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its researcher’s discoveries than it did, it would control much of the technology in use today. Fortunately for the computer industry as a whole, however, this did not happen. Instead, research was made available to whomever could make good use of it, thus accelerating the technologies development.
Industry’s First Attempts
As NYIT’s influence started to wane, the first wave of commercial computer graphics studios began to appear. Film visionary George Lucas (creator of Star Wars and Indiana Jones trilogies) hired Catmull from NYIT in 1978 to start the Lucasfilm Computer Development Division, and a group of over half-dozen computer graphics studios around the country opened for business. While Lucas’s computer division began researching how to apply digital technology to filmmaking, the other studios began creating flying logos and broadcast graphics for various corporations including TRW, Gillette, the National Football League, and television programs, such as “The NBC Nightly News” and “ABC World News Tonight.” Although it was a dream of these initial computer graphics companies to make movies with their computers, virtually all the early commercial computer graphics were created for television. It was and still is easier and far more profitable to create graphics for television commercials than for film. A typical frame of film requires many more computer calculations than a similar image created for television, while the per-second film budget is perhaps about one-third as much income. The actual wake-up call to the entertainment industry was not to come until much later in 1982 with the release of Star-Trek II: The Wrath of Kahn. That movie contained a monumental sixty seconds of the most exciting full-color computer graphics yet seen. Called the “Genesis Effect,” the sequence starts out with a view of a dead planet hanging lifeless in space. The camera follows a missiles trail into the planet that is hit with the Genesis Torpedo. Flames arc outwards and race across the surface of the planet. The camera zooms in and follows the planets transformation from molten lava to cool blues of oceans and mountains shooting out of the ground. The final scene spirals the camera back out into space, revealing the cloud-covered newly born planet. These sixty seconds may sound uneventful in light of current digital effects, but this remarkable scene represents many firsts. It required the development of several radically new computer graphics algorithms, including one for creating convincing computer fire and another to produce realistic mountains and shorelines from fractal equations. This was all created by the team at Lucasfilm’s Computer Division. In addition, this sequence was the first time computer graphics were used as the center of attention, instead of being used merely as a prop to support other action. No one in the entertainment industry had seen anything like it, and it unleashed a flood of queries from Hollywood directors seeking to find out both how it was done and whether an entire film could be created in this fashion. Unfortunately, with the release of TRON later that same year and The Last Starfighter in 1984, the answer was still a decided no. Both of these films were touted as a technological tour-de-force, which, in fact, they were. The films’ graphics were extremely well executed, the best seen up to that point, but they could not save the film from a weak script. Unfortunately, the technology was greatly oversold during the film’s promotion and so in the end it was technology that was blamed for the film’s failure. With the 1980s came the age of personal computers and dedicated workstations. Workstations are minicomputers that were cheap enough to buy for one person.
Smaller was better, aster, an much, much cheaper. Advances in silicon chip technologies brought massive and very rapid increases in power to smaller computers along with drastic price reductions. The costs of commercial graphics plunged to match, to the point where the major studios suddenly could no longer cover the mountains of debt coming due on their overpriced centralized mainframe hardware. With their expenses mounting, and without the extra capital to upgrade to the newer cheaper computers, virtually every independent computer graphics studio went out of business by 1987. All of them, that is, except PDI, which went on to become the largest commercial computer graphics house in the business and to serve as a model for the next wave of studios.
The Second Wave
Burned twice by TRON and The Last Starfighter, and frightened by the financial failure of virtually the entire industry, Hollywood steered clear of computer graphics for several years. Behind the scenes, however, it was building back and waiting for the next big break. The break materialized in the form of a watery creation for the James Cameron 1989 film, The Abyss. For this film, the group at George Lucas’ Industrial Light and Magic (ILM) created the first completely computer-generated entirely organic looking and thoroughly believable creature to be realistically integrated with live action footage and characters. This was the watery pseudopod that snaked its way into the underwater research lab to get a closer look at its human inhabitants. In this stunning effect, ILM overcame two very difficult problems: producing a soft-edged, bulgy, and irregular shaped object, and convincingly anchoring that object in a live-action sequence. Just as the 1982 Genesis sequence served as a wake-up call for early film computer graphics, this sequence for The Abyss was the announcement that computer graphics had finally come of age. A massive outpouring of computer-generated film graphics has since ensued with studios from across the entire spectrum participating in the action. From that point on, digital technology spread so rapidly that the movies using digital effects have become too
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