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.
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?
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
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 .
1960 William Fetter of Boeing coins the term “computer graphics” for his human factors cockpit drawings.
1963 DAC-1, first commercial CAD system, developed in 1959 by IBM for General Motors.
1963 William Fetter creates the “First Man” digital human for cockpit studies.
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)
1969 Graphical User Interface (GUI) developed by Xerox
1970 Pierre Bezier from Renault develops Bezier freeform curve representation.
1975 Phong shading was created by Bui – Toung Phong (University of Utah)
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.
(Grass – Graphics Symbiosis System developed at Ohio State by Tom DeFanti)
1978 James Blinn introduced ‘Bump *mapping’.
*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)
1982 ‘Tron’ the first most extensive computer graphics movie was released by Disney.
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.
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.
1987 Lucasfilm produced the movie ‘Willow’ that popularizes ‘morphing’.
VGA (Video Graphics Array) invented by IBM
Adobe Illustrator was born
‘Max Headroom’ made a debut.
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
1992 Release of 3D effects movie, The Lawnmower Man (Effect by Angel Studios and Xaos).
1993 Jurassic Park by ILM directed by Steven Spielberg
1995 Toy Story by Pixar
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.
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.
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