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History of computer animation

History of computer animation is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand History of computer animation rather than just read about it. In short: 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.

History of computer animation — main illustration
History of computer animation — illustration

Key takeaways

  • History of computer animation belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect History of computer animation to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of History of computer animation from memory before moving on to harder problems.

Reference excerpt

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.

The earliest pioneers: 1940s to mid-1960s

John Whitney John Whitney Sr. (1917–1995) was an American animator, composer and inventor, widely considered to be one of the fathers of computer animation. In the 1940s and 1950s, he and his brother James created a series of experimental films made with a custom-built device based on old anti-aircraft analog computers (Kerrison Predictors) connected by servomechanisms to control the motion of lights and lit objects – the first example of motion control photography. One of Whitney's best known works from this early period was the animated title sequence from Alfred Hitchcock's 1958 film Vertigo, which he collaborated on with graphic designer Saul Bass. In 1960, Whitney established his company Motion Graphics Inc., which largely focused on producing titles for film and television, while continuing further experimental works. In 1968, his pioneering motion control model photography was used on Stanley Kubrick's film 2001: A Space Odyssey, and also for the slit-scan photography technique used in the film's "Star Gate" finale.

The first digital image

One of the first programmable digital computers was SEAC (the Standards Eastern Automatic Computer), which entered service in 1950 at the National Bureau of Standards (NBS) in Maryland, USA. In 1957, computer pioneer Russell Kirsch and his team unveiled a drum scanner for SEAC, to "trace variations of intensity over the surfaces of photographs", and so doing made the first digital image by scanning a photograph. The image, picturing Kirsch's three-month-old son, consisted of just 176×176 pixels. They used the computer to extract line drawings, count objects, recognize types of characters and display digital images on an oscilloscope screen. This breakthrough can be seen as the forerunner of all subsequent computer imaging, and recognising the importance of this first digital photograph, Life magazine in 2003 credited this image as one of the "100 Photographs That Changed the World".

From the late 1950s and early 1960s, mainframe digital computers were becoming commonplace within large organisations and universities, and increasingly these would be equipped with graphic plotting and graphics screen devices. Consequently, a new field of experimentation began to open up.

The first computer-drawn film In 1960, a 49-second vector animation of a car traveling down a planned highway was created at the Swedish Royal Institute of Technology on the BESK computer. The consulting firm Nordisk ADB, which was a provider of software for the Royal Swedish Road and Water Construction Agency realized that they had all the coordinates to be able to draw perspective from the driver's seat for a motorway from Stockholm towards Nacka. In front of a specially designed digital oscilloscope with a resolution of about 1 megapixel a 35 mm camera with an extended magazine was mounted on a specially made stand. The camera was automatically controlled by the computer, which sent a signal to the camera when a new image was fed on the oscilloscope. It took an image every twenty meters (yards) of the virtual path. The result of this was a fictional journey on the virtual highway at a speed of 110 km/h (70 mph). The short animation was broadcast on November 9, 1961, at primetime in the national television newscast Aktuellt.

Bell Labs Bell Labs in Murray Hill, New Jersey, was a leading research contributor in computer graphics, computer animation and electronic music from its beginnings in the early 1960s. Initially, researchers were interested in what the computer could be made to do, but the results of the visual work produced by the computer during this period established people like Edward Zajac, Michael Noll and Ken Knowlton as pioneering computer artists. Edward Zajac produced one of the first computer generated films at Bell Labs in 1963, titled A Two Gyro Gravity Gradient attitude control System, which demonstrated that a satellite could be stabilized to always have a side facing the Earth as it orbited. Ken Knowlton developed the Beflix (Bell Flicks) animation system in 1963, which was used to produce dozens of artistic films by artists Stan VanDerBeek, Knowlton and Lillian Schwartz. Instead of raw programming, Beflix worked using simple "graphic primitives", like draw a line, copy a region, fill an area, zoom an area, and the like. In 1965, Michael Noll created computer-generated stereographic 3-D movies, including a ballet of stick figures moving on a stage. Some movies also showed four-dimensional hyper-objects projected to three dimensions. Around 1967, Noll used the 4-D animation technique to produce computer-animated title sequences for the commercial film short Incredible Machine (produced by Bell Labs) and the TV special The Unexplained (produced by Walt DeFaria). Many projects in other fields were also undertaken at this time.

Boeing-Wichita In the 1960s, William Fetter was a graphic designer for Boeing at Wichita, and was credited with coining the phrase "Computer Graphics" to describe what he was doing at Boeing at the time (though Fetter himself credited this to colleague Verne Hudson). Fetter's work included the 1964 development of ergonomic descriptions of the human body that are both accurate and adaptable to different environments, and this resulted in the first 3-D animated wire-frame figures. Such human figures became one of the most iconic images of the early history of computer graphics, and often were referred to as the "Boeing Man". Fetter died in 2002.

… excerpt ends here. Continue reading the full article.

Illustrations

History of computer animation: An image of a cube generated at the University of Utah in 1967
An image of a cube generated at the University of Utah in 1967
History of computer animation: A color image of a church generated by the Watkins algorithm at the University of Utah in 1970
A color image of a church generated by the Watkins algorithm at the University of Utah in 1970

Worked examples

Example 1 — a first encounter with History of computer animation

Start with the simplest possible case. Write down what History of computer animation claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to History of computer animation before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about History of computer animation ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of History of computer animation

In research
History of computer animation appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses History of computer animation in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
History of computer animation is common in secondary-school and first-year university syllabi. It links to neighbouring topics Audiovisual introductions in 1960, Computer-related introductions in 1960, Computer animation, so understanding it makes those chapters shorter.
In everyday life
Look for History of computer animation outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study History of computer animation in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what History of computer animation means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain History of computer animation out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is History of computer animation in simple terms?

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 blos…

Why does History of computer animation matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study History of computer animation?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on History of computer animation.

Tags

  • Audiovisual introductions in 1960
  • Computer-related introductions in 1960
  • Computer animation
  • History of animation
  • History of computing
  • Multimedia
  • New media

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