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Cover
Preface
Opening Animation
The history of early computing technology
1.1 Early analog computational devices
1.2 Early digital computational devices
1.3 Electronic devices
The emergence of graphics technology
2.1 Whirlwind and SAGE
2.2 Programming and Artistry
2.3 MIT’s Lincoln Labs
The computer graphics industry evolves
3.1 Work continues at MIT
3.2 TX-2 and DEC
3.3 General Motors DAC
3.4 Other output devices
3.5 Input devices
Basic and applied research moves the industry
4.1 Introduction
4.2 MIT and Harvard
4.3 Bell Labs and Lawrence Livermore
4.4 University of Utah
4.5 The Ohio State University
4.6 JPL and National Research Council of Canada
4.7 Other research efforts
University research labs evolve
5.2 UNC and Toronto
5.4 Illinois-Chicago and University of Pennsylvania
5.3 Cal Tech and North Carolina State
5.5 Other labs and NSF Technology Center
5.1 Cornell and NYIT
Commercial Companies
6.1 Digital Effects
6.2 MAGI
6.3 Information International Inc. (III, or Triple-I)
6.4 Digital Productions (DP)
6.5 Robert Abel and Associates
6.6 Cranston/Csuri Productions
6.7 Pacific Data Images (PDI)
6.8 Omnibus Computer Graphics
6.9 Bo Gehring and Associates
Organizations, conferences, & graphics standards
7.1 CG Organizations and Conferences
7.3 Early Graphics Publications
7.2 Graphics Standards
Commercial Animation Software
8.3 Alias Research
8.4 Alias/Wavefront
8.5 Side Effects
8.7 Autodesk/Kinetix/Discreet
8.6 Softimage
8.2 Wavefront Technologies
8.1 Introduction
Computer Artists
9.1 Introduction
9.2 Vera Molnar
9.3 Manfred Mohr
9.4 Larry Cuba
9.5 Lillian Schwartz
9.6 David Em
9.7 Yoichiro Kawaguchi
9.8 Ed Emshwiller
9.9 Other Artists
CAD/CAM/CADD/CAE
10.3 Auto-trol / Applicon / ComputerVision
10.5 Intergraph / Bentley / Dassault
10.4 SDRC / Unigraphics
10.2 MCS / CalComp / McAuto
10.1 Introduction
10.6 Autodesk / Micro-Control Systems
CG Production Companies
11.2 Industrial Light and Magic (ILM)
11.1 Introduction
11.5 deGraf-Wahrman / Kroyer Films
11.3 Pixar
11.6 Rhythm and Hues / Xaos
11.7 R/Greenberg Associates / Blue Sky Studios
11.8 Kleiser Walczak Construction Company
11.9 Sogitec Audiovisuel / Lamb&Company
11.4 Metrolight / Rezn8
Analog approaches, non-linear editing, and compositing
12.1 Introduction
12.3 Image West / Dolphin Productions / Ron Hays
12.2 ANIMAC / SCANIMATE
12.4 Quantel
Flight Simulation
13.1 Phase I-III
13.2 Singer Link
13.3 Evans and Sutherland
13.4 NASA
13.5 Military
13.6 Other Approaches
CG in the Movies
14.1 Introduction
14.2 CGI and Effects in Films and Music Videos
14.3 Tron
14.4 Miscellaneous
Graphics Hardware Advancements
15.1 Early Hardware
15.2 Apollo / SGI / Sun
15.3 Graphics Accelerators
15.4 Influence of Games
The GUI and the personal computer
16.1 Xerox PARC
16.2 Apple Computer
16.3 The IBM PC and Unix
16.4 Amiga
16.5 Timeline of the GUI
Virtual Environments
17.1 Virtual Reality
17.2 Virtual Projection
17.3 Hypermedia and Art
17.4 Interaction
17.5 Virtual Spaces
Scientific Visualization
18.1 Introduction
18.2 Visualization Systems
18.3 Hardware and Software
18.4 Algorithms
18.5 Volumes
Quest for Visual Realism
19.1 Particle Systems and Artificial Life
19.2 Flocking Systems
19.3 Physical-based Modeling
19.4 Noise functions and Fractals
19.5 Global Illumination
19.6 Plants
19.7 Data-driven Imagery
19.8 Character motion
CG Icons
20.1 CG Icons
CG Historical Timeline
Other Related Historical Links
List of Movies and Videos and Image Galleries
Glossary
Afterword
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Computer Graphics and Computer Animation: A Retrospective Overview Copyright © 2017 by Wayne E. Carlson is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, except where otherwise noted.