: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
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. SGI's first product (1984) was the
IRIS (Integrated Raster Imaging System). It used the 8 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.
Quantel In 1981, Quantel released the "
Paintbox", the first broadcast-quality turnkey system designed for creation and composition of television video and graphics. Its design emphasized the studio workflow efficiency required for live news production. Essentially, it was a framebuffer packaged with innovative user software, and it rapidly found applications in news, weather, station promos, commercials, and the like. Although it was essentially a design tool for still images, it was also sometimes used for frame-by-frame animations. Following its initial launch, it revolutionised the production of television graphics, and some Paintboxes are still in use today due to their image quality, and versatility. This was followed in 1982 by the
Quantel Mirage, or DVM8000/1 "Digital Video Manipulator", a digital real-time video effects processor. This was based on Quantel's own hardware, plus a
Hewlett-Packard computer for custom program effects. It was capable of warping a live video stream by texture mapping it onto an arbitrary three-dimensional shape, around which the viewer could freely rotate or zoom in real-time. It could also interpolate, or morph, between two different shapes. It was considered the first real-time 3D video effects processor, and the progenitor of subsequent
DVE (Digital video effect) machines. In 1985, Quantel went on to produce "Harry", the first all-digital
non-linear editing and effects compositing system.
Osaka University In 1982, Japan's
Osaka University developed the
LINKS-1 Computer Graphics System, a
supercomputer that used up to 257
Zilog Z8001 microprocessors, used for rendering realistic
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,
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. 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
heavens that was made completely with computer graphics. The video was presented at the
Fujitsu pavilion at the 1985 International Exposition in
Tsukuba." The LINKS-1 was the world's most powerful computer, as of 1984.
3-D Fictional Animated Films at the University of Montreal In the '80s,
University of Montreal was at the front run of Computer Animation with three successful short 3-D animated films with 3-D characters. In 1983, Philippe Bergeron,
Nadia Magnenat Thalmann, and
Daniel Thalmann directed
Dream Flight, considered as the first 3-D generated film telling a story. The film was completely programmed using the MIRA graphical language, an extension of the
Pascal programming language based on
Abstract Graphical Data Types. 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.
Tony de Peltrie premiered 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 was shown in numerous festivals and TV channels all over the world.
Sun Microsystems, Inc The
Sun Microsystems company was founded in 1982 by
Andy Bechtolsheim with other fellow graduate students at
Stanford University. Bechtolsheim originally designed the SUN computer as a personal
CAD workstation for the Stanford University Network (hence the acronym "SUN"). It was designed around the Motorola 68000 processor with the Unix operating system and virtual memory, and, like SGI, had an embedded frame buffer. Later developments included computer servers and workstations built on its own RISC-based processor architecture and a suite of software products such as the Solaris operating system, and the Java platform. By the '90s, Sun workstations were popular for rendering in 3-D CGI filmmaking—for example,
Disney-
Pixar's 1995 movie
Toy Story used a
render farm of 117 Sun workstations. Sun was a proponent of
open systems in general and
Unix in particular, and a major contributor to
open source software.
National Film Board of Canada The NFB's French-language animation studio founded its Centre d'animatique in 1980, at a cost of $1 million CAD, with a team of six computer graphics specialists. The unit was initially tasked with creating stereoscopic CGI sequences for the NFB's 3-D
IMAX film
Transitions for
Expo 86. Staff at the Centre d'animatique included
Daniel Langlois, who left in 1986 to form
Softimage.
First turnkey broadcast animation system Also in 1982, the first complete turnkey system designed specifically for creating broadcast-standard animation was produced by the Japanese company Nippon Univac Kaisha ("NUK", later merged with
Burroughs), and incorporated the
Antics 2-D computer animation software developed by Alan Kitching from his earlier versions. The configuration was based on the
VAX 11/780 computer, linked to a
Bosch 1-inch VTR, via NUK's own framebuffer. This framebuffer also showed realtime instant replays of animated vector sequences ("line test"), though finished full-color recording would take many seconds per frame. The full system was successfully sold to broadcasters and animation production companies across Japan. Later in the '80s, Kitching developed versions of Antics for
SGI and
Apple Mac platforms, and these achieved a wider global distribution.
