法国工程师萨洛蒙·高斯(Salomon de Caus)制作了一系列由水力驱动的自动偶,包括各种动物甚至复杂场景。
Caus, S.de. (1615). Les raisons des forces mouuantes auec diuerses machines tant vtilles que plaisantes : aus quelles sont adioints plusieurs desseings de grotes et fontaines. A Francfort: En la boutique de Jan Norton. https://doi.org/10.5479/sil.375615.39088008194136.
Gellius A.C. (1927). Attic Nights. http://penelope.uchicago.edu/Thayer/E/Roman/Texts/Gellius/10*.html
Winter T.N. (2007). The Mechanical Problems in the Corpus of Aristotle. http://digitalcommons.unl.edu/cgi/viewcontent.cgi?article=1067&context=classicsfacpub
活跃于亚历山大港的数学家和工程师海伦(Heron von Alexandria,Ἥρων ὁ Ἀλεξανδρεύς,约10-70)也被指擅长设计自动机,使用机械、气动、虹吸等方式,制作过会唱歌、会饮水、会拍打翅膀的鸟,还撰写了一本包括很多自动偶的气动学著作《Pneumatics》。但相关原版资料早已丢散,现存关于海伦的资料主要来自后世传译版本。
由火引发的祭坛奠酒一种由流水驱动发出哨声的鸟一种可在有液体呈现时随时饮用的自动装置表现赫拉克勒斯射龙场景的自动机插图来自:BENNET WOODCROFT. THE PNEUMATICS OF HERO OF ALEXANDRIA, FROM THE ORIGINAL GREEK[M]. LONDON: TAYLOR WALTON AND MABERLY, 1851.
162025-05
乔治·史密斯(George Albert Smith,1864-1959)
乔治·阿尔伯特·史密斯(George Albert Smith,1864年1月4日 - 1959年5月17日)是一位英国舞台催眠师、通灵者、幻灯讲座讲师、皇家天文学会会员、发明家,也是早期电影先驱松散联盟的关键成员之一,这个联盟被法国电影史学家乔治·萨杜尔称为“布莱顿学派”。他最为人所知的是他与埃德蒙·格尼在心灵研究学会的工作、他在1897年至1903年间拍摄的短片,这些短片开创了电影剪辑和特写镜头的先河,以及他开发了第一个成功的彩色电影工艺——Kinemacolor。
Zachary Repasky, Patrick Schorl, Kevin McNamara, Susan Fong.Large Scale Geometric Visibility Culling on Brave[EB/OL]. (2013) [2022-12-20]. https://graphics.pixar.com/library/VisibilityCulling/paper.pdf.
数字动画:格恩迪·塔塔科夫斯基执导的动画长片《精灵旅社》
这是一部全3DCG动画,但它在很大程度上表现了传统动画夸张、活泼和大幅度拉伸变形的表演形式。
该片也是首批使用Sony Pictures Imageworks开发的“开放式着色语言”(OpenGL Shading Language,简称OSL)的电影长片之一,它定义了表面或体积如何允许以重要性采样的方式来散射光线,很合适物理渲染器,最初由拉里·格里茨(Larry Gritz)等为 Arnold 渲染器 开发,后来成为一种行业标准,获89届奥斯卡技术成就奖。
Larry Gritz, Clifford Stein, Chris Kulla, and Alejandro Conty. 2010. Open Shading Language. In ACM SIGGRAPH 2010 Talks (SIGGRAPH '10). Association for Computing Machinery, New York, NY, USA, Article 33, 1. https://doi.org/10.1145/1837026.1837070
数字动画:马克·沃尔什执导的动画短片《玩具总动员:恐龙派对》
成为首部涉及照片真实感泡沫和水模拟的动画片。
数字动画:扬·托马内克执导的《山羊故事2》
是首部完全使用图形处理器(GPU)渲染的动画长片,
使用3A工作室开发的基于GPU的3D渲染系统“FurryBall RT”。
数字动画:动画长片《无敌破坏王》(Wreck-It Ralph,2012)
导演:瑞奇·摩尔(Rich Moore,1962或1963-),制作:Walt Disney Animation Studios;发行:Walt Disney Studios Motion Pictures;发布日:2012年10月29日
Pierre Benard, Forrester Cole, Michael Kass, et al. Stylizing Animation By Example[EB/OL]. (2013)[2022-12-20]. https://graphics.pixar.com/library/ByExampleStylization/paper.pdf.
