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History of 3d computer graphics

Starting form today : )

Technology evolve so fast! It is truly inedible and amazing how much human being can invent in so short period of time.

Today people are able to create realistic worlds in non existing realms and I believe that we are not far from experience tricks that will make us think that what we see and experience something that actually is not real but it looks real thanks of evolution of 3D computer graphics.

UE4Free_main-770x250-26835615 OpenWorld_Main-770x250-1619364861

DSC_0068
Oculus rift is already for sale and it cost way less than treadmill : ) and what could be better than having fun and staying in shape? Anyway back to the topic.. but still isn’t it is impressive?
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My today topic will focus on learning outcome 04 (ANM220) that ask for: Description, how the history of a chosen specialization has influenced current industry best practices.

Topic: History of 3d computer graphics (3D computer models)

It took me time till I find all sources that I needed to write this blog post. Maybe I used wrong words to find all needed materials trough Google search. Anyway here are few things that I would like to write about.

History of 3D computer graphic in internet database start from 1950 year where…

In 1950s Ben Laposky uses oscilloscope to display waveforms which were photographed as artwork

1f8271c02439d44a2284598f1ee7e834 page22-1

You can see also range more of his Electronic Arts captured in this E-Book: link

1952 Mr. Potato head invented; later starred in Toy Story .

pot-head

1960 William Fetter of Boeing coins the term “computer graphics” for his human factors cockpit drawings.

fetter

1963 DAC-1, first commercial CAD system, developed in 1959 by IBM for General Motors.dac1b

1963 William Fetter creates the “First Man” digital human for cockpit studies.

04aFetterCockpit66_2kx2k

1967 First full color real time interactive flight simulator for NASA by Rod Rougelet.

1968 Sutherland Head Mounted Display (Sword of Damocles), developed in 1966, shown at AFIPS (Ivan Sutherland)
ivan-sutherland-a-pioneer-in-human-computer-interaction-27-638

1969 Graphical User Interface (GUI) developed by Xerox
Xerox_8010_compound_document

1970 Pierre Bezier from Renault develops Bezier freeform curve representation.
07-Bezier-585x275

1975 Phong shading was created by Bui – Toung Phong (University of Utah)
Phong-shading-sample

1977 Computer Graphics World begins publication (started by Joel and N’omi Orr as Computer Graphics Newsletter)
Lary Cuba produces Death Star simulation for Star Wars using ‘Grass’ at UICC developed by Tom DeFanti at Ohio State.

GCA_ill224

(Grass – Graphics Symbiosis System developed at Ohio State by Tom DeFanti)

1978 James Blinn introduced ‘Bump *mapping’.
blinn-orange
*mapping – an operation that associates each elements of given set with one or more elements of a second set.

1980 Turner Whitted of Bell Labs publishes ray tracing paper (Ref: Turner Whitted, An improved illumination model for shaded display, Communications of the ACM, June 1980)
turner

1982 ‘Tron’ the first most extensive computer graphics movie was released by Disney.tron_large_02

1983 Autodesk introduce first PC – based CAD software.

Alias founded in Toronto by Stephen Bingham, Nigel McGrath, Susan McKenna and David Springer.

1984 Robert Able & Associates produces the 1st computer generated 30 second commercial used for Super Bowl.
sexyrobot

Robert Able & Associates produces the 1st computer generated 30 second commercial used for Super Bowl.

University Program of Computer Graphics – The Cornell Box is a test aimed at determining the accuracy of rendering software by comparing the rendered scene with an actual photograph of the same scene.
Cornell_box
1987 Lucasfilm produced the movie ‘Willow’ that popularizes ‘morphing’.
CGI-history-willow
VGA (Video Graphics Array) invented by IBM
Adobe Illustrator was born
‘Max Headroom’ made a debut.
max-headroom-dvd

1989 First release of Adobe Photoshop
(Thomas and John Knoll began development on Photoshop in 1987 before they sell it to Adobe)

Industrial Light & Magic creates the Abyss
abyss-4

1992 Release of 3D effects movie, The Lawnmower Man (Effect by Angel Studios and Xaos).
92_img

1993 Jurassic Park by ILM directed by Steven Spielberg
jurassic-park-35-1024x550

1995 Toy Story by Pixar
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DreamWorks SKG founded by Steven Spielberg, Jeffrey Katzenberg and David Geffen.

