"Historia y Técnicas de la Animación" Ep20: Animación CGI y la era digital  Parte 1

"Historia y Técnicas de la Animación" Ep20: Animación CGI y la era digital Parte 1

New Section

The introduction to the history and techniques of animation, focusing on computer animation and its technical aspects.

Understanding Computer Animation

  • Computer animation involves creating moving images using computers, with a shift towards 3D graphics while still utilizing 2D graphics for real-time applications.
  • Animations can serve various purposes, from pure computation to being part of a film, created through design, modeling, and rendering programs.
  • Different elements within an animation such as characters or backgrounds are animated separately, allowing for varied animation rates within a single scene.
  • Technology aids in both the creation and representation of animations; software assists in generating intermediate frames while traditional hand-drawn methods are still prevalent.
  • Various file formats like GIF, PNG, and SVG are used to store animations on computers and online platforms, accommodating different types of multimedia content.

Evolution of Computer Animation

Tracing the history of computer animation from its inception to its integration into mainstream media.

Early Development

  • The origins of computer animation date back to the late 1940s and early 1950s with initial experiments in computer-generated graphics by pioneers like John Whitney.
  • While initially used for scientific and engineering purposes, computer graphics gradually found artistic applications by the mid-1960s.

Contributions of John Whitney

  • John Whitney is recognized as a key figure in computer animation history for his experimental films using custom-built devices connected to computers for controlling light movements.

New Section

The evolution of computer graphics from the late 1950s to the early 1960s, including the popularization of computers in various organizations and universities leading to advancements in graphical capabilities.

Evolution of Computer Graphics

  • In 1960, William Feeder coined the term "computer graphics" to describe his work at Boyle's Lawrence Livermore Laboratories, focusing on ergonomic human body descriptions adaptable to different environments.
  • Feeder's work led to the development of iconic three-dimensional figures in early computer graphics known as "Wayne Mind Feeders," influencing the field significantly.
  • Bell Labs researchers were pioneers in computer graphics, animation, and electronic music, attracting attention for their visual productions and inspiring artists like Edward Dyer, Michael Moore, and Ken Norton.

Next New Section

Advancements in computer-generated films and animations during the 1960s and 1970s by notable pioneers in the field.

Advancements in Computer-Generated Films

  • Edward Fast Jack produced one of the first computer-generated films titled "Heads Iron Gravity Irradian Attitude Control System" at Bell Labs in 1963, showcasing a satellite's stabilization ability.
  • In 1963, Knowlton developed an animation system used by artists like Stan Van Der Beek and Lilian Schwartz to create numerous films using basic programming primitives for drawing lines and regions.

Organizations and Exhibitions in the World of Computer Animation

The transcript discusses various organizations worldwide and exhibitions in London and New York showcasing computer animation works. Notable creations like "Hunger" by Charles Yuri and "Running Collage Africa" by Masao Okumura are highlighted.

Organizations and Creations

  • The exhibition featured works such as "Hunger" by Charles Yuri, also known as Hunger, created at Ohio State University in 1967.
  • Another notable creation was "Running Collage Africa" by Masao Okumura and Co-Chino from the Computational Techniques Group in Japan in 1967.

Advancements in Computer Animation

This section delves into the advancements in computer animation, focusing on early analog computers like Scanimate and the use of animation systems for commercial productions.

Early Advancements

  • In 1969, Scanimate, an analog computer designed by Lee Harrison from the Computational Image Checkers in Denver, gained media fame.
  • Animation systems were utilized post-1969 to create real-time animations for commercials and TV series titles.

Experimentation with Computer Animation Techniques

The discussion centers on experimentation with computer animation techniques by organizations like the National Film Board of Canada and artists like Peter Fank using interpolation techniques.

Experimentation Highlights

  • In 1969, the National Film Board of Canada began experimenting with computer animation techniques.
  • Artist Peter Fank's film "Metadata" showcased animations transitioning from images to text using interpolation or morphing techniques.

Innovations in Computer Graphics

This part highlights innovations such as solid rendering shown in films like "Hunger: The Fame," pioneering color renderings at Atlas Computer Laboratory, and software development for creating animations without programming knowledge.

