♫musicjinni

History of computer animation | Wikipedia audio article

video thumbnail
This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/History_of_computer_animation


00:01:01 1 The earliest pioneers: 1940s to mid-1960s
00:01:13 1.1 John Whitney
00:02:36 1.2 The first digital image
00:04:06 1.3 Boeing-Wichita
00:04:53 1.4 Bell Labs
00:06:41 1.5 Ivan Sutherland
00:07:18 2 Mid-1960s to mid-1970s
00:07:30 2.1 The University of Utah
00:08:29 2.2 Evans & Sutherland
00:09:14 2.3 First computer animated character, Nikolai Konstantinov
00:09:53 2.4 Ohio State
00:10:34 2.5 Cybernetic Serendipity
00:11:37 2.6 Scanimate
00:12:15 2.7 National Film Board of Canada
00:13:17 2.8 Atlas Computer Laboratory & Antics
00:14:56 2.9 First digital animation in a feature film
00:15:53 2.10 SIGGRAPH
00:16:36 3 Towards 3D: mid-1970s into the 1980s
00:16:48 3.1 Early 3D animation in the cinema
00:18:19 3.2 Nelson Max
00:19:07 3.3 NYIT
00:19:27 3.4 Framebuffer
00:19:36 3.5 Fractals
00:21:19 3.6 JPL and Jim Blinn
00:21:28 3.7 Motion control photography
00:24:42 3.8 3D computer graphics software
00:24:51 4 The 1980s
00:25:44 4.1 Silicon Graphics, Inc (SGI)
00:27:27 4.2 Quantel
00:28:40 4.3 Osaka University
00:29:09 4.4 3D Fictional Animated Films at the University of Montreal
00:29:33 4.5 Sun Microsystems, Inc
00:30:55 4.6 National Film Board of Canada
00:32:38 4.7 First turnkey broadcast animation system
00:34:01 4.8 First solid 3D CGI in the movies
00:35:43 4.9 Inbetweening and morphing
00:36:54 4.10 3D inbetweening
00:37:32 4.11 The Abyss
00:38:38 4.12 Walt Disney & CAPS
00:40:34 5 3D animation software in the 1980s
00:43:26 6 CGI in the 1990s
00:44:27 6.1 Computer animation expands in film and TV
00:45:15 6.2 Flocking
00:46:30 6.3 Motion capture
00:49:53 6.4 Match moving
00:50:03 6.5 Virtual studio
00:51:52 6.6 Machinima
00:54:56 7 3D animation software in the 1990s
00:57:24 8 CGI in the 2000s
01:00:04 8.1 2000 breakthrough capture of the reflectance field over the human face
01:01:45 8.2 Motion capture, photorealism, and uncanny valley
01:02:40 8.3 Virtual cinematography
01:07:48 9 3D animation software in the 2000s
01:07:58 10 CGI in the 2010s
01:08:26 11 Further developments
01:10:03 12 References
01:11:01 3D animation software in the 2000s
01:11:44 CGI in the 2010s
01:12:27 Further developments



Listening is a more natural way of learning, when compared to reading. Written language only began at around 3200 BC, but spoken language has existed long ago.

Learning by listening is a great way to:
- increases imagination and understanding
- improves your listening skills
- improves your own spoken accent
- learn while on the move
- reduce eye strain

Now learn the vast amount of general knowledge available on Wikipedia through audio (audio article). You could even learn subconsciously by playing the audio while you are sleeping! If you are planning to listen a lot, you could try using a bone conduction headphone, or a standard speaker instead of an earphone.

Listen on Google Assistant through Extra Audio:
https://assistant.google.com/services/invoke/uid/0000001a130b3f91
Other Wikipedia audio articles at:
https://www.youtube.com/results?search_query=wikipedia+tts
Upload your own Wikipedia articles through:
https://github.com/nodef/wikipedia-tts
Speaking Rate: 0.9112375943214832
Voice name: en-AU-Wavenet-C


"I cannot teach anybody anything, I can only make them think."
- Socrates


SUMMARY
=======
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. 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.

Timeline of computer animation in film and television | Wikipedia audio article

List of computer-animated films | Wikipedia audio article

Computer animation | Wikipedia audio article

Computer made animation | Wikipedia audio article

Computer facial animation | Wikipedia audio article

Animation software | Wikipedia audio article

3D computer graphics | Wikipedia audio article

Animation | Wikipedia audio article

Electricimage | Wikipedia audio article

History of computer and video games | Wikipedia audio article

New York Institute of Technology Computer Graphics Lab | Wikipedia audio article

Electric Image Animation System | Wikipedia audio article

Intel Museum | Wikipedia audio article

Intel Viiv | Wikipedia audio article

List of vacuum tube computers | Wikipedia audio article

Computer art | Wikipedia audio article

Real-time computer graphics | Wikipedia audio article

Visualization (computer graphics) | Wikipedia audio article

Sprite (computer science) | Wikipedia audio article

Computer Graphics Metafile | Wikipedia audio article

Tiny Computers | Wikipedia audio article

Computer science | Wikipedia audio article

Melissa (computer virus) | Wikipedia audio article

Mathematical Applications Group, Inc. | Wikipedia audio article

SEAC (computer) | Wikipedia audio article

Pixar Photoscience Team | Wikipedia audio article

Comparison of executable file formats | Wikipedia audio article

Timeline of computer viruses and worms | Wikipedia audio article

Protector (video game) | Wikipedia audio article

Planar (computer graphics) | Wikipedia audio article

Disclaimer DMCA