Computer Animation: A Whole New World
Rita Street's new publication on computer animation, Computer
Animation: A Whole New World, makes no attempt to be a "how to"
book, instead it's a richly illustrated portrayal of the process and passion
that a select group of animators have brought to the field. She avoids
the dry technical read of a reference book and lets the reader instead
experience the art form through the eyes of the talent that works so hard
to create it. It's through their stories that we inadvertently pick up
on the various forms of digital technology that just happen to make the
process possible.
The author's previous experience as a magazine editor and writer, is apparent
in the approach taken in the book. You won't find the intense detail of
a Cinefex article or SIGGRAPH paper here. However, the snapshots of each
kind of computer animation does provide an insight as to what aspects of
the process are specific to the genre.
Ed Catmull Explains Pixar
No one epitomizes CG more than Ed Catmull, who relates in the book's
introduction a condensed history of the field. Mr. Catmull has the uncanny
ability to be at the right place at the right time. He just happened to
be born in Utah where computer graphics were practically invented. He was
at the University of Utah during the pioneering days of 3D textured objects
and studied under the legendary Ivan Sutherland, where he happened to invent
the Z-buffer. He then left for NYIT just as it became the hot bed of 2D
paint systems, where he helped develop the alpha channel and early compositing
techniques. Catmull then departed NYIT to work for George Lucas and established
the computer graphics department that later morphed into Industrial Light
and Magic (ILM), a digital production group. Finally, he spun off Pixar
as a separate animation company.
Certainly the lessons learned from the spectacular series of Pixar animation
shorts is a virtual time line to the success the industry now enjoys. With
each short, the Pixar animation group tackled a new set of problems. The
book's first chapter, devoted to Feature Film applications, communicates
this in a colorful, yet understandable, way. Rounding out the Feature Film
chapters are entries from ILM's work on Spawn, New Wave International's
success in the ride film arena and an interesting description of how a
student film, called Plug, was produced at the USC School of Cinema-Television.
Chapter Highlights
The Television chapters are represented by Mainframe's ReBoot,
the Saturday morning cartoon show that has helped pave the way for other
CG productions. A television commercial produced by (Colossal) Pictures
for Coca-Cola is also included, and followed by an insightful presentation
of Medialab's production pipeline for the use of real-time performance
animation to create a television show based on the video game Donkey
Kong.
The final section of the book is devoted to films that were personal projects
used to test and prove the production worthiness of new technologies. At
the 3D software company Softimage, the director of visual research, Charlotte
Davies created an immersive virtual environment. Called Osmose,
the production is a real-time 3D experience via a stereoscopic head-mounted
display with 3D localized sound and a motion tracking vest. The audience
of one is called an "immersant" and the encounter is apparently
comparable to scuba diving where the movement is controlled by the chest
expansion of breathing and the position and motion of the spine.
The world of motion-capture is explored with a project at Lamb & Company.
Babaloo the Beast Boy makes use of all three main types of motion-capture:
facial, body and hand. The facial system uses reflective markers glued
to the actor's face to track expressions and lip-sync dialogue.
























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