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{{Short description|None}}
{{Use mdy dates|date=October 2021}}
The '''history of [[computer animation]]''' began as early as the 1940s and 1950s, when people began to experiment with [[computer graphics]] – most notably by [[John Whitney (animator)|John Whitney]]. It was only by the early 1960s when [[digital computer]]s had become widely established, that new avenues for innovative computer graphics blossomed. Initially, uses were mainly for scientific, engineering and other research purposes, but artistic experimentation began to make its appearance by the mid-1960s – most notably by Dr Thomas Calvert. By the mid-1970s, many such efforts were beginning to enter into public media. Much computer graphics at this time involved [[2D computer graphics|2-dimensionalDimensional]] imagery, though increasingly as computer power improved, efforts to achieve 3-dimensional realism became the emphasis. By the late 1980s, photo-realistic [[3D computer graphics|3D]] was beginning to appear in film movies, and by mid-1990s had developed to the point where 3D animation could be used for entire feature film production.
 
==The earliest pioneers: 1940s to mid-1960s==
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[[Bell Labs]] in Murray Hill, New Jersey, was a leading research contributor in computer graphics, computer animation and electronic music from its beginnings in the early 1960s. Initially, researchers were interested in what the computer could be made to do, but the results of the visual work produced by the computer during this period established people like Edward Zajac, [[A. Michael Noll|Michael Noll]] and [[Ken Knowlton]] as pioneering computer artists.
 
Edward Zajac produced one of the first computer -generated imagery films at Bell Labs in 1963, titled ''A Two Gyro Gravity Gradient [[Spacecraft attitude control|attitude control]] System'', which demonstrated that a satellite could be stabilized to always have a side facing the Earth as it orbited.<ref>[http://dada.compart-bremen.de/node/4693 Edward Zajac on CompArt database] (retrieved 2012/04/20)</ref>
 
[[Ken Knowlton]] developed the [[Beflix]] (Bell Flicks) animation system in 1963, which was used to produce dozens of artistic films by artists [[Stan VanDerBeek]], Knowlton and [[Lillian Schwartz]].<ref>Knowlton, K. C., "Computer -Generated Imagery Movies," ''Science'', Vol. 150, (November 1965), pp. 116–1120.</ref> Instead of raw programming, Beflix worked using simple "graphic primitives", like draw a line, copy a region, fill an area, zoom an area, and the like.
 
In 1965, Michael Noll created computer-generated imagery stereographic 3D movies, including a ballet of stick figures moving on a stage.<ref>Noll, A. Michael, "Computer-Generated ThreeImagery 3-Dimensional Movies", ''Computers and Automation'', Vol. 14, No. 11, (November 1965), pp 20–23.</ref> Some movies also showed four-dimensional hyper-objects projected to three dimensions.<ref>Noll, A. Michael, "A Computer Technique for Displaying n-Dimensional Hyperobjects", ''Communications of the ACM'', Vol. 10, No. 8, (August 1967), pp 469–473.</ref> Around 1967, Noll used the 4D animation technique to produce computer-animated title sequences for the commercial film short ''Incredible Machine'' (produced by Bell Labs) and the TV special ''The Unexplained'' (produced by Walt DeFaria).<ref>Noll, A. Michael, "Computer Animation and the Fourth Dimension", ''AFIPS Conference Proceedings'', Vol. 33, 1968 Fall Joint Computer Conference, ''Thompson Book Company'': Washington, D.C. (1968), pp. 1279–1283.</ref> Many projects in other fields were also undertaken at this time.
 
===Boeing-Wichita===
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===Ohio State===
[[Charles Csuri]], an artist at The [[Ohio State University]] (OSU), started experimenting with the application of computer graphics to art in 1963. His efforts resulted in a prominent CGCGI research laboratory that received funding from the [[National Science Foundation]] and other government and private agencies. The work at OSU revolved around animation languages, complex modeling environments, user-centric interfaces, human and creature motion descriptions, and other areas of interest to the discipline.<ref>[http://design.osu.edu/carlson/history/ACCAD-overview/overview.html A complete history of the Ohio State program] {{Webarchive|url=https://web.archive.org/web/20140605095322/http://design.osu.edu/carlson/history/ACCAD-overview/overview.html |date=June 5, 2014 }} (retrieved July 2, 2012)</ref><ref>"Computers and Art", by Charles Csuri and James Shaffer, ''AFIPS Conference Proceedings'', V33, FJCC, 1968.</ref><ref>[http://www.siggraph.org/artdesign/profile/csuri/ Charles Csuri profile at SIGGRAPH] {{Webarchive|url=https://web.archive.org/web/20141008033928/http://www.siggraph.org/artdesign/profile/csuri/ |date=October 8, 2014 }} (retrieved July 3, 2012)</ref>
 
===''Cybernetic Serendipity''===
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===First digital animation in a feature film===
The first feature film to use [[digital image processing]] was the 1973 film ''[[Westworld (film)|Westworld]]'', a science-fiction film written and directed by novelist [[Michael Crichton]], in which humanoid robots live amongst the humans.<ref>[http://www.beanblossom.in.us/larryy/cgi.html A Brief, Early History of Computer Graphics in Film] {{webarchive|url=https://web.archive.org/web/20120717074134/http://www.beanblossom.in.us/larryy/cgi.html |date=July 17, 2012 }} Larry Yaeger, August 16, 2002 (last update, retrieved March 24, 2010)</ref> John Whitney, Jr., and Gary Demos at [[Information International, Inc.]] digitally processed motion picture photography to appear [[Pixelization|pixelized]] to portray the Gunslinger android's [[Perspective (cognitive)|point of view]]. The cinegraphic block portraiture was accomplished using the Technicolor Three-strip Process to color-separate each frame of the source images, then scanning them to convert into rectangular blocks according to its tone values, and finally outputting the result back to film. The process was covered in the ''[[American Cinematographer]]'' article "Behind the scenes of Westworld".<ref>''[[American Cinematographer]]'' 54(11):1394–1397, 1420–1421, 1436–1437. November 1973.</ref>
 
