but it inspired others to realize that computers could be used for
more than just mathematics. “Computer graphics” was now officially born.
Around the same time that the “Boeing
Man” was created, a computer program called Sketchpad
was
developed by Ivan Sutherland in 1963.[3]
This program was the first computer-aided drawing (CAD) program and also one of
the first programs to introduce the concept of a graphical user interface
(GUI). Before Sketchpad, images were
drawn on a computer by typing lists of drawing commands, which looked something
like, “drawCircle(x = 50px, y = 50px, radius = 20px)”. Now, with Sketchpad, drawings could be created
visually using a light pen in a similar fashion as a modern mouse. Images were
stored to memory and could be scaled, rotated, moved, and most importantly,
instanced. An instance of an image is like a copy, but if the original is
further modified, all the instances are also modified. Instances are tantamount
in the fields of object oriented programming and computer graphics. Jump ahead
to 2012, software like Google’s SketchUp enables the construction of 3D
objects in a strikingly similar manner.
Right here at the University of Utah,
some of the most important algorithms in 3D
computer animation were developed. After the creation of Sketchpad, Sutherland taught at the University of Utah from 1968 to
1974 and co-founded Evans and Sutherland in Salt
Lake City in 1968, a company specializing in computer graphics. [4] Sutherland
and his colleagues and students at the University also developed some of the
most important algorithms used in 3D Computer Graphics: Henri Gouraud invented
the Gouraud
shading technique, which blends edges to make a faceted polygonal
object appear round; Franklin C. Crow, invented practical anti-aliasing
techniques, making jagged edges look smooth; and Edwin Catmull, the
president of Walt Disney Animation Studios and Pixar Animation Studios, led the
front-lines, using computers to create an entire feature film.[5]
The first 3D computer models were mere
wireframes, think
connect the dots, but in three dimensions.
The surface in between these dots (vertices) is known as a polygon. The
representation of polygons as a solid, shaded surface is known as rendering.
Sutherland developed an algorithm called hidden
surface removal, which displays only the polygons that can be seen by the virtual
camera, hiding the rest.[6]
Further algorithms, like Phong and Blinn
shading, for rendering surfaces were tested on the now famous “Utah
Teapot”. Martin Newell created this classic model of an ordinary teapot in
1975.[7]
The teapot was the perfect model for testing because it had both rounded
surfaces and sharp corners. Ever since the teapot was created, much research
has been put in to creating photo-realistic images on a computer.
Wireframe model of the Utah Teapot © School of Computing at the University of Utah |
Edwin Catmull was the first known person who wanted to develop computer technology for use in feature films. “…my goal was not as lofty as emulating all of reality; it was to make an animated film.” - Edwin Catmull.[8]
The first 3D
rendered animation, was of his Catmull’s own hand. He was also
the first to create an animated face.
To create the illusion of motion in
film, at least ten frames need to be shown every second. In traditional
animation, each frame is painstakingly drawn by the animator. For just a single
minute of animation, at least six-hundred frames would need to be drawn! 3D
computer animation lifts this burden by using a technique called tweening. To
tweening is done with the use of key frames, representing a key position or
pose in an animation at specific point in time. The difference between two key frames
is interpolated by a computer, creating all the frames in between! Imagine a
ball bouncing, the first key frame would be set when the ball is above the
ground, the second would be when the ball hit the ground, the third would be
when the ball was back in there air. In 3D computer animation, any element that
can be modified can be key framed: allowing very complex motion to be
recreated. The concept of tweening key frames was first developed in the 1974
by Edwin Catmull of course.[9]
Keyframing is the most essential part of creating animation on a computer,
saving animators thousands of man hours.
The 1970’s had led to a lot of
technical development of 3D computer animation but it was not until the early
1980’s when 3D computer animation really started to take flight in feature
films. Intrigued by the possibilities computer animation could offer, George
Lucas created a 3D animation department at Lucasfilm during the production of
“The Empire Strikes Back” known as The Graphics Group, which would later become
Pixar.[10] [11] The
first computer generated (CG) special effect done by The Graphics Group was for
“Return Of The Jedi” in which a wireframe view of the trenches
of the Deathstar are shown. [12]
The early 1980’s had CG imagery
popping up everywhere in feature films, but in 1982 Disney’s Tron was the first
feature film to completely rely on the use of CGI (Computer Generated Imagery).[13]
Tron however did not have computer animated characters, which would be the next
big goal in computer animation. Computer Animation broke ground in 1984 with
the release of The Adventures of André and Wally B. by The Graphics Group.[14]
This film is known as the first CG short and was also the first film to showcase
Character Animation. Character Animation was further revolutionized in 1985 when the feature film Young Sherlock Holmes brought a believable stained glass knight to life on the big screen. In 1986, Character Animation finally succeeded in capturing the hearts of an audience, showing emotion for a desk lamp, in the Oscar winning short by John Lasseter, Luxo Jr. Luxo went on to be the official mascot of Pixar.
Up until
the mid-1980’s, CGI was done on in-house software. A company known at the time
as Wavefront started producing 3D software which they
marketed to major studios. Their software would later evolve in to Maya, the most popular software used today.[17]
Wavefront revolutionized the market, spreading the use of 3D Animation from a
select few to many different studios who could now hop on the 3D bandwagon.
