Twixt was a 3D computer animation system originally created in 1984 by Julian Gomez at Sun Microsystems. [1] It featured keyframes and tweening in a track-based graphical interface, and was capable of real-time wireframe playback. [2] An Apple Macintosh port, called MacTwixt, was the first known 3D animation software to be released for the Macintosh. It was used by Apple's Advanced Technology Group (including future Pixar principals John Lasseter, Andrew Stanton, and Galyn Susman) to create the 1988 short film Pencil Test. [3] [4] Twixt was maintained until 1987 by Cranston/Csuri Productions, and used in their animated television and advertising projects. [5]
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics. The animation's target is sometimes the computer itself, while other times it is film.
Skeletal animation or rigging is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character and a hierarchical set of interconnected parts, a virtual armature used to animate the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing.
Canvas X is a drawing, imaging, and publishing computer program from Canvas GFX for personal computers.
Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation.
MacroMind was an Apple Macintosh software company founded in Chicago in 1984 by Marc Canter, Jamie Fenton and Mark Stephen Pierce. The company's first product was SoundVision, a combined music and graphics editor. Before the release, the graphics editor was removed, and SoundVision became MusicWorks and the animation creativiy tool VideoWorks. Along with other early programs, MusicWorks and VideoWorks were originally published and distributed by Hayden Software.
Motion graphics are pieces of animation or digital footage which create the illusion of motion or rotation, and are usually combined with audio for use in multimedia projects. Motion graphics are usually displayed via electronic media technology, but may also be displayed via manual powered technology. The term distinguishes static graphics from those with a transforming appearance over time, without over-specifying the form. While any form of experimental or abstract animation can be called motion graphics, the term typically more explicitly refers to the commercial application of animation and effects to video, film, TV, and interactive applications.
Thomas Albert "Tom" DeFanti is an American computer graphics researcher and pioneer. His work has ranged from early computer animation, to scientific visualization, virtual reality, and grid computing. He is a distinguished professor of Computer Science at the University of Illinois at Chicago, and a research scientist at the California Institute for Telecommunications and Information Technology (Calit2).
Information International, Inc., commonly referred to as Triple-I or III, was an early computer technology company.
Digital Effects Inc. was an early and innovative computer animation studio at 321 West 44th street in New York City. It was the first computer graphics house in New York City when it opened in 1978, and operated until 1986. It was founded by Judson Rosebush, Jeff Kleiser, Don Leich, David Cox, Bob Hoffman, Jan Prins, and others. Many of the original group came from Syracuse University, where Rosebush taught computer graphics. Rosebush developed the animation software APL Visions and FORTRAN Visions. Kleiser later went on to found Kleiser-Walczak Construction Company, which experimented with creating synthespians and made the animation for Monsters of Grace.
A virtual human, virtual persona, or digital clone is the creation or re-creation of a human being in image and voice using computer-generated imagery and sound, that is often indistinguishable from the real actor.
Computer graphics deals with generating images and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
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. It was only by the early 1960s when digital computers 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 2-D imagery, though increasingly as computer power improved, efforts to achieve 3-D realism became the emphasis. By the late 1980s, photo-realistic 3-D was beginning to appear in film movies, and by mid-1990s had developed to the point where 3-D animation could be used for entire feature film production.
Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static or dynamic. CGI both refers to 2D computer graphics and 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects. The application of CGI for creating/improving animations is called computer animation, or CGI animation.
Nadia Magnenat Thalmann is a computer graphics scientist and robotician and is the founder and head of MIRALab at the University of Geneva. She has chaired the Institute for Media Innovation at Nanyang Technological University (NTU), Singapore from 2009 to 2021.
Prof. Daniel Thalmann is a Swiss and Canadian computer scientist and a pioneer in Virtual humans. He is currently Honorary Professor at EPFL, Switzerland and Director of Research Development at MIRALab Sarl in Geneva, Switzerland.
Dream Flight is a 3-D computer-animated short fiction film completely produced by computer. The film was created in 1982 at the University of Montreal and was directed by Philippe Bergeron, Nadia Magnenat Thalmann and Daniel Thalmann.
Rendez-vous in Montreal is a 1987 animated film that used advanced computer techniques to achieve such effects as modelling the film stars Marilyn Monroe and Humphrey Bogart. The film was directed by Nadia Magnenat Thalmann and Daniel Thalmann and produced with a team of 10 people. Specific interactive software [1] was developed that allowed designers to interactively use commands to generate the sequences. The main purpose of Rendez-vous in Montreal was to show that true synthetic actors can be created. This film represented a technological breakthrough both on the software side and the film itself.
An abstract graphical data type (AGDT) is an extension of an abstract data type for computer graphics. AGDTs provide the advantages of the ADTs with facilities to build graphical objects in a structured way. Formally, an AGDT may be defined as a "class of graphical objects whose logical behavior is defined by a set of graphical characteristics and a set of graphical operations".
Nadine is a gynoid humanoid social robot that is modelled on Professor Nadia Magnenat Thalmann. The robot has a strong human-likeness with a natural-looking skin and hair and realistic hands. Nadine is a socially intelligent robot which returns a greeting, makes eye contact, and can remember all the conversations had with it. It is able to answer questions autonomously in several languages, simulate emotions both in gestures and facially, depending on the content of the interaction with the user. Nadine can recognise persons it has previously seen, and engage in flowing conversation. Nadine has been programmed with a "personality", in that its demeanour can change according to what is said to it. Nadine has a total of 27 degrees of freedom for facial expressions and upper body movements. With persons it has previously encountered, it remembers facts and events related to each person. It can assist people with special needs by reading stories, showing images, put on Skype sessions, send emails, and communicate with other members of the family. It can play the role of a receptionist in an office or be dedicated to be a personal coach.
A virtual human is a software fictional character or human being. Virtual human have been created as tools and artificial companions in simulation, video games, film production, human factors and ergonomic and usability studies in various industries, clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.