The history of CGI
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Note : Yul Brynner plays a gunslinging android in Michael Crichtonâs â70s sci-fi Western â think the terminator crossed with an evil Shane â a film notable too for being the first major motion picture to use CGI. Brynnerâs robo-vision, a pixelated POV digitally processed by computer graphics whizzes John Whitney Jr. and Gary Demos of Information International, Inc. (better known as âTriple-Iâ or âIIIâ), was truly revolutionary. According to our sources, each frame of footage was color-separated and scanned so it could be converted into rectangular blocks, then colour was added to make a coarse pixel matrix that could be output back to film. Presto, infra-red androidvision. Simple really, when you think about it.
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Futureworld (1976)
Note : Westworld was not just influential, it also inspired a sequel. Futureworld, in which more terror droids are unleashed, this time into a Crystal Maze-like future zone, gave Triple-I the chance to push the CG boundaries even further. This time they gave audiences a first glimpse of 3D. No whizzy glasses were required to see Peter Fondaâs head and hand rendered into three dimensions â only a few seconds of the Fonda bonce actually appeared in the film â but creating the images was a seriously painstaking process. Their hard work was recognised by the Oscars a decade later with a Scientific & Engineering Academy Award. Now, if only that whole 3D malarkey had worked out.
Star Wars: A New Hope (1977)
Note : Like Bernie Mac, Baby Face Nelson and the giant barbecue rib, 3D graphics were born in Chicago. That was thanks largely to computer animation boffin Larry Cuba who toiled away for months on the cityâs University of Illinois campus to match George Lucasâ idea for the pre-Death Star attack briefing. What he came up with was a wireframe mock-up the Empireâs moon-shaped HQ that made the Rebel Allianceâs IT department look seriously good. A special making-of feature that's well-worth ten minutes of your time, gives a fascinating behind-the-screens look at how his wireframe work came together. Ridley Scott called on similar wireframe technology for Alienâs LV-426 fly-over two years later, but it was Cuba, a true pioneer of CGI, who got the ball rolling. Most impressive, as a certain ex-Jedi might say.
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TRON (1982)
Note : Steven Lisbergerâs sci-fi was seminal because it didnât so much push back the boundaries of CGI as ramraid them with a light cycle, and it did it using a computer that boasted â wait for it â 2Mb of memory. To put into context, thatâs about 1/2000th of the capacity of your average PC. Despite the constraints Lisberger and co. were working with, they conjured entire CG sequences in Tron World, more than a quarter of an hourâs worth of digital effects in total, including the 3D light cycle race that streaked across our subconscious in a neon blur. Triple-III, the CG pioneers of Westworld, were called in to realise Syd Meadâs designs for Sarkâs ship and the solar sailer.
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Note : In 1984, a gifted young Lucasfilm employee was given the chance to work on a scene in Barry Levinsonâs detective romp Young Sherlock Holmes that, for the first time in cinema history, aimed to blend CG and live-action seamlessly. For John Lasseter the experience constructing the movieâs stained glass knight was formative, ILM boss Dennis Murenâs collaborative approach defining his own approach at Pixar and Disney. âThe room was always open for discussion, and Dennis really listened to everybody,â Lasseter reflects on Murenâs dailies sessions every morning. For Muren, the technique â real-life models that were then painstakingly digitised â was frustrating, but revolutionary: âYou could design the thing exactly the way your mind conceived it. It was really great being there, working on it with the pioneers of that whole process. The stuff really stands up today.â The Academy agreed â Young Sherlock adorned 221B with an Oscar for Best Visual Effects.
Note : This gleeful one-minute short about a giant-honked android and his buzzing nemesis was technically a Lucasfilm, but, for all intents and purposes, it was Pixarâs first animation. With it John Lasseter pushed yet more CG boundary. Working under the auspices of George Lucasâ Computer Graphics Project, his team pioneered animationâs first use of motion blur, a significant breakthrough, while taking a big step towards Pixarâs modern-day fluidity by abandoning geometric form for a much curvier palatte of shapes. âI was playing with the teardrop shape,â Lasseter remembers, â and I just started envisioning this fat bumblebee with these gigantic water balloon-like feet hanging from him and big stainless-steel stinger.â Lasseter and his Pixar-ites would soon break away from Lucasfilm, but this was a vital piece in the Pixar puzzle that informed the goal it would come to hold dear: the perfect marriage of art and technology.
