The sophistication of realism utilized in computer generated 3D graphics largely began in 1975 as George Lucus needed innovation in Star Wars and the available computer technology had reached a place where it could support 3D. Since then a main vehicle disseminating this new technology to the rest of the world is the AMC SIGGRAPH conference and exposition which began in the mid-60's and continues to excite the computer graphics community with the most advanced technology and software interfaces for computer 3D graphic techniques. While 3D based software companies have come and gone over the years the people haven't and most of the early pioneers are still active in the industry - just as enthusiastic about the technology as they were when they first started. Many of these pioneers can be readily reached on the Internet. This access is similar to an artist being able to pick up the phone and call Monet, Michelangelo, Renoir, or Rembrandt. Most of the major advances in 3D graphic hardware and software have been developed by the military and the entertainment industries. Since around 1990 this technology has been able to filter out to the mass market where graphic artists working on personal computers inherit functionality originally developed for specialized high-end graphic workstations. Need is the mother of invention and such exotic places as George Lucas' Industrial Light and Magic (1977) , Pixar Animation Studios (1986) (a spin-off of ILM) and Dreamworks Studios (1994) (the brainchild of Steven Spielberg, Jeffrey Katzenberg, and David Geffen) originated many of the ideas for 3D algorithms and systems commonly utilized in PC software programming today. As the timeline to the right shows, the development of 3D4D visual technologies with additional dynamic information layers (as compared to 2D) is an indispensable and integrating facet within the extant Age of Information. Processor speed, other hardware developments, preceding graphic software technologies, and creative capital investment all work together to power, improve and evolve new 3D simulation systems. This creative process is ever more evident in everyday life as the graphic power of the personal computer grows and mass marketed software becomes ever more sophisticated, streamlined and tailored towards specific end uses such as the HAStudio artful illustration of architectural structures yet unbuilt.
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3D GRAPHIC DEVLPMT |
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ILM beginning | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3D DEVLPMT |
released: |
released: Autodesk Vis 4 Autodesk 3d Studio Max 5 |
released: Autodesk Vis 3i Autodesk 3d Studio Max 4 |
ILM (Industrial Light and Magic) has pioneered many ground breaking effects and processes since it's inception in 1975. The following linked article focus's on the incredible and revolutionary water effects used in "The Perfect Storm". This movie provided ILM a unique opportunity -- integrating artificial, computer-generated water with real water. Given that foaming, blowing, churning ocean water is one of the most dynamic elements in nature, the challenge in the year 2000 was immense.for more: http://entertainment.howstuffworks.com/perfect-storm.htm. This technology has filtered into the personal computer based graphic community via a variety of programs such as these from Autodesk Discreet. |
3D
Studio becomes 3D Studio MAX |
The
summer of 1994 featured blockbusters full of computer graphics. Some effects
however, were so photorealistic that the computer's role was undetectable.
For example in the movie "Forrest Gump"
artists at ILM used digital compositing, overlaying different video sequences
on top of each other, to give the illusion that the actor Tom Hanks was
in the same scene as some famous American politicians like John F. Kennedy.
They also used standard image editing techniques to "cut" the
legs off of an actor who played the part of a wounded soldier who lost
his legs in war. They simply had him wear knee-high blue tube socks. Then
after the film was scanned into the computer, the artists used Parallax
software to copy portions of the background over the blue tube socks in
every frame. The result is that Tom Hanks picks the actor up off a bed
and it looks as if the actor really has no legs. Another major project for ILM was the movie, "The Mask"(1994). In this movie, the computer graphics artist at ILM had full creative freedom in producing wild and extravagant personalities for the character of the Mask. In one case, they digitally removed his head and replaced it with the head of a computer generated wolf. In another scene, they animated a massive cartoon style gun that the Mask pulls on a couple of criminals. This gun has multiple barrels, swinging chains of machine gun bullets, even a guided missile with a radar locks on the criminals. All of it was created hotorealistically using 3D graphics and then composited onto the live action shot. |
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Third generation graphics systems appeared in late 1992, the first example being the Silicon Graphics Reality Engine, and added texture mapping and full-scene antialiasing. At Silicon Graphics, early engineering initiatives to support hardware accelerated texture mapping were countered with claims that “it is a cool feature, but there’s no market!” With the universal acceptance of texture mapping all the way down to the level of commodity graphics, history has certainly proven otherwise. Third generation systems opened the door for general purpose graphics workstations to be used for out-the-window visual simulation applications instead of application-specific flight simulators. | In May of 1990, Microsoft
shipped Windows 3.0 as an upgrade to the Dos based earlier
version OS. It followed a GUI structure similar to the Apple Macintosh,
and laid the foundation for a future growth in multimedia. While in 1990
only two of the nation's top ten programs ran under Windows, this rose to
nine out of ten just a year later in 1991. Later that year, in October, Alias Research signed a 2.3 million dollar contract with ILM. The deal called for Alias to supply 3D, state of the art computer graphics systems to ILM for future video production. While ILM in turn would test these new systems and provide feedback. NewTek, a company founded in 1985, released the Video Toaster in October of 1990. The Video Toaster was a video production card for Amiga personal computers that retailed for $1,595. The card came with 3D animation, and 24-bit paint software and offers video capabilities such as a 24-bit frame buffer, switching, digital video effects, and character generation. The practical video editing uses of the Video Toaster made it very popular, and in the 1990's was used on broadcast television shows such as Sea Quest and Babylon 5 for 3D computer graphics. Also in 1990, AutoDesk shipped their first 3D Computer animation product, 3D Studio (in 1996 'Max' was appended) for DOS. Created for AutoDesk by Gary Yost (The Yost Group), 3D Studio has been dynamically and creatively engineered over the years and now assumes a lead position in PC based 3D computer animation software because it works so well. |
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COMPUTER DEVLPMT |
In
February 1994, Microsoft Corporation acquired Softimage for 130 million
dollars. Microsoft's initial use of TDI technology will be internal, to
enhance their multimedia CD-ROM products and interactive TV programs.
Microsoft also plans to port the Softimage software over to its Windows
NT operating system. This may be the first move in starting a trend for
the shifting of high-end graphics software from workstations to personal
computers. |
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