===SIGGRAPH===
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==Towards 3D: mid-1970s into the 1980s==
 
===Early 3D animation in the cinematheater===
The first use of 3D wireframe imagery in mainstream cinematheater was in the sequel to ''Westworld'', ''[[Futureworld]]'' (1976), directed by Richard T. Heffron. This featured a computer-generated imagery hand and face created by then University of Utah graduate students [[Edwin Catmull]] and [[Fred Parke]] which had initially appeared in their 1972 experimental short ''[[A Computer Animated Hand]].''<ref name="sltrib">{{cite news|url=http://www.sltrib.com/sltrib/mobile/53193670-90/film-catmull-computer-animation.html.csp|title=Pixar founder's Utah-made ''Hand'' added to National Film Registry|work=[[The Salt Lake Tribune]]|date=December 28, 2011|access-date=January 8, 2012}}</ref> The same film also featured snippets from 1974 experimental short ''Faces and Body Parts''. The [[Academy Awards|Oscar]]-winning 1975 short animated film ''[[Great (1975 film)|Great]]'', about the life of the [[Victorian era|Victorian]] engineer [[Isambard Kingdom Brunel]], contains a brief sequence of a rotating wireframe model of Brunel's final project, the iron steam ship [[SS Great Eastern]].The third film to use this technology was ''[[Star Wars (film)|Star Wars]]'' (1977), written and directed by [[George Lucas]], with wireframewire-frame imagery in the scenes with the Death Star plans, the targeting computers in the [[X-wing]] fighters, and the ''[[Millennium Falcon]]'' spacecraft.
 
The [[Walt Disney Productions|Walt Disney]] film ''[[The Black Hole]]'' (1979, directed by Gary Nelson) used wireframe rendering to depict the titular black hole, using equipment from Disney's engineers. In the same year, the science-fiction horror film ''[[Alien (film)|Alien]]'', directed by [[Ridley Scott]], also used wireframe model graphics, in this case to render the navigation monitors in the spaceship. The footage was produced by Colin Emmett at the Atlas Computer Laboratory.<ref>[http://www.chilton-computing.org.uk/acl/applications/animation/p014.htm "My Work on the Alien", Bryan Wyvill] (retrieved June 30, 2012)</ref>
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In 1974, Alex Schure, a wealthy New York entrepreneur, established the Computer Graphics Laboratory (CGL) at the [[New York Institute of Technology Computer Graphics Lab|New York Institute of Technology]] (NYIT). He put together the most sophisticated studio of the time, with state of the art computers, film and graphic equipment, and hired top technology experts and artists to run it – [[Ed Catmull]], Malcolm Blanchard, [[Fred Parke]] and others all from Utah, plus others from around the country including [[Ralph Guggenheim]], [[Alvy Ray Smith]] and [[Ed Emshwiller]]. During the late 1970s, the staff made numerous innovative contributions to image rendering techniques, and produced many influential software, including the animation program ''Tween'', the paint program ''Paint'', and the animation program ''SoftCel''. Several videos from NYIT become quite famous: ''Sunstone'', by [[Ed Emshwiller]], ''Inside a Quark'', by Ned Greene, and [[The Works (film)|''The Works'']]. The latter, written by [[Lance Williams (graphics researcher)|Lance Williams]], was begun in 1978, and was intended to be the first full-length [[Computer-generated imagery|CGI]] film, but it was never completed, though a trailer for it was shown at SIGGRAPH 1982. In these years, many people regarded NYIT CG Lab as the top computer animation research and development group in the world.<ref name="NYIT-progs">[https://www.cs.cmu.edu/~ph/nyit/masson/nyit.html Brief History of the New York Institute of Technology Computer Graphics Lab] (retrieved June 30, 2012)</ref><ref>[https://www.cs.cmu.edu/~ph/nyit/ A compilation of NYIT images and information can be found on Paul Heckbert's site](retrieved June 30, 2012)</ref>
 
The quality of NYIT's work attracted the attention of George Lucas, who was interested in developing a [[Computer-generated imagery|CGI]] special effects facility at his company [[Lucasfilm]]. In 1979, he recruited the top talent from NYIT, including Catmull, Smith and Guggenheim to start his division, which later spun spin-off as [[Pixar]], founded in 1986 with funding by [[Apple Inc.]] co-founder [[Steve Jobs]].
 
===Framebuffer===
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:The '80s saw a great expansion of radical new developments in commercial hardware, especially the incorporation of framebuffer technologies into graphic workstations, allied with continuing advances in computer power and affordability.
 