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The Abyss (1989)
Note : To create cinemaâs first CG computer water effects, The Abyssâ worm-like subsea pseudopod, effects guru Phil Tippett pointed James Cameron towards George Lucasâ ILM. Work on the 75 second sequence was ultimately divvyed up between seven different FX houses, with ILM taking on the bulk of the work and designing a program that could simulate the watery beast-tube-thing with incredible realism. The whole process took more than six months â the set had to be photographed from every angle so the effects could be composited onto the live-action â which delayed the filmâs release, but it was worth waiting for. Another Oscar winner.
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Jurassic Park (1993)
Note : Empire voted Jurassic Parkâs first glimpse of those ginormous, tree-munching Brachiosauri as its 27th most magical moment in cinema history. It was a breathtaking reveal: physically textured dinosaurs so realistic it felt like they might come pounding out of the screen. Again, Lucasfilmâs ILM division provided the Oscar-winning visual effects wizardry. The CGI was bleeding edge, but the studio also used a smorgasboard of physical effects on the movie: of 14 minutes of dinosaurs in Jurassic Park, only four minutes were entirely computer generated. Along with the CGI, animatronics and stop-motioned miniatures were used to create the thunderous Gallimimus stampede, and a computer-generated stunt double created for the first time (he was munched by the animatronic T-Rex). Perhaps the movieâs effects DNA â Lucasâ CGI mingling with stop-motion of the kind pioneered by Ray Harryhausen and the animatronics Stan Winston helped developed â explains why Jurassic Park remains magical to this day.
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Note : The first ever full-length CG feature, Toy Story was a mighty undertaking undertaking with a team of animators less-than-mighty in number. 27, in fact. âIf weâd known how small our budget and our crew wasâ, remembers writer Peter Docter, âwe probably would have been scared out of our gourds. But we didnât, so it just felt like we were having a good time.â Up to that point Pixarâs longest CGI animation had been Tin Toy, a full 80 minutes shorter than Buzz and Woodyâs first outing. The challenges were compounded by a seriously inexperience crew (half hadnât even used computers before) and Disneyâs budget constraints. It was enough to have Rex cowering in terror, but Pixar came through, again mingling super-detailed animation with emotional beats. Bill Reeves, Toy Storyâs supervising technical director, looks back on the experience with pride: âTo this day, itâs the hardest, most exhausting, and still most fun Iâve ever done at Pixar. We were essentially kick-starting an industry in terms of CG films.â
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Starship Troopers (1997)
Note : A box-office flop weighed down by its $100m+ budget, Paul Verhoevenâs sci-fi war movie was the first film to feature a large-scale CGI military battle. It was also nominated for a Best Visual Effects Oscar, which it might just have won were it not for Titanicâs sailaway success that year. Over 300 artists and technicians were hired to digitally breed that icky strain of alien bug warrior, and those CG designs still hold up today helping enshrine Starship Troopers as cult viewing. The VFX team went on to the likes of I, Robot, King Kong and most recently sci-fi thriller Skyline. Some filmmakers have tried, and failed, to replicate its iconic battle scenes; others, like Peter Jackson on Lord Of The Rings, Zach Snyderâs 300 and Ridley Scottâs Kingdom Of Heaven all struck CG gold, each benefitting from the steps first made here.
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Titanic (1997)
Note : The most expensive film of its time, commanding a hefty budget of $200 million, James Cameronâs Titanic required over 500 visual effects shots to recreate one of the biggest disasters of the 20th century. Not only were the fundamental pieces of the ship â the hull, boiler room and boat deck â generated by computers, but major advancements were made in the depiction of flowing water that allowed the audience to immerse themselves in the illusion of a watery grave. More than four studios were reportedly involved behind the scenes, tasked with the meticulous nature of wire removal for flying objects and falling people, and the eventual grand-scale destruction of the ship. It was good enough to fool Davy Jones himself.
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Fight Club (1999)
Note : Weâd be impressed if you remember this film for its use of photogrammetry, and double points if you actually knew what the word means. It's the method of measuring objects using photographs, and its emergence in Fight Club was an important step towards finding a balance between CGI and storytelling. Most notably applied in architecture, engineering and geology, its practical use in film was uncovered by David Fincher when he looked to solve a common filmmaking problem. The story goes that in the âkitchen explosionâ scene Fincher wanted to avoid the camera being seen in the reflection of the stove as it passed over. Instead wire-frame 3-D models were rendered from photographs to map and recreate the set seen in previous shots. Not exactly a straightforward solution.
