A Computer Animated Hand

Last updated
A Computer Animated Hand
ACAH Title screen.png
The title screen for the short film: A Computer Animated Hand
Directed by Edwin Catmull
Fred Parke
Produced byEdwin Catmull
Fred Parke
Release date
  • 1972 (1972)
Running time
1 minute (approx.)
CountryUnited States
LanguageSilent (intertitles in English)

A Computer Animated Hand is the title of a 1972 American computer-animated short film produced by Edwin Catmull and Fred Parke. Produced during Catmull's tenure at the University of Utah, the short was created for a graduate course project. After creating a model of his left hand, 350 triangles and polygons were drawn in ink on its surface. The model was digitized from the data and laboriously animated in a three-dimensional animation program that Catmull wrote.

Contents

The hand animation consists of three sequences, all rotating. The first is the data output of the hand (now called vertices) connected by lines (now called edges) but not filled with faces. The second is a halftone sequence that shows flat shading but lacks smooth shading. The final, completed animation, with organic smooth shading of the surface between the data points, depicts the hand swiveling, opening and closing, pointing at the viewer, and tilting back so the camera can move to the inside of the hand. The clip also features computer animations of an artificial heart valve and human faces. Snippets of the animations were used in the 1976 Hollywood science fiction film Futureworld .

The short film has been called groundbreaking and revolutionary for being one of the earliest examples of computer animation. Catmull went on to become a co-founder of Pixar and then its president and president of Walt Disney Animation Studios. In 2011, the film was inducted into the National Film Registry for being "culturally, historically, or aesthetically significant." Library of Congress scholars wrote: "In creating the film, Catmull worked out concepts that would become the foundation for computer graphics that followed." [1] [2]

Production

Catmull hoped as a child to become a Disney animator, but reversed his ideas in high school, ruefully concluding he lacked the ability to draw. He graduated from the University of Utah in 1969 with a degree in computer science and physics, taking a job at Boeing shortly afterward. His position was soon terminated in a mass layoff along with thousands of other employees. Catmull revised his idea of becoming an animator during this time, believing computers might allow him to animate. [3]

Fred Parke, a fellow Ph.D. student in his class who helped produce the film, recalled that computer animation was "sort of on the lunatic fringe at that time. […] People were just barely to the point where they could get a computer to put out still images." It was obvious it would take years for the state of the art in computer hardware to catch up with this ambition, and there were multiple problems on the mathematical and programming side. Nevertheless, in 1972, Catmull took the opportunity to create the short animated clip for a graduate course project. [3]

Catmull used his left hand as the basis for the clip, first creating a model of it. He began making a plaster-of-paris mold of his hand and accidentally pulled off the hair on the back of his hand while removing the mold. He then made a plaster model from the mold and drew 350 small triangles and polygons on the model in ink. Digital counterparts of these polygons would represent the surface of his hand in the computer. [4]

Catmull and Parke spent much time crafting the film, measuring the coordinates of each of the corner points of the polygons and typed them into the machine with a Teletype keyboard. With a 3-D animation program Catmull wrote, they could reproduce the disembodied hand on a screen and make it move. During this time, Parke had created a computer animation of his wife's face as well, which is seen in the film. [4]

Transferring the images to film was a task in itself. Because the display hardware never showed the entire image on screen at any one moment, Catmull could see a frame of his work only by taking a long-exposure Polaroid of the screen and looking at the snapshot. Once satisfied, he then shot the footage using a 35mm camera the department rigged to take photographs from a CRT screen. [4] The film credits fellow student Bob Ingebresten for creating the 3-D titles.

Legacy

In this sequence in the film, the viewer sees a digitized human hand composed of lines. ComputerAnimatedHand.png
In this sequence in the film, the viewer sees a digitized human hand composed of lines.