1999 Star Wars Episode One – The Phantom Menace uses 66 digital characters composites with live action.
Star_Wars_Episode_I_-_The_Phantom_Menace_34446_Medium

For more in depth history I recommend you book: The History of Visual Magic in Computers by Jon Peddie where he write about 3D computer graphics and The First 3D objects – 5000–3000 BCE.111

References

Atul Narkhede. (2014, June 27). Ivan Sutherland – A pioneer in Human Computer Interaction [Online presentation]. Retrieved from http://www.slideshare.net/atulnarkhede/ivan-sutherlandturing100talkss

Ben F. Laposky. (1953). OSCILLONS ELECTRONIC ABSTRACTIONS [E-Book]. Retrieved from http://www.vasulka.org/archive/Artists3/Laposky,BenF/ElectronicAbstractions.pdf

Benjamin Francis Laposky. (1950). [Electronic Art]. Retrieved from http://fingersports.blogspot.com.au/2010_04_01_archive.html

Benjamin Francis Laposky. (1975, August). Oscillon 45 [Electronic Art]. Retrieved from http://www.atariarchives.org/artist/sec6.php

Bui – Toung Phong. (1975). Phong-shading-sample. Retrieved from http://en.wikipedia.org/wiki/Phong_shading

Disney. (1982). Tron. Retrieved from http://www.scifinow.co.uk/news/the-tron-legacy/

George Lerner. (1952). Mr. Potato Head. Retrieved from http://4thefirsttime.blogspot.com.au/2007/02/1952-invention-of-first-tv-advertised.html

George Stone, Annabel Jankel, Rocky Morton, & Matt Frewer. (1984). max-headroom-dvd. Retrieved from http://www.planetdamage.com/2010/02/28/max-headroom-finally-comes-to-dvd/

Gimel Everett. (1992). The Lawnmower Man. Retrieved from http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/top_100_3d_movies

Harrison Moore. (2015, April 4). Creating Assets for The Open World Demo [Web log post]. Retrieved from https://www.unrealengine.com/blog/creating-assets-for-open-world-demo

IBM. (1959). DAC-1. Retrieved from http://excelsior.biosci.ohio-state.edu/~carlson/history/images/

Jason Evangelho. (2014, October 1). The Holodeck v1.0 [Oculus Rift]. Retrieved from http://www.forbes.com/sites/jasonevangelho/2014/01/10/rumor-oculus-rift-will-launch-summer-2014-for-less-than-499/

Jim Blinn. (1978). blinn-orange. Retrieved from https://design.osu.edu/carlson/history/tree/images/pages/blinn-orange_jpg.htm

Kathleen Kennedy, & Gerald R. Molen. (1993). jurassic-park. Retrieved from http://www.graysonkilmer.com/2013/02/03/jurassic-park-1993

Larry Cuba. (1977). GCA_ill224. Retrieved from http://iasl.uni-muenchen.de/links/GCA-IV.2e.html

Lightstorm Entertainment. (1989). abyss-4. Retrieved from https://www.remotecentral.com/dvd/abyss.htm

Lucasfilm. (1988). CGI-history-willow. Retrieved from http://www.gamesradar.com/cgi-visual-fx-great-leaps-forward/

Lucasfilm. (1999). Star Wars Episode I -The Phantom Menace. Retrieved from https://williamjepma.wordpress.com/2013/05/01/star-wars-episode-i-the-phantom-menace/

Oculus Rift for Hedgehogs [Animated gif]. (n.d.). Retrieved from http://www.reddit.com/r/gifs/comments/2jdars/oculus_rift_for_hedgehogs/

Peddie, J. (2013). The history of visual magic in computers: How beautiful images are made in CAD, 3D, VR and AR.

Pierre Bezier. (1970). Bézier. Retrieved from http://www.alatown.com/spline-history-architecture/

Robert Able & Associates. (1984). sexyrobot. Retrieved from https://design.osu.edu/carlson/history/tree/images/sexyrobot.JPG

Turner Whitted. (1980). ray tracing paper. Retrieved from https://sites.google.com/site/drexelgames/courses/digm-512-shader-writing-and-programming/shadersfx

University Program of Computer Graphics. (n.d.). Cornell_box. Retrieved from http://en.wikipedia.org/wiki/Cornell_box

Walt Disney Pictures, & Pixar Animation Studios. (1995). Toy Story. Retrieved from http://www.imdb.com/title/tt0114709/

William Allan Fetter. (1953). Fifty Percentile Human Figures Related to Cockpit. Retrieved from http://dada.compart-bremen.de/item/artwork/244