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The Matrix (1999)
Note : The Wachowski brothers and their VFX supervisor John Gaeta looked east to help inject The Matrix with its hyper-real action beats. Akira director Katsuhiro Otomoâs view-morphing techniques were a major influence on the movie. Multiple cameras, CG and wire work-driven motion played with viewers perceptions and created the rotating, slow-motion bullet-time: a full-throttle extension of traditional time-slice photography. Helping with the wire work was Hong Kong action cinema choreographer Yuen Woo-ping â a veteran Jackie Chan and Jet Li collaborator whose martial arts whirlwind Fist Of Legend had caught the Wachowskiâs eye â who also enhanced the Oscar-winning effects team create Neoâs suspended, airborne kung fu fights.
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Note : Cinemaâs first near-photorealistic character wasnât Gollum or The Polar Expressâ conductor, but Dr Aki Ross, the heroine of Hironobu Sakaguchiâs entirely CGI sci-fi. She was rendered in incredible detail â down to the 60,000 hairs on her head â in a production process that took four years and cost nearly $150m. It was a painful process (the 141,964 frames each took an average of 90 minutes to render) and a revolutionary one (early shots had to be redone as the advancing technology allowed for extra detailing), employing a crew of 200 and a render farm in Hawaii boasting nearly a thousand Pentium workstations. To give an idea of how far technology had come in 19 years, the final animation represented 15 terabytes of memory. In 1982, Tronâs effects were created on a computer with 0.0000019 terabytes. Sadly, audiences didnât much care for the end product: it was a flop so catastrophic it sent its studio, Square Pictures, to the wall.
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Note : With Avatar and District 9 now behind it, Weta Digital has joined Pixar and ILM at the bleeding edge of CG special effects, but it was Peter Jacksonâs Tolkien epic that got the ball rolling. Thanks to Andy Serkisâ remarkable performance and Wetaâs digital effects team, Gollum became the first motion-captured CG character to interact directly with other actors. Traditional animation techniques, including rotoscoping and keyframing, were used to replace Serkisâs face with Gollumâs after Jackson decided against making Gollum an entirely CGI character. âWe have little piece of Gollum in the first film,â says Jackson, âlittle teasing the blips of Gollum in the mines. That was our R&D kind of prototype Gollum. We basically threw him away at the beginning of this year because we were able to do so much better. We rebuilt Gollum from scratch â using new software that had been written, new software that our guys had written â and improved him a lot.â LOTR was also notable for its MASSIVE software (acronym boffins will know it better as âMultiple Agent Simulation System in Virtual Environmentâ), which generated artificial intelligent CG orcs by the thousands, lending its epic battles serious levels of realism.
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The Polar Express (2004)
Note : While the debate over performance capture rumbles on, at least in some sections of Hollywood and at Meryl Streepâs house, its journey into the mainstream began with Robert Zemeckisâ chilly choo-choo adventure. Zemeckis, whose digitised box of tricks injected Forrest Gump, Zelig-like, into various historic scenes, whipped off Gary Siniseâs legs and won him an Oscar in 1995, reunited with Tom Hanks, clad him in a fetching mo-cap suit and set to work pushing the boundaries of the medium. Ping pong balls â sorry, mo-cap markers â tracked Hanks five different performances, feeding them into computers which whizzed them into revolutionary, performance-driven animation. Zemeckisâ innovation built on Peter Jacksonâs work with Gollum in LOTR. He developed it further with Beowulf and A Christmas Carol, but The Polar Express was the first major game-changer, an entirely mo-capped movie. The problems Zemeckis had with those scary dead-eyes have since been solved by Wetaâs facial rig on Avatar. Which is just as well because if Santa came down our chimney with those blank peepers, weâd run screaming.
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Avatar (2009)
Note : On Avatar, motion-capture became 3D e-motion capture, thanks to Weta Digitalâs pioneering facial capture rig, state-of-the-art prosthetic work and texture painting that made the CG performances sing. There were also post-production meetings in which the actors talked through every beat of every scene with the people who would render their Naâvi counterparts. While the studio boasted plenty of LOTR veterans, as well as the battle-hardened MASSIVE software, James Cameron raised the bar still higher, demanding that every plant, tree and bioluminescent speck be individually rendered. No mean feat considering a single Pandoran plant comprised of a million CG polygons (Gollum was 50 polygons). Cameronâs Lightstorm Studio sent across the mo-cap data and camera moves to Wellington, where Weta rendered them into sparkling Pandora-ready animation using one of the worldâs biggest servers to store the data. But it was the giant leap forward in facial performance capture â a wave farewell to dead eye syndrome â that Cameron is most proud of. âItâs funny that the press has latched on to the 3D thing for Avatar," reflects the director, "because in a way 3D was the least of Avatar for me. We spent two years in R&D to develop the facial capture, the CGI. For me this was the big thing.â
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In chronological order, the biggest milestones in the evolution of CGI special effects.
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