===Silicon Graphics, Inc. (SGI)===
[[Silicon Graphics]], Inc. (SGI) was a manufacturer of high-performance computer hardware and software, founded in 1981 by [[James H. Clark|Jim Clark]]. His idea, called the [[Geometry Engine]], was to create a series of components in a [[VLSI]] processor that would accomplish the main operations required in image synthesis—the matrix transforms, clipping, and the scaling operations that provided the transformation to view space. Clark attempted to shop his design around to computer companies, and finding no takers, he and colleagues at [[Stanford University]], California, started their own company, Silicon Graphics.<ref>[https://web.archive.org/web/20080609020120/http://www.sgi.com/company_info/features/2007/25_anniv.html "The First Quarter-Century"], ''Silicon Graphics'', 2007 (retrieved August 24, 2012).</ref>
 
SGI's first product (1984) was the [[SGI IRIS|IRIS]] (Integrated Raster Imaging System). It used the 8&nbsp;MHz M68000 processor with up to 2 MB memory, a custom 1024×1024 frame buffer, and the Geometry Engine to give the workstation its impressive image generation power. Its initial market was 3D graphics display terminals, but SGI's products, strategies and market positions evolved significantly over time, and for many years were a favoured choice for CGI companies in film, TV, and other fields.<ref>[http://www.creativeplanetnetwork.com/news/news-articles/sgi-sweeps-academy-award-visual-effects-nominations-eighth-year/386331 "SGI Sweeps Academy Award Visual Effects Nominations for Eighth Year"], ''Creative Planet'' (retrieved August 24, 2012).</ref>
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In 1983, Philippe Bergeron, [[Nadia Magnenat Thalmann]], and [[Daniel Thalmann]] directed [[Dream Flight]], considered as the first 3D generated film telling a story. The film was completely programmed using the MIRA graphical language,<ref>N. Magnenat Thalmann, D. Thalmann, '''The Use of 3D High-Level Graphical Types in the MIRA Animation System''', IEEE Computer Graphics and Applications, Vol. 3, No 9, 1983, pp.9–16</ref> an extension of the [[Pascal programming language]] based on [[Abstract Graphical Data Types]].<ref>N. Magnenat Thalmann, D. Thalmann, '''MIRA-3D: A Three-dimensional Graphical Extension of PASCAL''', Software-Practice and Experience, Vol.13, 1983, pp. 797–808</ref> The film got several awards and was shown at the [[SIGGRAPH]] '83 Film Show.
 
In 1985, Pierre Lachapelle, Philippe Bergeron, Pierre Robidoux and [[Daniel Langlois]] directed [[Tony de Peltrie]], which shows the first animated human character to express emotion through [[facial expressions]] and body movements, which touched the feelings of the audience.<ref>"Friday Flashback #60". eX-SI.</ref><ref>Philippe Bergeron, Pierre Robidoux, Pierre Lachapelle und Daniel Langlois: Tony de Peltrie (1985), Website The Daniel Langlois Foundation: Image du Futur collection.</ref> ''Tony de Peltrie'' premiereddebuted as the closing film of [[SIGGRAPH]] '85.
 
In 1987, the [[Engineering Institute of Canada]] celebrated its 100th anniversary. A major event, sponsored by [[Bell Canada]] and Northern Telecom (now [[Nortel]]), was planned for the Place des Arts in Montreal. For this event, [[Nadia Magnenat Thalmann]] and [[Daniel Thalmann]] simulated [[Marilyn Monroe]] and [[Humphrey Bogart]] meeting in a café in the old town section of Montreal. The short movie, called [[Rendez-vous in Montreal]]<ref>N. Magnenat Thalmann, D. Thalmann, '''The Direction of Synthetic Actors in the Film Rendez-vous à Montréal''', IEEE Computer Graphics and Applications, Vol.7, No 12, 1987, pp. 9–19.</ref> was shown in numerous festivals and TV channels all over the world.
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===First solid 3D CGI in the movies===
The first cinematheater feature movie to make extensive use of solid 3D [[Computer-generated imagery|CGI]] was [[Walt Disney]]'s ''[[Tron]]'', directed by [[Steven Lisberger]], in 1982. The film is celebrated as a milestone in the industry, though less than twenty minutes of this animation were actually used—mainly the scenes that show digital "terrain", or include vehicles such as ''[[Light Cycle]]s'', tanks and ships. To create the CGI scenes, Disney turned to the four leading computer graphics firms of the day: [[Information International Inc]], [[Robert Abel and Associates]] (both in California), [[Mathematical Applications Group, Inc.|MAGI]], and [[Digital Effects]] (both in New York). Each worked on a separate aspect of the movie, without any particular collaboration.<ref>"The Making of Tron", Richard Patterson, ''[[American Cinematographer]]'', August 1982.</ref> ''[[Tron]]'' was a box office success, grossing $33&nbsp;million on a budget of $17&nbsp;million.<ref>[https://www.boxofficemojo.com/movies/?id=tron.htm "Tron"], at ''Box Office Mojo'' (retrieved July 23, 2012).</ref>
 
In 1984, ''[[Tron]]'' was followed by ''[[The Last Starfighter]]'', a [[Universal Pictures]] / [[Lorimar Film Entertainment|Lorimar]] production, directed by [[Nick Castle]], and was one of cinematheater's earliest films to use extensive [[Computer-generated imagery|CGI]] to depict its many starships, environments and battle scenes. This was a great step forward compared with other films of the day, such as ''[[Return of the Jedi]]'', which still used conventional physical models.<ref>{{cite journal|author=Shay, Jody|date=February 1987|title=Humpback to the Future|journal=[[Cinefex]]|issue=29}}</ref> The computer graphics for the film were designed by artist [[Ron Cobb]], and rendered by [[Digital Productions]] on a [[Cray X-MP]] supercomputer. A total of 27 minutes of finished CGI footage was produced—considered an enormous quantity at the time. The company estimated that using computer animation required only half the time, and one half to one third the cost of traditional special effects.<ref>[http://design.osu.edu/carlson/history/lesson6.html#dp Ohio State University] CG history page, (retrieved June 30, 2012).</ref> The movie was a financial success, earning over $28&nbsp;million on an estimated budget of $15&nbsp;million.<ref>[https://www.boxofficemojo.com/movies/?id=laststarfighter.htm "The Last Starfighter"] at ''Box Office Mojo'', (retrieved June 30, 2012).</ref>
 