First solid 3-D CGI in the movies The first cinema feature movie to make extensive use of solid 3-D
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 Cycles, 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),
MAGI, and
Digital Effects (both in New York). Each worked on a separate aspect of the movie, without any particular collaboration.
Tron was a box office success, grossing $33 million on a budget of $17 million. In 1984,
Tron was followed by
The Last Starfighter, a
Universal Pictures /
Lorimar production, directed by
Nick Castle, and was one of cinema's earliest films to use extensive
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. 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 visual effects. The movie was a financial success, earning over $28 million on an estimated budget of $15 million.
Inbetweening and morphing The terms
inbetweening and
morphing are often used interchangeably, and signify the creating of a sequence of images where one image transforms gradually into another image smoothly by small steps. Graphically, an early example would be
Charles Philipon's famous 1831 caricature of French King Louis Philippe turning into a pear (metamorphosis). "
Inbetweening" (AKA "tweening") is a term specifically coined for traditional animation technique, an early example being in E.G.Lutz's 1920 book
Animated Cartoons. In computer animation, inbetweening was used from the beginning (e.g.,
John Whitney in the '50s,
Charles Csuri and Masao Komura in the '60s). Computer distortion of photographic images was first done by
NASA, in the mid-1960s, to align
Landsat and
Skylab satellite images with each other.
Texture mapping, which applies a photographic image to a 3D surface in another image, was first defined by
Jim Blinn and Martin Newell in 1976. A 1980 paper by
Ed Catmull and
Alvy Ray Smith on geometric transformations, introduced a mesh-warping algorithm. The earliest full demonstration of morphing was at the 1982
SIGGRAPH conference, where Tom Brigham of
NYIT presented a short film sequence in which a woman transformed, or "morphed", into a lynx. The first cinema movie to use morphing was
Ron Howard's 1988 fantasy film
Willow, where the main character, Willow, uses a magic wand to transform animal to animal to animal and finally, to a sorceress.
3-D inbetweening With 3-D
CGI, the inbetweening of photo-realistic computer models can also produce results similar to morphing, though technically, it is an entirely different process (but is nevertheless often also referred to as "morphing"). An early example is Nelson Max's 1977 film
Turning a sphere inside out.
The Abyss In 1989
James Cameron's underwater action movie
The Abyss was released. This was one of the first cinema movies to include photo-realistic
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.
Walt Disney and CAPS The Great Mouse Detective (1986) was the first
Disney film to extensively use computer animation, a fact that Disney used to promote the film during marketing. CGI was used during a two-minute climax scene on the
Big Ben, inspired by a similar climax scene in
Hayao Miyazaki's
The Castle of Cagliostro (1979).
The Great Mouse Detective, in turn, paved the way for the
Disney Renaissance. The late 1980s saw another milestone in computer animation, this time in 2-D: the development of
Disney's "
Computer Animation Production System", known as "CAPS/ink & paint". This was a custom collection of software, scanners and networked workstations developed by
The Walt Disney Company in collaboration with
Pixar. Its purpose was to computerize the ink-and-paint and post-production processes of traditionally animated films, to allow more efficient and sophisticated post-production by making the practice of hand-painting
cels obsolete. The animators' drawings and background paintings are scanned into the computer, and animation drawings are inked and painted by digital artists. The drawings and backgrounds are then combined, using software that allows for camera movements,
multiplane effects, and other techniques—including compositing with 3-D image material. The system's first feature film use was in
The Little Mermaid (1989), for the "farewell rainbow" scene near the end, but the first full-scale use was for
The Rescuers Down Under (1990), which therefore became the first traditionally animated film to be entirely produced on computer—or indeed, the first 100% digital feature film of any kind ever produced. ==3-D animation software in the 1980s==