Mark Sagar. 2018. Auckland face simulator. In ACM SIGGRAPH 2015 Computer Animation Festival (SIGGRAPH '15). Association for Computing Machinery, New York, NY, USA, 183. https://doi.org/10.1145/2790329.2790331
Koki Nagano. 2015. Skin stretch: simulating dynamic skin microgeometry. In ACM SIGGRAPH 2015 Computer Animation Festival (SIGGRAPH '15). Association for Computing Machinery, New York, NY, USA, 133. https://doi.org/10.1145/2745234.2745256
Felix Klose, Oliver Wang, Jean-Charles Bazin, Marcus Magnor, and Alexander Sorkine-Hornung. 2015. Sampling based scene-space video processing. ACM Trans. Graph. 34, 4, Article 67 (August 2015), 11 pages. https://doi.org/10.1145/2766920
相关论文《具有大粘塑性变形固体的实时模拟》Nuttapong Chentanez. 2016. Real-time simulation of solids with large viscoplastic deformation. In ACM SIGGRAPH 2016 Real-Time Live! (SIGGRAPH '16). Association for Computing Machinery, New York, NY, USA, Article 43, 28. https://doi.org/10.1145/2933540.2933552
Jakub Fišer, Ondřej Jamriška, Michal Lukáč, Eli Shechtman, Paul Asente, Jingwan Lu, and Daniel Sýkora. 2016. StyLit: illumination-guided example-based stylization of 3D renderings. ACM Trans. Graph. 35, 4, Article 92 (July 2016), 11 pages. https://doi.org/10.1145/2897824.2925948
《自动化手工工艺:Coco项目数千件服装的着色技术》Byron Bashforth, Fernando de Goes, Jacob Kuenzel, Jake Merrell, and Athena Xenakis. 2018. Automating the handmade: shading thousands of garments for Coco. In ACM SIGGRAPH 2018 Talks (SIGGRAPH '18). Association for Computing Machinery, New York, NY, USA, Article 21, 1–2. https://doi.org/10.1145/3214745.3214792
《正则化Kelvinlet:基于弹性基本解的雕刻笔刷》Fernando De Goes and Doug L. James. 2017. Regularized kelvinlets: sculpting brushes based on fundamental solutions of elasticity. ACM Trans. Graph. 36, 4, Article 40 (August 2017), 11 pages. https://doi.org/10.1145/3072959.3073595
Tero Karras, Timo Aila, Samuli Laine, Antti Herva, and Jaakko Lehtinen. 2017. Audio-driven facial animation by joint end-to-end learning of pose and emotion. ACM Trans. Graph. 36, 4, Article 94 (August 2017), 12 pages. https://doi.org/10.1145/3072959.3073658
Hai Xuan Pham, Yuting Wang, and Vladimir Pavlovic. 2018. End-to-end Learning for 3D Facial Animation from Speech. In Proceedings of the 20th ACM International Conference on Multimodal Interaction (ICMI '18). Association for Computing Machinery, New York, NY, USA, 361–365. https://doi.org/10.1145/3242969.3243017
相关论文《尖锐Kelvinlet:具有尖峰与局部衰减的弹性形变》Fernando de Goes and Doug L. James. 2019. Sharp kelvinlets: elastic deformations with cusps and localized falloffs. In Proceedings of the 2019 Digital Production Symposium (DigiPro '19). Association for Computing Machinery, New York, NY, USA, Article 2, 1–8. https://doi.org/10.1145/3329715.3338884