===Inbetweening and morphing===
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===The Abyss===
In 1989 [[James Cameron]]'s underwater action movie ''[[The Abyss]]'' was released. This was one of the first cinematheater movies to include photo-realistic [[Computer-generated imagery|CGI]] integrated seamlessly into [[live-action]] scenes. A five-minute sequence featuring an animated tentacle or "pseudopod" was created by ILM, who designed a program to produce surface waves of differing sizes and kinetic properties for the pseudopod, including reflection, refraction and a [[morphing]] sequence. Although short, this successful blend of CGI and live action is widely considered a milestone in setting the direction for further future development in the field.<ref>[https://www.nytimes.com/1989/08/06/movies/film-the-abyss-a-foray-into-deep-waters.html?sec=&spon=&pagewanted=all "A Foray into Deep Waters"], Aljean Harmetz, ''New York Times'', August 6, 1989, p. 15 (retrieved July 14, 2012).</ref>
 
===Walt Disney and CAPS===
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The 1990s began with much of [[Computer-generated imagery|CGI]] technology now sufficiently developed to allow a major expansion into film and TV production. 1991 is widely considered the "breakout year", with two major box-office successes, both making heavy use of CGI.
 
The first of these was [[James Cameron]]'s movie ''[[Terminator 2: Judgment Day]]'',<ref>[https://www.boxofficemojo.com/movies/?id=terminator2.htm "Terminator 2: Judgment Day"] at ''Box Office Mojo'' (retrieved July 25, 2012).</ref> and was the one that first brought CGI to widespread public attention. The technique was used to animate the two "Terminator" robots. The "T-1000" robot was given a "mimetic poly-alloy" (liquid metal) structure, which enabled this shapeshifting character to morph into almost anything it touched. Most of the key Terminator effects were provided by [[Lucasfilm]]'s [[Industrial Light & Magic]], and this film was the most ambitious CGI project since the 1982 film ''[[Tron]]''.<ref name=Animatormag>{{cite web|author= Jefferson, David|url=http://www.animatormag.com/archive/issue-30/issue-30-page-14/#.TwpGoJfwb6R|title=Visual Effects on Terminator 2|publisher=Animatormag.com|date=Spring 1993|access-date=January 8, 2012}}</ref>
 
The other was [[Walt Disney|Disney]]'s ''[[Beauty and the Beast (1991 film)|Beauty and the Beast]]'',<ref>[https://www.boxofficemojo.com/movies/?id=beautyandthebeast.htm ''Beauty and the Beast''] at ''Box Office Mojo'' (retrieved July 25, 2012).</ref> the second traditional 2D animated film to be entirely made using [[Computer Animation Production System|CAPS]]. The system also allowed easier combination of hand-drawn art with 3D [[Computer-generated imagery|CGI]] material, notably in the "waltz sequence", where Belle and Beast dance through a computer-generated ballroom as the camera "[[Camera dolly|dollies]]" around them in simulated 3D space.<ref>(2006) Audio commentary by John Musker, Ron Clements, and Alan Menken. Bonus material from ''The Little Mermaid: Platinum Edition'' [DVD]. Walt Disney Home Entertainment.</ref> Notably, ''Beauty and the Beast'' was the first animated film ever to be nominated for a Best Picture Academy Award.<ref>{{Cite web |last=Musical |first=Shrek The |date=2022-11-27 |title=Beauty And The Beast: The First Animated Film To Be Nominated For Best Picture |url=https://www.shrekthemusical.co.uk/beauty-and-the-beast-the-first-animated-film-to-be-nominated-for-best-picture/ |access-date=2022-12-23 |website=STM - Shrek Blog |language=en-US}}</ref>
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Another significant step came in 1993, with [[Steven Spielberg]]'s ''[[Jurassic Park (film)|Jurassic Park]]'',<ref>[https://www.boxofficemojo.com/movies/?id=jurassicpark.htm ''Jurassic Park'' at Box Office Mojo] (retrieved August 3, 2012).</ref> where 3D [[Computer-generated imagery|CGI]] dinosaurs were integrated with life-sized [[animatronic]] counterparts. The CGI animals were created by ILM, and in a test scene to make a direct comparison of both techniques, Spielberg chose the CGI. Also watching was [[George Lucas]] who remarked "a major gap had been crossed, and things were never going to be the same."<ref>[https://web.archive.org/web/20070930102341/http://www.time.com/time/magazine/article/0,9171,978307,00.html ''Behind the Magic of Jurassic Park'' Richard Corliss, ''TIME'', 1993-04-26] (retrieved August 3, 2012).</ref><ref>Shone, Tom. [https://books.google.com/books?id=_HMOHsjIb5cC&dq=It+was+like+one+of+those+moments+in+history%2C+like+the+invention+of+the+light+bulb+or+the+first+telephone+call&pg=PA218 ''Blockbuster: How Hollywood learned to stop worrying and love the summer''] Pg 218. Simon and Schuster, 2004 {{ISBN|0-7432-3568-1}}, {{ISBN|978-0-7432-3568-6}}</ref><ref>''The Making of Jurassic Park'', Shay, Don and Duncan, Jody, ''Ballantine Books'', 1993, Softcover p. 53, first paragraph.</ref>
 
[[Warner Bros. Animation|Warner Bros]]' 1999 ''[[The Iron Giant]]'' was the first traditionally-animated feature to have a major character, the title character, to be fully computer-generated imagery.<ref>{{Citation|title=The Iron Giant (1999) – IMDb|url=http://www.imdb.com/title/tt0129167/trivia|access-date=March 30, 2021}}</ref>
 
