Tuesday, 19 May 2020

NEXT-GEN Nescot Year 3 HND - Creation of a Character (Skeleton Figurine Model/Board Game Figurine) The Development/History of Modelling and CGI.


CGI (Computer-Generated Imagery) is effectively the use of computer graphics to create or alternatively contribute to imagery in art, printed media, films, video games, TV programs, shorts, commercials, videos and simulators.

These images can be dynamic or static and can be both 2D and 3D. However, the term CGI is most often used to refer to the 3D computer graphics used for things like creating characters, special effects and scenes in film and television called ‘CGI animation’.

Alternatively, in 3D computer graphics, 3D modelling is the process of creating or developing a mathematical representation of any surface of an object (inanimate or living) in 3D through specialized software, creating a 3D model.

Models may be created automatically or manually. The manual modelling process of preparing geometric data for 3D computer graphics is like plastic arts such as sculpting. Models can also be physically created using 3D printing devices.

History of Modelling:

Early days of CGI/GC (the beginning)

The beginning of computer graphics started with the SAGE (Semi-Automatic Ground Environment) computer system, which was designed for preparing the military in the event of an attack and was used to spot Russian military aircraft during the Cold War. Initially an effort to build a flight simulator, SAGE was supposed to provide an air defence system that guarded the United States against the threat of a nuclear attack. The SAGE workstation had a vector display and light pens that operators would use to pinpoint planes flying over the United States and was the first recorded use of computer graphics that layed the groundwork for Computer Graphics today.

1960s

CG (Computer Graphics) mostly began to emerge during the 1960s. At that point in time, anti-aliased lines, circles and curve drawing (now considered rudimentary operations) were major topics in the field of CG.

During this time, Pierre Bézier’s work on parametric curves and surfaces became public, IBM developed hidden surface and shadow algorithms that were the pre-cursors to ray tracing and at the same time, Doug Englebart invented the computer mouse.

1970s

In the 1970s, rendering (shading) was created by Gouraud and Phong at the University of Utah. Meanwhile, Xerox PARC developed a ‘paint’ program, Ed Catmull created the Z-buffer algorithm, Turned Whitted invented recursive ray tracing that later became the industry standard for photorealism and the first keyframe-based animation for 3D graphics was demonstrated.

At the same time, arcade games such as Pong and Pac-man rose dramatically in popularity.

1980s

During the mid-1980s, Computer Aided Design courses began to be taught at many different universities while Jim Blinn introduced texture mapping concepts and blobby models.

Binary space partitioning (BSP) trees were introduced as a data structure, but not many realized how useful they would become as CGI and CG improved.

Several artists began exploring fractals in computer graphics. The goal for 3D software became character animation, rather than simply rendering. Adobe brought its Photoshop software to the market. During this time video games took off, in the process creating a need for better computer graphics, and easier software to use which was quickly fulfilled by many different applications.

1990s

The evolution of CGI led to the emergence of virtual cinematography in the 1990s where the vision of the simulated camera is not constrained by the laws of physics. Availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional-grade films, games, and fine art from their home computers.

In 1992, OpenGL became the standard for graphics APIs. Dynamical systems that allowed animation with collisions, gravity, friction, and cause and effects were introduced. The first CAD College was opened. PC graphics cards, like 3dfx and Nvidia, were introduced. Motion capture, which began with the data glove, became a primary method for generating animation sequences. Graphics effects in movies, such as Terminator 2, Jurassic Park and Toy Story became widespread.

2000s

As we moved into the 21st century, online CAD courses became available, blending design and technology to create new frontiers in architecture, engineering and much more.

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