相关论文《基于补丁的表面弛豫》Fernando de Goes, William Sheffler, Michael Comet, Alonso Martinez, and Aimei Kutt. 2018. Patch-based surface relaxation. In ACM SIGGRAPH 2018 Talks (SIGGRAPH '18). Association for Computing Machinery, New York, NY, USA, Article 43, 1–2. https://doi.org/10.1145/3214745.3214768
相关论文《头发模拟中的形态保持技术》Hayley Iben, Jacob Brooks, and Christopher Bolwyn. 2019. Holding the shape in hair simulation. In ACM SIGGRAPH 2019 Talks (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 59, 1–2. https://doi.org/10.1145/3306307.3328166
Chung-Yi Weng, Brian Curless, Ira Kemelmacher-Shlizerman. Photo Wake-Up: 3D Character Animation from a Single Photo[EB/OL]. (2018-12-5)[2022-12-20]. https://doi.org/10.48550/arXiv.1812.02246
导演:罗伯特·罗德里格兹(Robert Rodriguez,1968-);制作:20th Century Fox,Lightstorm Entertainment,Troublemaker Studios等;发行:20th Century Fox;首映:January 31, 2019年1月31日(伦敦)
首部使用帧商店开发的专有渲染器“Freak” 的混合电影长片,
当时它还不能进行体积渲染,而且粒子受到限制,仍需使用 Arnold 渲染器 作为补充。但 Freak 很快便改进了这些问题,成为帧商店后续项目的主要渲染器。
Trigg E. Disney's The Lion King Won't Be A Shot-for-Shot Remake of Animated Original[EB/OL]. (2018)[2022-12-20]. https://screenrant.com/lion-king-remake-different-live-action-animated/
Fernando de Goes and Alonso Martinez. 2019. Mesh wrap based on affine-invariant coordinates. In ACM SIGGRAPH 2019 Talks (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 4, 1–2. https://doi.org/10.1145/3306307.3328162
Sasha Ouellet, Daniel Garcia, Stephen Gustafson, Matt Kuruc, Michael Lorenzen, George Nguyen, and Grace Gilbert. 2020. Rasterizing Volumes and Surfaces for Crowds on Soul. In ACM SIGGRAPH 2020 Talks (SIGGRAPH '20). Association for Computing Machinery, New York, NY, USA, Article 30, 1. https://doi.org/10.1145/3388767.3407374
Fernando de Goes, Donald Fong, and Meredith O'Malley. 2020. Garment Refitting for Digital Characters. In ACM SIGGRAPH 2020 Talks (SIGGRAPH '20). Association for Computing Machinery, New York, NY, USA, Article 74, 1–2. https://doi.org/10.1145/3388767.3407348
Fernando de Goes, Patrick Coleman, Michael Comet, and Alonso Martinez. 2020. Sculpt Processing for Character Rigging. In ACM SIGGRAPH 2020 Talks (SIGGRAPH '20). Association for Computing Machinery, New York, NY, USA, Article 25, 1–2. https://doi.org/10.1145/3388767.3407377
Vaibhav Vavilala and Mark Meyer. 2020. Deep Learned Super Resolution for Feature Film Production. In ACM SIGGRAPH 2020 Talks (SIGGRAPH '20). Association for Computing Machinery, New York, NY, USA, Article 41, 1–2. https://doi.org/10.1145/3388767.3407334
对于PAL MAX Prime机器人,动画总监艾伦·霍金斯(Alan Hawkins)发明了一种方法,使机器人在移动过程中能够通过负空间分解,其灵感来源于电影《终结者2:审判日》中T - 1000的变形效果。据霍金斯所说,他发明的工具能让动画师们“像用刀切割一样切开角色”,并且每个人都可以有不同的处理方式。
BILL DESOWITZ (2021). How ‘The Mitchells vs. The Machines’ Went Beyond the ‘Spider-Verse’ to Fight the Robot Apocalypse[EB/OL]. https://www.indiewire.com/features/general/the-mitchells-vs-the-machines-animation-netflix-1234633881/
视觉特效+数字动画:混合动画长片《猫和老鼠》(Tom & Jerry ,2021)
导演:Tim Story;制作:Warner Animation Group,The Story Company,Turner Entertainment Co.;发行:Warner Bros. Pictures;上映:2021年2月26日(US)