===Flocking===
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Also the same year, the French company [[:fr:Fantôme (studio)|Studio Fantome]] produced the first full-length completely computer-animated TV series, ''[[Insektors]]'' (26×13'),<ref>[http://www.awn.com/fantome/english/fr_main.htm Studio Fantome at ''Animation World Network''] {{webarchive|url=https://web.archive.org/web/20121119035412/http://www.awn.com/fantome/english/fr_main.htm |date=November 19, 2012 }} (retrieved August 8, 2012).</ref><ref>[http://www.awn.com/fantome/english/fr_ser1.htm ''Insektors'' at ''Animation World Network'' International Emmy Award 1994, "Children and Young People"] {{webarchive|url=https://web.archive.org/web/20130619000318/http://www.awn.com/fantome/english/fr_ser1.htm |date=June 19, 2013 }} (retrieved August 8, 2012).</ref> though they also produced an even earlier all 3D short series, ''Geometric Fables'' (50 x 5') in 1991.<ref>[http://www.awn.com/fantome/english/fr_geom.htm ''Geometric Fables'' at ''Animation World Network''] {{Webarchive|url=https://web.archive.org/web/20121119053201/http://www.awn.com/fantome/english/fr_geom.htm |date=November 19, 2012 }} (retrieved August 8, 2012).</ref> A little later, in 1994, the Canadian TV CGI series ''[[ReBoot]]'' (48×23') was aired, produced by [[Mainframe Entertainment]] and [[Alliance Atlantis Communications]], two companies that also created [[Beast Wars: Transformers]] which was released 2 years after ReBoot.<ref>[https://www.wired.com/wired/archive/5.03/reboot.html "Before Toy Story there was ... ReBoot"], by Rogier van Bakel, ''[[Wired (magazine)|Wired]]'' (retrieved August 8, 2012).</ref>
 
In 1995, there came the first fully computer-animation feature film, [[Disney]]-[[Pixar]]'s ''[[Toy Story]]'', which was a huge commercial success.<ref>[https://boxofficemojo.com/movies/?id=toystory.htm ''Toy Story'' at Box Office Mojo] (retrieved July 18, 2012).</ref> This film was directed by [[John Lasseter]], a co-founder of Pixar, and former Disney animator, who started at Pixar with short movies such as ''[[Luxo Jr.]]'' (1986), ''[[Red's Dream]]'' (1987), and ''[[Tin Toy]]'' (1988), which was also the first computer-generated imagery animated short film to win an Academy Award. Then, after some long negotiations between Disney and Pixar, a partnership deal was agreed in 1991 with the aim of producing a full feature movie, and ''Toy Story'' was the result.<ref name="PaikInfinity103">{{cite book|last=Paik|first=Karen|title=To Infinity and Beyond!: The Story of Pixar Animation Studios|url=https://books.google.com/books?id=uDAGknVpUwgC&q=buzz+lightyear+to+infinity+and+beyond&pg=PA104|access-date=March 13, 2009|publisher=[[Chronicle Books]]|___location=San Francisco|year=2007|page=103|isbn=978-0-8118-5012-4}}</ref>
 
The following years saw a greatly increased uptake of digital animation techniques, with many new studios going into production, and existing companies making a transition from traditional techniques to CGI. Between 1995 and 2005 in the US, the average effects budget for a wide-release feature film leapt from $5&nbsp;million to $40&nbsp;million. According to Hutch Parker, President of Production at [[20th Century Fox]], {{As of|2005|lc=on}}, "50 percent of feature films have significant effects. They're a character in the movie." However, CGI has made up for the expenditures by grossing over 20% more than their real-life counterparts, and by the early 2000s, computer-generated imagery had become the dominant form of special effects.<ref>[https://www.wired.com/wired/archive/13.02/fxgods.html "F/X Gods" by Anne Thompson, Wired.com] (retrieved August 3, 2012).</ref>
 
===Motion -capture===
[[Motion -capture]], or '''"MocapMo-cap"''', records the movement of external objects or people, and has applications for medicine, sports, robotics, and the military, as well as for animation in film, TV and games. The earliest example would be in 1878, with the pioneering photographic work of [[Eadweard Muybridge]] on human and animal locomotion, which is still a source for animators today.<ref>[http://www.muybridge.org/ The Eadweard Muybridge Online Archive], access to most of Muybridge's motion studies, at printable resolutions, along with a growing number of animations (retrieved August 12, 2012).</ref> Before computer graphics, capturing movements to use in animation would be done using [[Rotoscoping]], where the motion of an actor was filmed, then the film used as a guide for the frame-by-frame motion of a hand-drawn animated character. The first example of this was [[Max Fleischer]]'s ''[[Out of the Inkwell]]'' series in 1915, and a more recent notable example is the 1978 [[Ralph Bakshi]] 2D animated movie ''[[The Lord of the Rings (1978 film)|The Lord of the Rings]]''.
 
Computer-based motion capture started as a [[photogrammetric]] analysis tool in [[biomechanics]] research in the 1970s and 1980s.<ref>{{cite journal| doi=10.1016/j.cub.2005.08.016 | pmid=16111929 | volume=15 | issue=16 | title=Mechanics of animal movement | year=2005 | journal=Current Biology | pages=R616–R619 | last1 = Alexander | first1 = R. McNeill| s2cid=14032136 | doi-access=free }}</ref> A performer wears markers near each joint to identify the motion by the positions or angles between the markers. Many different types of markers can be used—lights, reflective markers, LEDs, infra-red, inertial, mechanical, or wireless RF—and may be worn as a form of suit, or attached direct to a performer's body. Some systems include details of face and fingers to capture subtle expressions, and such is often referred to as "[[performance -capture]]". The computer records the data from the markers, and uses it to animate digital character models in 2D or 3D computer animation, and in some cases this can include camera movement as well. In the 1990s, these techniques became widely used for visual effects.
 