Professor Ivan Sutherland opened a line of communication with The Walt Disney Company to see whether Disney could be persuaded to use computer graphics in its production process for traditional animation. [4] Sutherland brought Catmull to Disney to meet with executives, but Disney management was not interested in computer graphics at that time. Instead, they invited Catmull (to no avail) to help the Disney Imagineering team use computers to design a new ride - specifically, Space Mountain, a roller-coaster ride planned for the new Walt Disney World complex in Orlando, Florida. [5] The clips were later used on a TV monitor in the 1976 science-fiction thriller Futureworld , about a futuristic theme park where androids are programmed to grant every guest's wish. [6]

Catmull would later go on to form his own Computer Graphics Lab, later contacted by George Lucas of Lucasfilm to bring computer graphics into the entertainment field. The Graphics Group, one third of the computer division at Lucasfilm, was later purchased in 1986 by Apple Computer co-founder Steve Jobs and it was renamed Pixar. [7] Pixar produced the world's first computer-animated feature film, Toy Story , in 1995, and has since become the world's dominant animation studio, producing a string of commercially and critically immensely successful films. [8] Catmull has won four Academy Awards for his technical feats and helped create some of the key computer-generated imagery software animators rely on today.

The film has been labeled a landmark, being called revolutionary in both the art of animation and film. Craig Caldwell, senior research professor at the University of Utah, stated in 2011 that the film is groundbreaking, because "it showed the potential of putting three-dimensional form in the computer." [6] In 2011, the film was selected for preservation in the Library of Congress' National Film Registry, dubbed culturally, historically, or aesthetically significant." [1]

Notes

  1. 1 2 "2011 National Film Registry More Than a Box of Chocolates" (Press release). Library of Congress. December 28, 2011. Retrieved January 8, 2012.
  2. "Complete National Film Registry Listing". Library of Congress. Retrieved 2020-06-03.
  3. 1 2 Price, p. 13
  4. 1 2 3 4 Price, p. 14
  5. Price, p. 15
  6. 1 2 "Pixar founder's Utah-made Hand added to National Film Registry". The Salt Lake Tribune . December 28, 2011. Retrieved January 8, 2012.
  7. Price, p. 7
  8. Price, p. 5

See also

Related Research Articles

<span class="mw-page-title-main">Computer animation</span> Art of creating moving images using computers

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.

<i>Toy Story</i> 1995 Pixar film

Toy Story is a 1995 American animated comedy film produced by Pixar Animation Studios and released by Walt Disney Pictures. The first installment in the Toy Story franchise, it was the first entirely computer-animated feature film, as well as the first feature film from Pixar. It was directed by John Lasseter and produced by Bonnie Arnold and Ralph Guggenheim, from a screenplay written by Joss Whedon, Andrew Stanton, Joel Cohen, and Alec Sokolow and a story by Lasseter, Stanton, Pete Docter, and Joe Ranft. The film features music by Randy Newman, and was executive-produced by Steve Jobs and Edwin Catmull. The film features the voices of Tom Hanks, Tim Allen, Don Rickles, Jim Varney, Wallace Shawn, John Ratzenberger, Annie Potts, R. Lee Ermey, John Morris, Laurie Metcalf, and Erik von Detten.

<span class="mw-page-title-main">Pixar</span> American computer animation studio

Pixar Animation Studios is an American computer animation studio based in Emeryville, California known for its critically and commercially successful computer-animated feature films. Since 2006, Pixar has been a subsidiary of Walt Disney Studios, a division of the Disney Entertainment division of the Walt Disney Company.

Modern animation in the United States from 1987 to 2004 is referred to as the renaissance age or Silver Age of American animation. During this period, many large American entertainment companies reformed and reinvigorated their animation departments, following a dark age during the 1970s to mid 1980s. During this time the United States had a profound effect on global or worldwide animation.

<span class="mw-page-title-main">Edwin Catmull</span> Computer scientist and co-founder of Pixar (born 1945)

Edwin Earl Catmull is an American computer scientist who is the co-founder of Pixar and was the President of Walt Disney Animation Studios. He has been honored for his contributions to 3D computer graphics, including the 2019 ACM Turing Award.

<i>Tin Toy</i> 1988 short film directed by John Lasseter

Tin Toy is a 1988 American computer-animated short film produced by Pixar and directed by John Lasseter. The short film, which runs five minutes, stars Tinny, a tin one-man band toy, attempting to escape from Billy, an infant. The third short film produced by the company's small animation division, it was a risky investment: due to the low revenue produced by Pixar's main product, the Pixar Image Computer, the company was under financial constraints.