Innovations Unveiled

  • In 1974, Folk presented "Hunger: The Fame," one of the first films demonstrating solid rendering that won awards at Cannes.
  • Atlas Computer Laboratory introduced color rendering capabilities through Flextv animations.

Evolution of Computer Animation Software

This segment focuses on Antics software development enabling users to create animations without programming skills through a cell-based technique offering diverse tools for animation creation.

Software Evolution

  • Antics software developed around 1973 allowed users to generate animations without coding knowledge using cell-based techniques.
  • It provided features like camera effects, interpolation methods, skeleton usage for figures' movements, grids, overlays facilitating multi-cell animations with varied colors.

Desarrollo de la Animación por Computadora

This section discusses the early career of an individual who joined the Livermore laboratory in 1971 and later became involved in computer graphics and 3D visuals for scientific purposes.

Early Career and Contributions

  • In 1977, the individual's film "Inside Out" was considered a classic in the field.
  • Transitioned to become the director of computational graphics at Fujitsu, setting up a sophisticated studio with advanced technology.
  • Achieved significant advancements in rendering techniques and software development, including programs like Twin, Soft Cell, and Paint.
  • Involved in pioneering efforts towards creating the first feature-length animated film using computer-generated images.
  • Recruited by Lucasfilm due to expertise, leading to involvement in founding Pixar with Steve Jobs' support.

Innovations in Frame Buffer Technology

This section delves into frame buffer technology advancements that revolutionized image storage and display capabilities.

Frame Buffer Evolution

  • Definition and significance of frame buffer as a graphic display memory configuration storing complete screen images.
  • Details on color representation within pixels ranging from monochromatic to 32-bit RGB with alpha channel transparency.
  • Historical context of early frame buffer development at Bell Labs in 1969 for direct painting on screens.
  • Introduction of higher resolution frame buffers supporting color displays like Super Paint with enhanced features.
  • Experimentation with color bars for signal modification expanding color range beyond traditional limitations.

Impact of Ring Buffers on Digital Television

This part explores how ring buffers transformed digital television production during the late 1970s.

Ring Buffer Advancements

  • Introduction of commercial prime paper utilizing RGB spectrum for color displays, enhancing visual capabilities.
  • Role of ring buffers in enabling overlaying images during live broadcasts such as covering events like the Montreal Olympics.

Detailed History of Computer Animation

This section delves into the history of computer animation, starting from the 1980s and highlighting key individuals and developments in the field.

Carpenter's Contribution to Fractal Planet Creation

  • In 1980, Carpenter presented a video showcasing fractal planet creation.
  • Pixar later hired Carpenter to create a fractal planet for the Genesis sequence in Star Trek II: The Wrath of Khan in 1982.

Foundation of NASA's Graphics Lab

  • In 1977, a group was formed to generate visuals from NASA mission data.
  • Graduates like Team Blin from the University of Utah were recruited by Holzmann for image manipulation techniques used at NASA.

Collaborations with Carl Sagan and Development of Animation Techniques

  • Worked with Carl Sagan on animations for Cosmos: A Personal Voyage TV series.
  • Developed various 3D modeling techniques and authored articles on them in IEEE journals.

Evolution of Motion Control Photography

This segment explores the evolution of motion control photography, its significance, and technological advancements over time.

Introduction to Motion Control Photography

  • Motion control photography involves using computers to record precise camera movements for later replication.

Early Innovations and Industrial Light & Magic

  • Whitney founded motion control profession in 1968; notable works include "2001: A Space Odyssey" effects.
  • Industrial Light & Magic developed Dykstra Flex, enabling complex camera movements around scaled models.

The Teapot Model and Its Significance

This part discusses the iconic teapot model's origin, its role as a standard reference in 3D modeling, and its creator's contributions.

Origin and Impact of the Teapot Model

  • The teapot or Newell's teapot is a renowned 3D model created by Martin Newell in 1975.

Future Prospects in Computer Animation

Looking ahead at future episodes focusing on computer animation from the '80s to present-day advancements.

Future Episodes Preview

  • Upcoming episodes will delve into computer animation progress from the '80s onwards.