Fernando De Goes, William Sheffler, and Kurt Fleischer. 2022. Character articulation through profile curves. ACM Trans. Graph. 41, 4, Article 139 (July 2022), 14 pages. https://doi.org/10.1145/3528223.3530060
Jonghyun Kim, Manu Gopakumar, Suyeon Choi, Yifan Peng, Ward Lopes, and Gordon Wetzstein. 2022. Holographic Glasses for Virtual Reality. In ACM SIGGRAPH 2022 Conference Proceedings (SIGGRAPH '22). Association for Computing Machinery, New York, NY, USA, Article 33, 1–9. https://doi.org/10.1145/3528233.3530739
Debevec P, Hawkins T, Tchou C, et al. Acquiring the reflectance field of a human face[C]//Proceedings of the 27th annual conference on Computer graphics and interactive techniques. 2000: 145-156. https://doi.org/10.1145/344779.344855.
基础应用研究:刘易斯等提出了一种基于姿态空间变形(Pose Space Deformation, PSD)的技术框架,旨在解决传统线性蒙皮(LBS)在骨骼动画中因关节旋转导致的几何扭曲问题,PSD通过结合形状插值与骨骼驱动变形,实现了对复杂形变的统一控制。其后续发展对数字角色的非线性蒙皮、肌肉运动变形控制、数据驱动形变有重要作用,被认为是“机器学习”和“神经网络”在计算机图形学中的早期应用,刘易斯等因此获第85届奥斯卡技术成就奖。
J. P. Lewis, Matt Cordner, and Nickson Fong. 2000. Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation. In Proceedings of the 27th annual conference on Computer graphics and interactive techniques (SIGGRAPH '00). ACM Press/Addison-Wesley Publishing Co., USA, 165–172. https://doi.org/10.1145/344779.344862
Henrik Wann Jensen and Steve Marschner. 2001. Rendering Translucent Materials. In ACM SIGGRAPH 2001 video review on Electronic theater program (SVR '01). Association for Computing Machinery, New York, NY, USA, 32. https://doi.org/10.1145/945314.945346
Timothy J. Purcell, Ian Buck, William R. Mark, and Pat Hanrahan. 2002. Ray tracing on programmable graphics hardware. ACM Trans. Graph. 21, 3 (July 2002), 703–712. https://doi.org/10.1145/566654.566640
Hoyt Yeatman. 2002. Human face project. In Proceedings of the 29th International Conference on Computer Graphics and Interactive Techniques. Electronic Art and Animation Catalog. (SIGGRAPH '02). Association for Computing Machinery, New York, NY, USA, 162. https://doi.org/10.1145/2931127.2931216
Kwang-Jin Choi and Hyeong-Seok Ko. 2002. Stable but responsive cloth. In Proceedings of the 29th annual conference on Computer graphics and interactive techniques (SIGGRAPH '02). Association for Computing Machinery, New York, NY, USA, 604–611. https://doi.org/10.1145/566570.566624
Douglas Enright, Stephen Marschner, and Ronald Fedkiw. 2002. Animation and rendering of complex water surfaces. ACM Trans. Graph. 21, 3 (July 2002), 736–744. https://doi.org/10.1145/566654.566645
Tim Hawkins, Andreas Wenger, Chris Tchou, Andrew Gardner, Fredrik Göransson, and Paul Debevec. 2004. Animatable facial reflectance fields. In Proceedings of the Fifteenth Eurographics conference on Rendering Techniques (EGSR'04). Eurographics Association, Goslar, DEU, 309–319. https://dl.acm.org/doi/10.5555/2383533.2383575.
