History of computer animation: Difference between revisions

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==== Shaded 3D graphics ====
[[File:1967 512x512 Cube Rendering at Univ of Utah.png|thumb|An image of a cube generated at the University of Utah in 1967.]]
In the mid-1960s, one of the most difficult problems in computer graphics was the [[Hidden-line removal|"hidden-line" problem]] – how to render a 3D model while properly removing the lines that should not be visible to the observer.<ref>{{Cite book |url=https://bitsavers.org/magazines/Datamation/196605.pdf |title=Datamation |date=May 1966 |pages=22–29}}</ref> 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 [[Tetrahedron|tetrahedra]].<ref>{{Cite book |last1=Wylie |first1=Chris |last2=Romney |first2=Gordon |last3=Evans |first3=David |last4=Erdahl |first4=Alan |chapter=Half-tone perspective drawings by computer |date=1967-11-14 |title=Proceedings of the November 14-16, 1967, fall joint computer conference on - AFIPS '67 (Fall) |chapter-url=https://dl.acm.org/doi/10.1145/1465611.1465619 |___location=New York, NY, USA |publisher=Association for Computing Machinery |pages=49–58 |doi=10.1145/1465611.1465619 |isbn=978-1-4503-7896-3}}</ref> An improved version of this algorithm was demonstrated in 1968, including shaded renderings of 3D text, spheres, and buildings.<ref>{{Citation |last1=Romney |first1=Gordon W. |title=Real-time display of computer generated half-tone perspective pictures |date=1998-07-01 |work=Seminal graphics: pioneering efforts that shaped the field, Volume 1 |volume=1 |pages=283–288 |url=https://dl.acm.org/doi/10.1145/280811.281011 |access-date= |place=New York, NY, USA |publisher=Association for Computing Machinery |doi=10.1145/280811.281011 |isbn=978-1-58113-052-2 |last2=Watkins |first2=Gary S. |last3=Evans |first3=David C.}}</ref>
 
A shaded 3D computer animation of a colored [[Soma cube]] 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.<ref>{{Cite book |last=Gordon W. Romney |url=https://archive.org/details/computerassisted0000unse_p7o2 |title=Computer Assisted Assembly and Rendering of Solids |date=August 1969 |publisher=University of Utah, Computer Science Dept. |others=Internet Archive}}</ref> This paper also coined the term "rendering" in reference to computer drawings of 3D objects. Another 3D shading algorithm was implemented by [[John Warnock]] for his 1969 dissertation.<ref>{{Cite thesis |last=Warnock |first=John Edward |title=A hidden surface algorithm for computer generated halftone pictures |date=June 1969 |degree=PhD |publisher=The University of Utah |url=https://dl.acm.org/doi/book/10.5555/905316 |doi=}}</ref>
[[File:1970 Church Rendering by Watkins at Univ of Utah.png|thumb|A color image of a church generated by the Watkins algorithm at the University of Utah in 1970.]]
A truly real-time shading algorithm was developed by Gary Watkins for his 1970 PhD dissertation, and was the basis of the [[Gouraud shading]] technique, developed the following year.<ref>{{Cite book |last=Watkins |first=Gary |url=https://bitsavers.org/pdf/univOfUtah/UTECH-CSc-70-101_Watkins_Dissertation_Jun70.pdf |title=A real-time visible surface algorithm |date=June 1970 |publisher=The University of Utah}}</ref><ref>{{Cite thesis |last=Gouraud |first=Henri |title=Computer display of curved surfaces |date=1971 |degree=PhD |publisher=The University of Utah |url=https://dl.acm.org/doi/book/10.5555/905323 |doi=}}</ref> Robert Mahl's 1970 dissertation at the University of Utah described smooth shading of [[quadric surface]]s.<ref>{{Cite thesis |last=Mahl |first=Robert |url=https://collections.lib.utah.edu/details?id=704102 |title=Visible surface algorithms for quadric patches |date=December 1970 |publisher=The University of Utah}}</ref>
 
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===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]] [[microprocessor]]s, used for rendering realistic [[3D computer graphics|3D]] [[computer graphics]]. 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]]."<ref>{{Cite web | url=http://museum.ipsj.or.jp/en/computer/other/0013.html | title=LINKS-1 Computer Graphics System-Computer Museum}}</ref> The LINKS-1 was the world's most powerful computer, as of 1984.<ref>{{cite book | last=Defanti | first=Thomas A. | title=Advances in Computers | chapter=The Mass Impact of Videogame Technology | publisher=Elsevier | volume=23 | date=1984 | isbn=978-0-12-012123-6 | doi=10.1016/s0065-2458(08)60463-5 | doi-access=free | url=http://www.vasulka.org/archive/Writings/VideogameImpact.pdf#page=29 {{Bare URL PDF| access-date=March2025-08-30 2022| page=93–140}}</ref>
 
===3-D Fictional Animated Films at the University of Montreal===
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[[Category:Computer-related introductions in 1960]]
[[Category:Computer animation| ]]
[[Category:History of animation|computer animation]]
[[Category:History of computing|computer animation]]
[[Category:New media]]
[[Category:Multimedia]]