24 Doi:10.1162/GREY a 00233 John Warnock and an IDI Graphical
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Fall 2018 Alumni Magazine
University Advancement NONPROFIT ORG PO Box 2000 U.S. POSTAGE Superior, Wisconsin 54880-4500 PAID DULUTH, MN Travel with Alumni and Friends! PERMIT NO. 1003 Rediscover Cuba: A Cultural Exploration If this issue is addressed to an individual who no longer uses this as a permanent address, please notify the Alumni Office at February 20-27, 2019 UW-Superior of the correct mailing address – 715-394-8452 or Join us as we cross a cultural divide, exploring the art, history and culture of the Cuban people. Develop an understanding [email protected]. of who they are when meeting with local shop keepers, musicians, choral singers, dancers, factory workers and more. Discover Cuba’s history visiting its historic cathedrals and colonial homes on city tours with your local guide, and experience one of the world’s most culturally rich cities, Havana, and explore much of the city’s unique architecture. Throughout your journey, experience the power of travel to unite two peoples in a true cultural exchange. Canadian Rockies by Train September 15-22, 2019 Discover the western Canadian coast and the natural beauty of the Canadian Rockies on a tour featuring VIA Rail's overnight train journey. Begin your journey in cosmopolitan Calgary, then discover the natural beauty of Lake Louise, Moraine Lake, and the powerful Bow Falls and the impressive Hoodoos. Feel like royalty at the grand Fairmont Banff Springs, known as the “Castle in the Rockies,” where you’ll enjoy a luxurious two-night stay in Banff. Journey along the unforgettable Icefields Parkway, with a stop at Athabasca Glacier and Peyto Lake – a turquoise glacier-fed treasure that evokes pure serenity – before arriving in Jasper, nestled in the heart of the Canadian Rockies. -
Alpha and the History of Digital Compositing
Alpha and the History of Digital Compositing Technical Memo 7 Alvy Ray Smith August 15, 1995 Abstract The history of digital image compositing—other than simple digital imple- mentation of known film art—is essentially the history of the alpha channel. Dis- tinctions are drawn between digital printing and digital compositing, between matte creation and matte usage, and between (binary) masking and (subtle) mat- ting. The history of the integral alpha channel and premultiplied alpha ideas are pre- sented and their importance in the development of digital compositing in its cur- rent modern form is made clear. Basic Definitions Digital compositing is often confused with several related technologies. Here we distinguish compositing from printing and matte creation—eg, blue-screen matting. Printing v Compositing Digital film printing is the transfer, under digital computer control, of an im- age stored in digital form to standard chemical, analog movie film. It requires a sophisticated understanding of film characteristics, light source characteristics, precision film movements, film sizes, filter characteristics, precision scanning de- vices, and digital computer control. We had to solve all these for the Lucasfilm laser-based digital film printer—that happened to be a digital film input scanner too. My colleague David DiFrancesco was honored by the Academy of Motion Picture Art and Sciences last year with a technical award for his achievement on the scanning side at Lucasfilm (along with Gary Starkweather). Also honored was Gary Demos for his CRT-based digital film scanner (along with Dan Cam- eron). Digital printing is the generalization of this technology to other media, such as video and paper. -
MONSTERS INC 3D Press Kit