注1:Jason Smith and Jeff White. 2006. BlockParty: modular rigging encoded in a geometric volume. In ACM SIGGRAPH 2006 Sketches (SIGGRAPH '06). Association for Computing Machinery, New York, NY, USA, 115–es. https://doi.org/10.1145/1179849.1179993
注2:Rachel Rose, Mike Jutan, and John Doublestein. 2013. BlockParty 2: visual procedural rigging for film, TV, and games. In ACM SIGGRAPH 2013 Talks (SIGGRAPH '13). Association for Computing Machinery, New York, NY, USA, Article 8, 1. https://doi.org/10.1145/2504459.2504469
Richard Keiser, Bart Adams, Dominique Gasser, Paolo Bazzi, Philip Dutré, and Markus Gross. 2005. A unified lagrangian approach to solid-fluid animation. In Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics (SPBG'05). Eurographics Association, Goslar, DEU, 125–133. https://dl.acm.org/doi/10.5555/2386366.2386387.
CG动画+软/硬件开发:吉尔·克兰执(Gil Kenan)导的动画长片《怪兽屋》(Monster House ,2006)
使用了 Sony Pictures Imageworks 发开的“表演驱动的面部动画”运动捕捉技术,能同时捕捉多位演员,结合多学科理论分析演员的动作和情感,并转化数字角色,将跟踪、稳定、求解和动画控制曲线等解决方案结合在一起。该技术在 Sony Pictures Imageworks 后来的项目中不断迭代,其主要开发者帕拉格·哈瓦尔达尔获第89届奥斯卡技术成就奖。
Geoffrey Irving, Eran Guendelman, Frank Losasso, and Ronald Fedkiw. 2006. Efficient simulation of large bodies of water by coupling two and three dimensional techniques. In ACM SIGGRAPH 2006 Papers (SIGGRAPH '06). Association for Computing Machinery, New York, NY, USA, 805–811. https://doi.org/10.1145/1179352.1141959
Sony Pictures Imageworks 的克里斯托弗·阿曼等采用了多种技术结合来制作“沙人”动画,包括新开发的粒子模拟引擎 “SphereSim”,是一个简化的刚体模拟方程。该片段成为影视特效史上一个重要的里程碑。
Christoph Ammann, Doug Bloom, Jonathan M. Cohen, John Courte, Lucio Flores, Sho Hasegawa, Nikos Kalaitzidis, Terrance Tornberg, Laurence Treweek, Bob Winter, and Chris Yang. 2007. The Birth of Sandman. In ACM SIGGRAPH 2007 sketches (SIGGRAPH '07). Association for Computing Machinery, New York, NY, USA, 26–es. https://doi.org/10.1145/1278780.1278812
Patrick Coleman and Eric Froemling. 2007. Chop it up! animation--driven modeling, simulation, and shading in the kitchen. In ACM SIGGRAPH 2007 sketches (SIGGRAPH '07). Association for Computing Machinery, New York, NY, USA, 48–es. https://doi.org/10.1145/1278780.1278839
亚历克斯·哈维尔为其中的 “三渲二”场景开发了新的渲染技术,以生成表现良好的轮廓线;
Alex Harvill. 2007. Effective toon-style rendering control using scalar fields. In ACM SIGGRAPH 2007 sketches (SIGGRAPH '07). Association for Computing Machinery, New York, NY, USA, 53–es. https://doi.org/10.1145/1278780.1278844
大卫·龙开发了优化 “RenderMan” 头发渲染的管道;
David Ryu. 2007. 500 million and counting: hair rendering on Ratatouille. In ACM SIGGRAPH 2007 sketches (SIGGRAPH '07). Association for Computing Machinery, New York, NY, USA, 51–es. https://doi.org/10.1145/1278780.1278842
参考文献:Theodore Kim, Nils Thürey, Doug James, and Markus Gross. 2008. Wavelet turbulence for fluid simulation. ACM Trans. Graph. 27, 3 (August 2008), 1–6. https://doi.org/10.1145/1360612.1360649
Theodore Kim, Nils Thürey, Doug James, and Markus Gross. 2008. Wavelet turbulence for fluid simulation. ACM Trans. Graph. 27, 3 (August 2008), 1–6. https://doi.org/10.1145/1360612.1360649
Nicole H. Tostevin, Mark R. Moran, Justin L. Gardner, Noel M. Marrero, Robert A. Cook. Digital cartoon and animation process: US6061462A[P]. 2000-05-09.
