History of computer animation | Wikipedia audio article |
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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. |