The Works is a shelved 3D computer-animated feature film, partially produced from 1979 to 1986. It would have been the first entirely 3D CGI film if it had been finished as intended, and included contributions from individuals who would go on to work at digital animation pioneers Pixar and DreamWorks Animation.

<i>Knick Knack</i> 1989 film directed by John Lasseter

Knick Knack is a 1989 American computer-animated short film produced by Pixar that was written and directed by John Lasseter. The short is about a snow globe snowman who wants to join the other travel souvenirs in a summer-themed party. However, the glass dome that surrounds him prevents him from doing so, thus leading to his many attempts to break out of his snow globe. Knick Knack is Pixar's fourth short and the final short produced during the company's tenure as a hardware company.

<i>Luxo Jr.</i> 1986 animated short film directed by John Lasseter

Luxo Jr. is a 1986 American computer-animated short film produced and released by Pixar. Written and directed by John Lasseter, the two-minute short film revolves around one larger and one smaller desk lamp. The larger lamp, named Luxo Sr., looks on while the smaller, "younger" Luxo Jr. plays exuberantly with a ball to the extent that it accidentally deflates. Luxo Jr. was Pixar's first animation after Ed Catmull and John Lasseter left Industrial Light & Magic's computer division of Cinetron Computer Systems. The film is the source of Luxo Jr., the mascot of Pixar.

<span class="mw-page-title-main">John Lasseter</span> American filmmaker (born 1957)

John Alan Lasseter is an American filmmaker, animator, and voice actor. He is the head of animation at Skydance Animation. He was also previously the chief creative officer of Pixar Animation Studios, Walt Disney Animation Studios, and Disneytoon Studios, as well as the Principal Creative Advisor for Walt Disney Imagineering.

The Computer Animation Production System (CAPS) was a proprietary collection of software, scanning camera systems, servers, networked computer workstations, and custom desks developed by The Walt Disney Company and Pixar in the late 1980s. Although outmoded by the mid-2000s, it succeeded in reducing labor costs for ink and paint and post-production processes of traditionally animated feature films produced by Walt Disney Animation Studios. It also provided an entirely new palette of digital tools to the filmmakers.

<i>Reds Dream</i> 1987 film directed by John Lasseter

Red's Dream is a 1987 American computer-animated short film written and directed by John Lasseter and produced by Pixar. The short film, which runs four minutes, stars Red, a unicycle. Propped up in the corner of a bicycle store on a rainy night, Red dreams of a fantasy where it becomes the star of a circus. Red's Dream was Pixar's second computer-animated short following Luxo Jr. in 1986, also directed by Lasseter.

<i>The Adventures of André & Wally B.</i> 1984 animated short film directed by Alvy Ray Smith

The Adventures of André & Wally B. is a 1984 American computer-animated short film produced by the Lucasfilm Computer Graphics Project, a division of Lucasfilm and the predecessor of Pixar. The short was groundbreaking by the standards of the time and helped spark the film industry's interest in computer animation.

<span class="mw-page-title-main">Alvy Ray Smith</span> American filmmaker, Pixar co-founder

Alvy Ray Smith III is an American computer scientist who co-founded Lucasfilm's Computer Division and Pixar, participating in the 1980s and 1990s expansion of computer animation into feature film.

Frederic Ira Parke is an American computer graphics researcher and academic. He did early work on animated computer renderings of human faces.

<span class="mw-page-title-main">3D computer graphics</span> Graphics that use a three-dimensional representation of geometric data

3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.

<span class="mw-page-title-main">Computer graphics</span> Graphics created using computers

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-dimensional imagery, though increasingly as computer power improved, efforts to achieve 3-dimensional realism became the emphasis. By the late 1980s, photo-realistic 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.

<span class="mw-page-title-main">University of Utah School of Computing</span> School in University of Utah

The Kahlert School of Computing is a school within the College of Engineering at the University of Utah in Salt Lake City, Utah.

<i>Creativity, Inc.</i> 2014 book by Edwin Catmull and Amy Wallace

Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration is a 2014 book, written by Edwin Catmull and Amy Wallace, about managing creativity in business.

References