Venkat Krishnamurthy and Marc Levoy. 1996. Fitting smooth surfaces to dense polygon meshes. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques (SIGGRAPH '96). Association for Computing Machinery, New York, NY, USA, 313–324. https://doi.org/10.1145/237170.237270
基础应用研究+软/硬件研发:太平洋数据图像(Pacific Data Images)的尼克·福斯特和季米特里斯·梅塔克斯开发了基于“纳维尔-斯托克斯方程”的3D流体动画技术,福斯特因在水模拟系统领域的贡献获71届奥斯卡技术成就奖。
Tony DeRose, Michael Kass, and Tien Truong. 2023. Subdivision Surfaces in Character Animation. Seminal Graphics Papers: Pushing the Boundaries, Volume 2 (1st ed.). Association for Computing Machinery, New York, NY, USA, Article 83, 801–810. https://doi.org/10.1145/3596711.3596795
Eric Veach and Leonidas J. Guibas. 1997. Metropolis light transport. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques (SIGGRAPH '97). ACM Press/Addison-Wesley Publishing Co., USA, 65–76. https://doi.org/10.1145/258734.258775
Luca Prasso, Juan Buhler, and Jonathan Gibbs. 1998. The PDI crowd system for ANTZ. In ACM SIGGRAPH 98 Conference abstracts and applications (SIGGRAPH '98). Association for Computing Machinery, New York, NY, USA, 313. https://doi.org/10.1145/280953.282449
Jos Stam. 1999. Stable fluids. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques (SIGGRAPH '99). ACM Press/Addison-Wesley Publishing Co., USA, 121–128. https://doi.org/10.1145/311535.311548
Jonathan Cohen, Marc Olano, and Dinesh Manocha. 1998. Appearance-preserving simplification. In Proceedings of the 25th annual conference on Computer graphics and interactive techniques (SIGGRAPH '98). Association for Computing Machinery, New York, NY, USA, 115–122. https://doi.org/10.1145/280814.280832
P. Cignoni, C. Montani, R. Scopigno, and C. Rocchini. 1998. A general method for preserving attribute values on simplified meshes. In Proceedings of the conference on Visualization '98 (VIS '98). IEEE Computer Society Press, Washington, DC, USA, 59–66.
比尔·里夫斯(Reeves W T)等创造了一种名为“粒子系统”的动画技术,制作了首个计算机生成火特效动画,使用受控的随机粒子流来模拟一系列自然现象或群集运动,每个粒子都具有直接或间接影响临近粒子行为的属性,具有三维位置、生命周期、速度、年龄、大小等信息,它既可以是图像基元,也可以是任何几何实体,粒子系统后来成为该类动画技术的统称。随着粒子技术的发展,烟火、爆炸、沙石、水流、冰雪、鸟群等在传统动画制作中难以表现的事物,变成了“听话”的材料。
Reeves W T. 粒子系统——一种模拟一类模糊对象的技术[J]. 美国计算机学会图形汇刊. 1983, 2(2): 91–108.