Many other popular 3D packages were soon released near the 1990’s like
Autodesk’s 3D Studio, and NewTek’s 3D Toaster.[18]
Films
like Terminator 2:
Judgment Day and Jurassic Park in the
early 1990’s proved to audiences and producers that CGI could be used on the
big screen to replace costly animatronics and set a new standard for
photorealism. I can remember seeing Jurassic Park as a child and believing that
the directors used real dinosaurs. Disney also started using CGI to great effect
in their movie Beauty and the Beast. Even
though the film had a 2D visual style, 3D Computer graphics allowed Disney’s
animators to produce camera movements that simply were not possible with traditional
2D animation.[19] Around
this time Disney decided to partner with Pixar to produce a feature length
animated film. When the first full-length feature, Toy Story came to
theaters in 1995, it completely shocked audiences, not with photo realistic graphics,
but because they had given real life and personalities to computer animated
characters (Of which the general public had not yet been exposed to). [20] I
actually was not too shocked at the time. I remember enjoying the film, but
since I was only eight at the time, I did not understand the films importance.
By the end of the 1990’s, CGI was showing up everywhere, movies, TV Shows, advertisements, and in my home. Many special effects using miniatures were soon being replaced with CGI. It was now undeniable that CGI was here for a long term relationship. CGI was also becoming extremely accessible to students and hobbyists, who can use 3D software on their personal computers to create their own independent 3D Computer Animated films. I first got my hands on some 3D Animation Software in 1997 when my father bought me a copy of Bryce 3d, a program that first inspired me to explore computer animation.
By the beginning of the 2000’s, 3D Computer Animation was now fully established, all the major breakthroughs had been achieved. However, in my world, 3D animation had only just begun! Throughout my journey in the last ten years I have used countless 3D software packages. Much of what I do now in 2012 is very similar to what I did in 2000. Many things have evolved however: 3D software has become more intuitive and easier to use; processor speeds are now incredibly fast, allowing me to view complex, raytraced scenes in realtime; I can now easily handle billions of polygons; and there are better training materials available. 3D software is now more accessible than ever! Free 3D software packages like Blender 3D, Sculptris and Google Sketchup have made 3D animation available to anyone with a computer. Hopefully, 3D animation will soon become a standard addition in elementary curriculum. In film, the focus has shifted from mind-blowing graphics to perfecting a story without the limits of reality.
[1] Experiments in Art and Technology (E.A.T.), "History," E.A.T. 1966 2002, accessed February 20, 2012, last modified 2002, http://courses.washington.edu/eatreun/html/history/h_nw.html .
[2] Wan Link Sniper, "William Fetter and the Boeing Man," Wan Link Sniper, accessed February 20, 2012, last modified October 2, 2009, http://wanlinksniper.blogspot.com/2009/10/william-fetter-and-boeing-man.html .
[3] Ivan Sutherland, s.v. "Ivan Sutherland," by Wikipedia, accessed February 21, 2012, last modified November 26, 2011, http://en.wikipedia.org/wiki/Ivan_Sutherland .
[4] University Of Utah School of Computing, "U of U School Of Computing History," U of U School Of Computing , accessed February 20, 2012, http://www.cs.utah.edu/school/history/#sketchpad-ref.
[5] "Ivan Sutherland," by Wikipedia.
[6] Dmitry Shklyar, "3D Rendering History," CGSociety, accessed February 20, 2012, last modified 2004, http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/3d_rendering_history_part_1._humble_beginnings .
[7] Computer History Museum, "The Utah Teapot," Computer History Museum, accessed February 20, 2012, last modified 2010, http://www.computerhistory.org/revolution/computer-graphics-music-and-art/15/206 .
[8] Ed Catmull, "A Conversation with Ed Catmull," interview by Pat Hanrahan, ACM Queue, November 2010, page #s, http://queue.acm.org/detail.cfm?id=1883592 .
[9] IEEE Computer Society, "Edwin E. Catmull, 2008 Computer Entrepreneur Award Recipient," IEEE Computer Society, accessed February 20, 2012, last modified 2008, http://www.computer.org/portal/web/awards/catmull.
[10] Michael Morrison, "Computer graphics history, 1970," HISTORY OF COMPUTER GRAPHICS, accessed February 21, 2012, http://hem.passagen.se/des/hocg/hocg_1960.htm .
[11] Pixar, s.v. "Pixar," by Wikipedia, accessed February 22, 2012, last modified February 22, 2012, http://en.wikipedia.org/wiki/Pixar.
[12] "Pixar," by Wikipedia
[13] Tron, s.v. "Tron," by Wikipedia, accessed February 21, 2012, last modified February 21, 2012, http://en.wikipedia.org/wiki/Tron.
[14] The Adventures of André and Wally B., s.v. "The Adventures of André and Wally B." by Wikipedia, accessed February 21, 2012, last modified February 14, 2012, http://en.wikipedia.org/wiki/The_Adventures_of_Andr%C3%A9_and_Wally_B.
[15] Michael Morrison, "Computer graphics history, 1980," http://hem.passagen.se/des/hocg/hocg_1980.htm
[16] Luxo Jr, s.v. "Luxo Jr," by Wikipedia, accessed February 21, 2012, last modified February 11, 2012, http://en.wikipedia.org/wiki/Luxo_Jr.
[17] Alias Systems Corporation, s.v. "Alias Systems Corporation," by Wikipedia, accessed February 21, 2012, last modified October 27, 2011, http://en.wikipedia.org/wiki/Alias_Systems_Corporation
[18] Michael Morrison, "Computer graphics history, 1980,"
[19] Michael Morrison, "Computer graphics history, 1990," http://hem.passagen.se/des/hocg/hocg_1990.htm
[20] Darkclaw1256, "A History of Toy Story," Retro Junk, accessed February 21, 2012, last modified 2010, http://www.retrojunk.com/details_articles/6884/.
[21] Michael Morrison, "Computer graphics history, 1990,"
I loved learning about the history of animation. The pictures definitely helped portray the history since it is a very visual topic. Where do you see animation going in the future?
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