©2012 Disney/Pixar. All Rights Reserved. CAST Sullivan . JOHN GOODMAN Mike . BILLY CRYSTAL Boo . MARY GIBBS Randall . STEVE BUSCEMI DISNEY Waternoose . JAMES COBURN Presents Celia . JENNIFER TILLY Roz . BOB PETERSON A Yeti . JOHN RATZENBERGER PIXAR ANIMATION STUDIOS Fungus . FRANK OZ Film Needleman & Smitty . DANIEL GERSON Floor Manager . STEVE SUSSKIND Flint . BONNIE HUNT Bile . JEFF PIDGEON George . SAM BLACK Additional Story Material by . .. BOB PETERSON DAVID SILVERMAN JOE RANFT STORY Story Manager . MARCIA GWENDOLYN JONES Directed by . PETE DOCTER Development Story Supervisor . JILL CULTON Co-Directed by . LEE UNKRICH Story Artists DAVID SILVERMAN MAX BRACE JIM CAPOBIANCO Produced by . DARLA K . ANDERSON DAVID FULP ROB GIBBS Executive Producers . JOHN LASSETER JASON KATZ BUD LUCKEY ANDREW STANTON MATTHEW LUHN TED MATHOT Associate Producer . .. KORI RAE KEN MITCHRONEY SANJAY PATEL Original Story by . PETE DOCTER JEFF PIDGEON JOE RANFT JILL CULTON BOB SCOTT DAVID SKELLY JEFF PIDGEON NATHAN STANTON RALPH EGGLESTON Additional Storyboarding Screenplay by . ANDREW STANTON GEEFWEE BOEDOE JOSEPH “ROCKET” EKERS DANIEL GERSON JORGEN KLUBIEN ANGUS MACLANE Music by . RANDY NEWMAN RICKY VEGA NIERVA FLOYD NORMAN Story Supervisor . BOB PETERSON JAN PINKAVA Film Editor . JIM STEWART Additional Screenplay Material by . ROBERT BAIRD Supervising Technical Director . THOMAS PORTER RHETT REESE Production Designers . HARLEY JESSUP JONATHAN ROBERTS BOB PAULEY Story Consultant . WILL CSAKLOS Art Directors . TIA W . KRATTER Script Coordinators . ESTHER PEARL DOMINIQUE LOUIS SHANNON WOOD Supervising Animators . GLENN MCQUEEN Story Coordinator . ESTHER PEARL RICH QUADE Story Production Assistants . ADRIAN OCHOA Lighting Supervisor . JEAN-CLAUDE J . KALACHE SABINE MAGDELENA KOCH Layout Supervisor . EWAN JOHNSON TOMOKO FERGUSON Shading Supervisor . RICK SAYRE Modeling Supervisor . EBEN OSTBY ART Set Dressing Supervisor . -
Downloaded for Storage and Display—As Is Common with Contemporary Systems—Because in 1952 There Were No Image File Formats to Capture the Graphical Output of a Screen
UC Berkeley UC Berkeley Previously Published Works Title The random-access image: Memory and the history of the computer screen Permalink https://escholarship.org/uc/item/0b3873pn Journal Grey Room, 70(70) ISSN 1526-3819 Author Gaboury, J Publication Date 2018-03-01 DOI 10.1162/GREY_a_00233 Peer reviewed eScholarship.org Powered by the California Digital Library University of California John Warnock and an IDI graphical display unit, University of Utah, 1968. Courtesy Salt Lake City Deseret News . 24 doi:10.1162/GREY_a_00233 The Random-Access Image: Memory and the History of the Computer Screen JACOB GABOURY A memory is a means for displacing in time various events which depend upon the same information. —J. Presper Eckert Jr. 1 When we speak of graphics, we think of images. Be it the windowed interface of a personal computer, the tactile swipe of icons across a mobile device, or the surreal effects of computer-enhanced film and video games—all are graphics. Understandably, then, computer graphics are most often understood as the images displayed on a computer screen. This pairing of the image and the screen is so natural that we rarely theorize the screen as a medium itself, one with a heterogeneous history that develops in parallel with other visual and computa - tional forms. 2 What then, of the screen? To be sure, the computer screen follows in the tradition of the visual frame that delimits, contains, and produces the image. 3 It is also the skin of the interface that allows us to engage with, augment, and relate to technical things. -
Hereby the Screen Stands in For, and Thereby Occludes, the Deeper Workings of the Computer Itself