Video games also began to use motion -capture to animate in-game characters. As early as 1988, an early form of motion -capture was used to animate the [[2D computer graphics|2D]] main character of the [[Martech]] video game ''[[Vixen (video game)|Vixen]]'', which was performed by model [[Corinne Russell]].<ref>{{cite magazine|magazine=[[Retro Gamer]]|title=Martech Games – The Personality People|page=51|issue=133|first=Graeme|last=Mason|url=https://issuu.com/michelfranca/docs/retro_gamer____133}}</ref> Motion -capture was later notably used to animate the [[3D computer graphics|3D]] character models in the [[Sega Model 2]] [[arcade game]] ''[[Virtua Fighter 2]]'' in 1994.<ref>{{cite web|last=Wawro|first=Alex|title=Yu Suzuki Recalls Using Military Tech to Make Virtua Fighter 2 |url=http://www.gamasutra.com/view/news/228512/Yu_Suzuki_recalls_using_military_tech_to_make_Virtua_Fighter_2.php|website=[[Gamasutra]]|access-date=August 18, 2016|date=October 23, 2014}}</ref> In 1995, examples included the [[Atari Jaguar]] CD-based game ''[[Highlander: The Last of the MacLeods]]'',<ref>[http://www.atarimax.com/freenet/freenet_material/6.16and32-BitComputersSupportArea/8.OnlineMagazines/showarticle.php?569 ''Atari Explorer Online''], Vol 04 Iss 09, January 1, 1996 (retrieved August 12, 2012).</ref><ref>[http://radoff.com/blog/2008/08/22/anatomy-of-an-mmorpg/ Jon Radoff, "Anatomy of an MMORPG"] {{webarchive|url=https://web.archive.org/web/20091213053756/http://radoff.com/blog/2008/08/22/anatomy-of-an-mmorpg/ |date=December 13, 2009 }} (retrieved August 12, 2012).</ref> and the arcade [[fighting game]] ''[[Soul Edge]]'', which was the first video game to use [[Motion capture#Passive markers|passive optical]] motion-capture technology.<ref>{{Cite web | url=http://www.motioncapturesociety.com/resources/industry-history | title=History of Motion Capture | access-date=September 14, 2014 | archive-url=https://web.archive.org/web/20120514044040/http://www.motioncapturesociety.com/resources/industry-history | archive-date=May 14, 2012 | url-status=dead }}</ref>
 
Another breakthrough where a cinematheater film used motion -capture was creating hundreds of digital characters for the film ''[[Titanic (1997 film)|Titanic]]'' in 1997. The technique was used extensively in 1999 to create Jar-Jar Binks and other digital characters in ''[[Star Wars: Episode I – The Phantom Menace]]''.
 
===Match moving===
[[Match moving]] (also known as '''motion tracking''' or '''camera tracking'''), although related to motion -capture, is a completely different technique. Instead of using special cameras and sensors to record the motion of subjects, match moving works with pre-existing live-action footage, and uses computer software alone to track specific points in the scene through multiple frames, and thereby allow the insertion of CGI elements into the shot with correct position, scale, orientation, and motion relative to the existing material. The terms are used loosely to describe several different methods of extracting subject or camera motion information from a motion picture. The technique can be 2D or 3D, and can also include matching for camera movements. The earliest commercial software examples being ''3D-Equalizer'' from Science.D.Visions<ref>[http://www.sci-d-vis.com/ Science.D.Visions website] (retrieved August 14, 2012).</ref> and ''rastrack'' from Hammerhead Productions,<ref>[http://www.cgw.com/Publications/CGW/2000/Volume-23-Issue-8-August-2000-/Simply-Marvel-ous.aspx "Simply Marvel-ous"], by Debra Kaufman, ''Computer Graphics World'', August 8, 2000 (retrieved August 14, 2012).</ref> both starting mid-90s.
 
The first step is identifying suitable features that the software tracking algorithm can lock onto and follow. Typically, features are chosen because they are bright or dark spots, edges or corners, or a facial feature—depending on the particular tracking algorithm being used. When a feature is tracked it becomes a series of 2D coordinates that represent the position of the feature across the series of frames. Such tracks can be used immediately for 2D motion tracking, or then be used to calculate 3D information. In 3D tracking, a process known as "calibration" derives the motion of the camera from the inverse-projection of the 2D paths, and from this a "reconstruction" process is used to recreate the photographed subject from the tracked data, and also any camera movement. This then allows an identical virtual camera to be moved in a 3D animation program, so that new animated elements can be composited back into the original live-action shot in perfectly matched perspective.<ref>[http://www.cgw.com/Publications/CGW/2001/Volume-24-Issue-9-September-2001-/Move-for-Move.aspx "Move for Move"], by Audrey Doyle, ''Computer Graphics World'', September 9, 2000 (retrieved August 14, 2012).</ref>
 
In the 1990s, the technology progressed to the point that it became possible to include virtual stunt doubles. Camera tracking software was refined to allow increasingly complex visual effects developments that were previously impossible. Computer-generated imagery extras also became used extensively in crowd scenes with advanced flocking and crowd simulation software. Being mainly software-based, match moving has become increasingly affordable as computers become cheaper and more powerful. It has become an essential visual effects tool and is even used providing effects in live television broadcasts.<ref>[http://www.thepixelart.com/breakdown-best-matchmoving-and-tracking-applications/ "A Breakdown of Best Matchmoving and Tracking Applications"], by Topher Welsh, ''Pixel Art'', Friday, November 27, 2009 (retrieved August 14, 2012).</ref>
 
===Virtual studio===
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==3D animation software in the 1990s==
There were many developments, mergers and deals in the 3D software industry in the '90s and later.
 
