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Computers and Animation Andrew Seth. First Uses of CGI Futureworld (1976)  Computer animated hand Tron (1982)  Light Cycle sequence Golgo 13 (1983)

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Presentation on theme: "Computers and Animation Andrew Seth. First Uses of CGI Futureworld (1976)  Computer animated hand Tron (1982)  Light Cycle sequence Golgo 13 (1983)"— Presentation transcript:

1 Computers and Animation Andrew Seth

2 First Uses of CGI Futureworld (1976)  Computer animated hand Tron (1982)  Light Cycle sequence Golgo 13 (1983)  Computer-generated helicopters and skyscrapers

3 Full Computer Animation The Adventures of Andre and Wally B. (1984)  First to include motion blur Luxo Jr. (1986)  Nominated for an Acadamy Award Tin Toy  First to win an Oscar

4 Toy Story (1995) First feature-length CG film 110 total employees / 27 animators 114, 240 total animated frames 2-13 hour render time / frame Rendered on 107 SPARCstation computers 91 Years total compute time

5 The Good Dinosaur (2015) 140 credited animators  Plus additional production companies ~134,000 total frames 37-48 hour render time / frame 30,000 core render farm ~ 642 total compute time

6 Impact on Industry Computers can make animation easier Desire for fidelity pushes technology  Better computers = better graphics Production teams have grown dramatically  So has compute time for films Small animation companies becoming more prevalent

7 Impact on Society Animation has become commonplace  Both television and feature film Allows for diversity in film and television Small studios bring new ideas  Otherwise wouldn’t be seen by large audience  Assisted by the internet

8 Problems? 3D animation has made 2D irrelevant  Losing an art form? More and more manpower needed  Will there be enough animators? Monopoly of mainstream by large studios  Small studios can’t make theater releases

9 Solutions Today More large studios making 2D films  Other exotic art forms (stop-motion, etc.) Reduce desire for visual perfection  Reduces demand of animators Small studios taking to the internet  Big budget becomes less important

10 Looking to the Future Computing technology will continue to grow  Better effects / visuals for large studios  Reduce the amount of manpower needed Price of computers continues to fall  More accessibility for small studios  Large studios rely more on computers

11 References https://builtvisible.com/visual-maths-brief-history-cgi/ https://www.siggraph.org/education/materials/HyperGraph/animation/rick_p arent/Intr.html https://www.siggraph.org/education/materials/HyperGraph/animation/rick_p arent/Intr.html https://www.fxguide.com/featured/making-the-world-of-pixars-the-good- dinosaur/ https://www.fxguide.com/featured/making-the-world-of-pixars-the-good- dinosaur/ http://www.filmsite.org/visualeffects1.html http://www.imdb.com/title/tt1979388/ http://www.latimes.com/entertainment/envelope/cotown/et-ct-la- dreamworks-earnings-20151105-story.html http://www.latimes.com/entertainment/envelope/cotown/et-ct-la- dreamworks-earnings-20151105-story.html


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