John Warnock and an IDI graphical display unit, University of Utah, 1968. Courtesy Salt Lake City Deseret News . 24 doi:10.1162/GREY_a_00233 Downloaded from http://www.mitpressjournals.org/doi/pdf/10.1162/GREY_a_00233 by guest on 27 September 2021 The Random-Access Image: Memory and the History of the Computer Screen JACOB GABOURY A memory is a means for displacing in time various events which depend upon the same information. —J. Presper Eckert Jr. 1 When we speak of graphics, we think of images. Be it the windowed interface of a personal computer, the tactile swipe of icons across a mobile device, or the surreal effects of computer-enhanced film and video games—all are graphics. Understandably, then, computer graphics are most often understood as the images displayed on a computer screen. This pairing of the image and the screen is so natural that we rarely theorize the screen as a medium itself, one with a heterogeneous history that develops in parallel with other visual and computa - tional forms. 2 What then, of the screen? To be sure, the computer screen follows in the tradition of the visual frame that delimits, contains, and produces the image. 3 It is also the skin of the interface that allows us to engage with, augment, and relate to technical things. 4 But the computer screen was also a cathode ray tube (CRT) phosphorescing in response to an electron beam, modified by a grid of randomly accessible memory that stores, maps, and transforms thousands of bits in real time. The screen is not simply an enduring technique or evocative metaphor; it is a hardware object whose transformations have shaped the ma - terial conditions of our visual culture. -
New York Institute of Technology the Antiquity Proposal
New York Institute of Technology The Antiquity Proposal Streamlining Higher Education | Strategic Engagement & Retention Initiative 03 March 2013 Authored by: Mr. Brandon Lálone New York Institute of Technology Recipient: Mr. Peter C. Kinney III, Chief of Staff Date: NYiT Student | Class of 2013 The Antiquity Proposal New York Institute of Technology | Circa 2013 03.03.13 Table of Contents TABLE OF CONTENTS I ABOUT THE AUTHOR II REFLECTIONS FROM A STUDENT III PURPOSE OF DETERMINATION IV PREFACE V EXECUTIVE SUMMARY VI ABSTRACT VII EPILOGUE VIII ENDORSEMENT IX CONTACT X Authored by: Mr. Brandon Lálone New York Institute of Technology Table of Contents: I NYiT Student | Class of 2013 The Antiquity Proposal | Document Arrangement | THE GATES OF ANTIQUITY 1 OUR AUDACIOUS LEGACY 2 OUR AUDACIOUS LEGACY (CONTINUED) 3 PROPOSED ORGANIZATION 4 HISTORY & TRADITION: SIGNAGE INITIATIVE 5 HISTORY & TRADITION: WEBPAGE INTEGRATION 6 HISTORY & TRADITION: FACULTY & STAFF INCORPORATION 7 HISTORY & TRADITION: ATHLETICS INTEGRATION 8 HISTORY & TRADITION: ATHLETICS INTEGRATION 9 IMPLEMENTATION OF A UNIVERSITY MOTTO 10 REVITALIZATION OF THE OFFICIAL UNIVERSITY SEAL 11 REVITALIZATION OF THE OFFICIAL UNIVERSITY SEAL (CONTINUED) 12 OFFICIAL UNIVERSITY SEAL EXHIBIT 13 Authored by: Mr. Brandon Lálone New York Institute of Technology NYiT Student | Class of 2013 The Antiquity Proposal OFFICIAL UNIVERSITY SEAL EXHIBIT (CONTINUED) 14 OFFICIAL UNIVERSITY SEAL EXHIBIT (CONTINUED) 15 PROPOSED SEAL REDESIGN CONCEPT (OBVERSE) 16 PROPOSED SEAL REDESIGN CONCEPT (REVERSE) 17 CONCEPT SEAL EXHIBIT (CONTINUED) 18 CONCEPT SEAL EXHIBIT (CONTINUED) 19 CONCEPT SEAL EXHIBIT (CONTINUED) 20 COMPREHENSIVE SEAL EXHIBIT (CONTINUED) 21 IMPLEMENTATION OF AN OFFICIAL UNIVERSITY SONG 22 IMPLEMENTATION OF AN OFFICIAL UNIVERSITY SONG (CONTINUED) 23 IMPROVED MASCOT VISIBILITY ON CAMPUSES 24 REIMPLEMENTATION OF THE ESTATE YEARBOOK 25 CREATION OF THE JOINT SELECT COMMITTEE ON RETENTION, ENROLLMENT, & RESEARCH 26 Authored by: Mr. -
Introduction to Computer Graphics CPSC