* [[Wavefront Technologies|Wavefront]] followed the success of ''Personal Visualiser'' with the release of ''Dynamation'' in 1992, a powerful tool for interactively creating and modifying realistic, natural images of dynamic events. In 1993, Wavefront acquired Thomson Digital Images (TDI), with their innovative product ''Explore'', a tool suite that included ''3Design'' for modelling, ''Anim'' for animation, and ''Interactive Photorealistic Renderer'' (IPR) for rendering. In 1995, Wavefront was bought by [[Silicon Graphics]], and merged with [[Alias Systems Corporation|Alias]].<ref>[http://design.osu.edu/carlson/history/lesson8.html#wavefront "Commercial animation software companies – Wavefront"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#wavefront |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref>
* [[Alias Systems Corporation|Alias Research]] continued the success of ''[[PowerAnimator]]'' with movies like ''[[Terminator 2: Judgment Day]]'', ''[[Batman Returns]]'' and ''[[Jurassic Park (film)|Jurassic Park]]'', and in 1993 started the development of a new entertainment software, which was later to be named ''[[Autodesk Maya|Maya]]''. Alias found customers in animated film, TV series, visual effects, and video games, and included many prominent studios, such as [[Industrial Light & Magic]], [[Pixar]], [[Sony Pictures Imageworks]], [[Walt Disney]], and [[Warner BrothersBros.]]. Other Alias products were developed for applications in architecture and engineering. In 1995, SGI purchased both Alias Research and Wavefront in a 3-way deal, and the merged company [[Alias Systems Corporation|Alias Wavefront]] was launched.<ref>[http://design.osu.edu/carlson/history/lesson8.html#aliasresearch "Commercial animation software companies – Alias Research"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#aliasresearch |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref>
* [[Alias Systems Corporation|Alias Wavefront]]'s new mission was to focus on developing the world's most advanced tools for the creation of digital content. ''[[PowerAnimator]]'' continued to be used for visual effects and movies (such as ''[[Toy Story]]'', ''[[Casper (film)|Casper]]'', and ''[[Batman Forever]]''), and also for video games. Further development of the ''Maya'' software went ahead, adding new features such as motion -capture, facial animation, motion blur, and "time warp" technology. [[Computer-aided design|CAD]] industrial design products like ''[[Autodesk AliasStudio|AliasStudio]]'' and ''Alias Designer'' became standardized on Alias|Wavefront software. In 1998, Alias|Wavefront launched ''[[Autodesk Maya|Maya]]'' as its new 3D flagship product, and this soon became the industry's most important animation tool. ''Maya'' was the merger of three packages—Wavefront's ''Advanced Visualizer'', Alias's ''Power Animator'', and TDI's ''Explore''. In 2003 the company was renamed simply "Alias". In 2004, SGI sold the business to a private investment firm, and it was later renamed to [[Alias Systems Corporation]]. In 2006, the company was bought by [[Autodesk]].<ref>[http://design.osu.edu/carlson/history/lesson8.html#aw "Commercial animation software companies – Alias|Wavefront"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#aw |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref><ref>[https://web.archive.org/web/20040622205615/http://www.aliaswavefront.com/eng/about/history/index.shtml "About Alias"] at ''Wayback Machine'' (retrieved September 3, 2012).</ref>
* [[Softimage (company)|Softimage]] developed further features for ''Creative Environment'', including the ''Actor Module'' (1991) and ''Eddie'' (1992), including tools such as inverse kinematics, enveloping, metaclay, flock animation, and many others. Softimage customers include many prominent production companies, and Softimage has been used to create animation for hundreds of major feature films and games. In 1994, [[Microsoft]] acquired Softimage, and renamed the package ''[[Softimage 3D]]'', releasing a [[Windows NT]] port two years later.<ref>[http://www.microsoft.com/presspass/press/1996/jan96/3danimpr.mspx "3D – press release"] {{Webarchive|url=https://web.archive.org/web/20111229141042/http://www.microsoft.com/presspass/press/1996/jan96/3danimpr.mspx |date=December 29, 2011 }}, ''Microsoft'', 1996-1 (retrieved July 7, 2012).</ref><ref>[https://www.nytimes.com/1994/02/15/business/company-news-an-acquisition-by-microsoft.html "COMPANY NEWS; An Acquisition By Microsoft"], ''The New York Times'', February 15, 1994 (retrieved July 7, 2012).</ref> In 1998, after helping to port the products to Windows and financing the development of ''[[Autodesk Softimage|Softimage]]'' and ''Softimage|DS'', Microsoft sold the Softimage unit to [[Avid Technology]], who was looking to expand its visual effect capabilities. Then, in 2008, Autodesk acquired the brand and the animation assets of Softimage from Avid, thereby ending Softimage Co. as a distinct entity. The video-related assets of Softimage, including ''Softimage|DS'' (now ''Avid|DS'') continue to be owned by Avid.<ref>[http://www.prnewswire.co.uk/cgi/news/release?id=35215 "Pr Newswire Uk: Avid Technology To Acquire Softimage Subsidiary Of Microsoft Corporation"], ''Prnewswire.co.uk'' (retrieved July 7, 2012).</ref><ref>[http://design.osu.edu/carlson/history/lesson8.html#softimage "Commercial animation software companies – Softimage"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#softimage |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref>
* [[Autodesk]] Inc.'s PC DOS-based ''[[Autodesk 3ds Max|3D Studio]]'' was eventually superseded in 1996 when The Yost Group developed [[Autodesk 3ds Max|3D Studio Max]] for Windows NT. Priced much lower than most competitors, ''3D Studio Max'' was quickly seen as an affordable solution for many professionals. Of all animation software, ''3D Studio Max'' serves the widest range of users. It is used in film and broadcast, game development, corporate and industrial design, education, medical, and web design. In 2006, Autodesk acquired [[Alias Systems Corporation|Alias]], bringing the ''StudioTools'' and ''Maya'' software products under the Autodesk banner, with ''3D Studio Max'' rebranded as ''[[Autodesk 3ds Max]]'', and ''Maya'' as ''[[Autodesk Maya]]''. Now one of the largest software companies in the world, Autodesk serves more than 4 million customers in over 150 countries.<ref>[http://www.maxunderground.com/the_history_of_3d_studio_pt2/2 "The History of 3D Studio – Gary Yost interview"] {{Webarchive|url=https://web.archive.org/web/20111123213316/http://www.maxunderground.com/the_history_of_3d_studio_pt2/2 |date=November 23, 2011 }} (retrieved July 7, 2012).</ref><ref>[http://www.the-area.com/maxturns20/history "History of Autodesk 3ds Max"] {{webarchive|url=https://web.archive.org/web/20110222174236/http://www.the-area.com/maxturns20/history |date=February 22, 2011 }} (retrieved August 28, 2012).</ref><ref>[http://design.osu.edu/carlson/history/lesson8.html#3ds "Commercial animation software companies – Autodesk"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#3ds |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref>
* [[Houdini (software)|Side Effects Software]]'s ''PRISMS'' was used extensively to create visual effects for broadcast and feature films into the '90s, with projects like ''[[Twister (1996 film)|Twister]]'', ''[[Independence Day (1996 film)|Independence Day]]'', and ''[[Titanic (1997 film)|Titanic]]''. In 1996, Side Effects Software introduced ''[[Houdini (software)|Houdini]]'', a next-generation 3D package that proved to be more sophisticated and artist-friendly than its predecessor. ''Houdini'' is used around the world to develop cutting edge 3D animation in the film, broadcast and gaming industries, and Side Effects Software has consistently proved itself to be an industry innovator.<ref>[http://www.sidefx.com/ "Side Effects Software website" (retrieved 7 July 2012).]</ref><ref>[http://www.nickvanzutphen.com/index.php?option=com_content&view=article&id=73:historyofcoding&catid=45:inspiration&Itemid=55 "PRISMS description and screenshots"] {{Webarchive|url=https://web.archive.org/web/20140714150535/http://www.nickvanzutphen.com/index.php?option=com_content&view=article&id=73:historyofcoding&catid=45:inspiration&Itemid=55 |date=July 14, 2014 }}, Nick Van Zutphen (retrieved July 7, 2012).</ref><ref>[http://design.osu.edu/carlson/history/lesson8.html#se "Commercial animation software companies – Side Effects"] {{Webarchive|url=https://web.archive.org/web/20140618212520/http://design.osu.edu/carlson/history/lesson8.html#se |date=June 18, 2014 }}, Wayne Carlson, Ohio State University (retrieved September 3, 2012).</ref>
 