William Fetter. (1960). Syllabus – drexelgames. Retrieved from https://sites.google.com/site/drexelgames/courses/digm-512-shader-writing-and-programming/shadersfx

Xerox Corporation. (1969). Xerox_8010_compound_document. Retrieved from http://en.wikipedia.org/wiki/Xerox_Star

Arun is alive! : D

Woho I did it!
Arun is walking in Unreal engine and growling : ) I know how to set up growl as a lop but unfortunately I didn’t figure out how to set it up that will activate time to time. Anyway I’m happy from the results and happy that perhaps another LO can be ticked of ^ ^

Sound that I used: http://soundbible.com/768-Monster-Growl.html
Program for recording scene: apowersoft screen recorder pro crack

Only thing that I wish now is to have more time to work on this creature environment etc.. but I believe time for it will come!

Reference:
Mike Koenig. (n.d.). Monster Growl Sound [Audio]. Retrieved from http://soundbible.com/768-Monster-Growl.html

Just The Two Of Us

Awesome sound done by Samuel McLean for Dyadic game!

Sam McLean

Dyadic is well underway and the heat is on to complete all the audio assets within the next two weeks! Following the gantt chart that Jack Kuskoff has created, I have produced the first round of audio that was due, the base and player layers. Jack had a great idea at the start of this project and that was to give each player a unique instrument that would sound when the player is in control of a relic that helps to solve puzzles. Bringing the idea of players having layers into a workable audio system for the game was a challenge and because of the research I have done this year about layered composition my task was simplified.

Player One Layer – Tenor Recorder

https://soundcloud.com/samuel-mclean-2/player-one

Player Two Layer – Cello

https://soundcloud.com/samuel-mclean-2/player-two

First, I composed a piece of music with an identical melody that was able to be played on two separate instruments…

View original post 150 more words

Dyadic_ testing and screenshots from game

Few screenshots for you to see how game look like now : )
Capture Capture2 Capture3 Capture4 Capture5Capture6

A lot of work waits me to improve it! : )

Organic object _ Minerals

Minerals that I create in 3Ds Max

1st I start from singular shapes:
Capture1

to connect them together and create naturally looking group of quartz stones

Capture8

I unwrap largest set of minerals:

Mineral

and I try out how it will look semitransparent with applied gradient texture in 3ds max, here are results:crystal_v1

In really short time I plane to update this post with created texture : ) +normal map! I’m so curious how it will look like when I finish ^ ^ if it will look how I imagine or I get some unexpected results.

Update 19/04/2015
I have experiment a bit more:
Capture11experiments

You may nor see here big difference. But believe me it is : ) From left side are crystals without opacity, crystals on middle have opacity set up and on the left is combination of two previous crystals where crystals with opacity is applied on this nontransparent. Also crystals on  the back do not contain texture as those on front.
Final versions look like that +u can see that I change way of unwrapping to make it work with Gradient map:
final map editor

Arun_in unreal

Today import Arun model to the Unreal engine : ) Here is how he looks like. (Happy floating in the air creature : D )arun import to game8 arun import to game9
I also manage to run Arun animation in Unreal however I need to figure out how to show it via gif : o or anything else.. but I will find out it tomorrow : ) and I update this post with animation!

Importing creature to the Unreal engine could not be done of course without few errors on the way that I had to fix. It was not difficult however, a bit time consuming when I had to change names of bones : )

Here are screens with errors and long list of bones : D
arun import to game arun import to game2 arun import to game3arun import to game4_2

I’m pretty happy how he look there and I plane in near future create texture and maybe environment for Arun. I’m planing also create more animations and hopefully apply sounds : )

Evolve_development video

I really recommend all animators to check out this video. They show really nice breakdown of creatures. Their rigs and animations.

Shall we upgrade our creatures to the next level?

PS The creature that they show from min 6… I want as a pet! Is soooooo adorable!  : D

Dyadic and animations

Walk cycle:
Ch_1_walk_cycle

Ch_2_walk_cycle

Pick up/collect:
Ch_1_collect Ch_2_collect

Fall ^ ^
Ch_1_fall Ch_2_fall

Jump:
Ch_1_jump Ch_2_jump

Hopefully it will look good game or shall I write better in game than here : )

Dyadic team work flow : )

Some screenshots and animated .gif created by group members that I though you would like to have see : )

eg_art

max_zoom

new_placeholder_menu

motionblur

screen

buttons

bwah

comeback

level1

level2

level3

levelprologue

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renewableenergy roomepilogue  test

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