卢卡斯影业的罗宾·库克等引入蒙特卡罗方法,将传统的光线追踪改进为“分布式光线追踪”(Distributed ray tracing),使其可渲染“软”现象,提高真实感,也可用于模拟运动模糊、色散等效果。
Robert L. Cook, Thomas Porter, and Loren Carpenter. 1984. Distributed ray tracing. SIGGRAPH Comput. Graph. 18, 3 (July 1984), 137–145. https://doi.org/10.1145/964965.808590
库克还提出了一种灵活的树形结构的阴影模型,针对不同类型曲面提供更高效的逼真阴影渲染计算。
Robert L. Cook. 1984. Shade trees. SIGGRAPH Comput. Graph. 18, 3 (July 1984), 223–231. https://doi.org/10.1145/964965.808602
洛伦·卡彭特把透明通道引入帧缓存,使图像能够有效地与抗锯齿合成。
克里斯·斯坦珀引入了“图像蒙版”技术,通过二进制掩码混合图像,造成了深度优先的错觉。
托马斯·波特和汤姆·达夫探讨了“透明通道”在数字图像合成方面的作用。
Thomas Porter and Tom Duff. 1984. Compositing digital images. SIGGRAPH Comput. Graph. 18, 3 (July 1984), 253–259. https://doi.org/10.1145/964965.808606
Cindy M. Goral, Kenneth E. Torrance, Donald P. Greenberg, and Bennett Battaile. 1984. Modeling the interaction of light between diffuse surfaces. SIGGRAPH Comput. Graph. 18, 3 (July 1984), 213–222. https://doi.org/10.1145/964965.808601
Flight of the Navigator,1986Flight of the Navigator,1986
影视特效:伦纳德·尼莫伊执导的《星际旅行4》(Star Trek IV The Voyage Home)是首部涉及3D人脸融合变形动画和CG雾效的电影长片。演员的头部模型使用的基于激光和视频的三维扫描仪“赛博波”(Cyberware)获得,由于每个头部模型都有相同数量的关键点,不同的脸部模型可执行顺滑的融合变形,相关片段由工业光魔制作。
纳尔逊·马克斯在布林的帮助下制作了《翻转球体》(Turning a Sphere Inside Out),是首部使用数字动画技术模拟4D物体的短片,也涉及原始光泽效果(用于非动画部分),通过三维变形技术,以非切割、撕裂的方式对球体执行无折痕的内外翻转(即斯梅尔悖论),这种纯数学逻辑的变形在现实世界中难以实现,但在虚拟空间是可行的。他还制作了一系列分子模型动画,展示数字动画技术在科学可视化方面的优势。
Appel A. 实体着色机渲染的一些技术[C]// 美国信息处理学会联合会’68(春季): 1968年4月30日-5月2日春季联合计算机会议论文集. 纽约: 计算机协会, 1968: 37-45.
萨瑟兰和其学生在麻省理工学院的实验室开发了首款增强现实头戴显示器“达摩克利斯之剑”(Sword of Damocles),可追踪定位,每只眼睛显示一个单独的线框图像,使佩戴者能够看到立体的三维场景,以及远程摄像机中的实时影像。尽管当时的硬件条件限制了虚拟现实、增强现实等技术的商业发展,但它在航天、军事等领域继续研究。
诺曼·麦克拉伦把示波器的运动图案,拍摄成一部立体电影动画短片《就是环绕》(Around Is Around)在英国电影节放映,这是已知首部公开展示计算机动画片。把计算机生成图像逐帧拍摄到传统电影胶片上,是早期计算机动画片唯一的分发方式,因为当时的电脑设备太珍贵,还不能用于商业放映。
英国电脑科学家克里斯托弗·斯特雷奇编写了一个跳棋游戏程序,在英国国家物理实验室的通用电子计算机“领航自动计算机”(Pilot ACE)上运行,但它耗尽了计算机的内存。随后斯特雷奇转向内存更大的计算机“费兰蒂1号”(Ferranti Mark 1),至1952年夏天该程序终于能以合理的速度进行游戏。它有时候被认为是第一个视频游戏,尽管斯特雷奇没有为它起名字。
伊布·梅尔基奥(Ib Melchior,1917-2015)执导的电影长片《愤怒的红色星球》(The Angry Red Planet)展示了毛雷尔兄弟(Louis & Joseph Maurer)约1957-1966年间开发的,旨在降低制作成本、减少手工绘画的机械动画自动化系统“艺术家镜”(Artiscope)。