Line 258 ⟶ 257:
</ref> which was the last missing piece of the puzzle to make [[digital look-alike]]s of known actors.
 
===Motion -capture, photorealism, and uncanny valley===
The first mainstream cinematheater film fully made with [[motion -capture]] was the 2001 Japanese-American ''[[Final Fantasy: The Spirits Within]]'' directed by [[Hironobu Sakaguchi]], which was also the first to use photorealistic CGI characters.<ref>[https://web.archive.org/web/20051121073232/http://www.time.com/time/magazine/article/0,9171,997597,00.html ''Cinema: A Painstaking Fantasy''] Chris Taylor, Time, July 31, 2000 (retrieved August 8, 2012).</ref> The film was not a box-office success.<ref>[https://www.boxofficemojo.com/movies/?id=finalfantasy.htm ''Final Fantasy: The Spirits Within''] at Box Office Mojo (retrieved August 12, 2012).</ref> Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the "[[uncanny valley]]".<ref>The uncanny valley is a hypothesis in the field of roboticsrobots and 3D computer animation, which holds that when human replicas look and act almost, but not perfectly, like actual human beings, it causes a response of revulsion among human observers. The "valley" refers to the dip in a graph of the comfort level of humans as a function of a robot's human likeness.</ref> In 2002, Peter Jackson's ''[[The Lord of the Rings: The Two Towers]]'' was the first feature film to use a real-time motion -capture system, which allowed the actions of actor [[Andy Serkis]] to be fed direct into the 3D CGI model of [[Gollum]] as it was being performed.<ref>Gollum: How We Made Movie Magic, a 2003 memoir by British actor Andy Serkis</ref>
 
Motion -capture is seen by many as replacing the skills of the animator, and lacking the animator's ability to create exaggerated movements that are impossible to perform live. The end credits of [[Pixar]]'s film ''[[Ratatouille (film)|Ratatouille]]'' (2007) carry a stamp certifying it as "100% Pure Animation — No Motion -Capture!" However, proponents point out that the technique usually includes a good deal of adjustment work by animators as well. Nevertheless, in 2010, the US Film Academy ([[Academy of Motion Picture Arts and Sciences|AMPAS]]) announced that motion-capture films will no longer be considered eligible for "Best Animated Feature Film" Oscars, stating "Motion capture by itself is not an animation technique."<ref>[http://www.oscars.org/press/pressreleases/2010/20100708.html "Rules Approved for 83rd Academy Awards"], AMPAS Press Release, July 8, 2010 (retrieved August 8, 2012)</ref><ref>[https://www.economist.com/blogs/prospero/2011/10/performance-capture-animation "Tintin and the dead-eyed zombies"], by Prospero, The Economist, October 31, 2011 (retrieved August 8, 2012)</ref>
 
===Virtual cinematography===