Introduction to Computer Graphics CPSC 453 – 2019F CPSC453 – 2019W v Instructor: Przemyslaw Prusinkiewicz o Office: Math Sciences (MS) 622 o Office hours: TR, 3:30 – 4:30 (please let me know if you want to see me) o Phone: (403) 220-5494 o Email: [email protected] v TAs: Philmo Gu Andrew Owens v Useful info: o Submit assignments via D2L o Some course materials may be posted at: http://algorithmicbotany.org/courses/Fall2019 Formalities Grading v 4 lab assignments: 50% v Midterm Exam: 20% v Final Exam: 30% Schedule and due dates: 1) Intro to openGL: sponge ~ Thursday, Oct. 3 2) Rendering ~ Tuesday, Oct. 22 Midterm Thursday, Oct. 24 Term break November 10-16 3) Ray-tracer ~ Tuesday, Nov. 19 4) Modeling ~ Thursday, Dec. 5 Other: v Take notes on paper. v No phones, computers, tablets etc. allowed, unless: o you can use them to write formulas and draw figures faster than on paper or you have my explicit permission. v Preferably no eating, definitely no wrapping / unwrapping. Texts v Text : o S. Marshner, P. Shirley Fundamentals of Computer Graphics, 4th Edition, AK Peters/CRC 2014 (required) (3rd edition, authored by Shirley/Marschner, will do) v Online resources: o http://www.glprogramming.com/red o https://sgar91.files.wordpress.com/2010/12/opengl- programming-guide-7e.pdf o https://www.opengl.org/documentation/ o + more, as may be suggested by the TAs. What is Computer Graphics? ... any use of computers to create and manipulate images. Modeling What is Computer Graphics? ... any use of computers to create and manipulate images. -
Edwin Catmull
Edwin Catmull Edwin Earl "Ed" Catmull (born March 31, 1945) is an American computer scientist who was co-founder Edwin Catmull of Pixar and president of Walt Disney Animation Studios.[3][4][5] He has been honored for his contributions to 3D computer graphics. Contents Early life Career Early career Lucasfilm Pixar Personal life Catmull in 2010 Awards and honors Born Edwin Earl Bibliography Catmull References March 31, 1945 External links Parkersburg, West Virginia, U.S. Early life Alma mater University of Utah (Ph.D. Edwin Catmull was born on March 31, 1945, in Computer [6] Parkersburg, West Virginia. His family later moved Science; B.S. to Salt Lake City, Utah, where his father first served Physics and as principal of Granite High School and then of Computer Taylorsville High School.[7][8] Science) Early in life, Catmull found inspiration in Disney Known for Texture mapping movies, including Peter Pan and Pinocchio, and Catmull–Rom dreamed of becoming a feature film animator. He also spline made animation using flip-books. Catmull graduated in 1969, with a B.S. in physics and computer science Catmull–Clark from the University of Utah.[6][8] Initially interested in subdivision designing programming languages, Catmull surface[1] encountered Ivan Sutherland, who had designed the Spouse(s) Susan Anderson computer drawing program Sketchpad, and Catmull changedhis interest to digital imaging.[9] As a student of Sutherland, he was part of the university's ARPA Awards Academy Award program,[10] sharing classes with James H. Clark, (1993, 1996, [8] John Warnock and Alan Kay. 2001, 2008) From that point, his main goal and ambition were to IEEE John von [11] make digitally realistic films. -
DROIDMAKER George Lucas and the Digital Revolution
An exclusive excerpt from... DROIDMAKER George Lucas and the Digital Revolution Michael Rubin Triad Publishing Company Gainesville, Florida Copyright © 2006 by Michael Rubin All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic, digital, mechanical, photocopying, recording, or otherwise, without the written permission of the publisher. For information on permission for reprints and excerpts, contact Triad Publishing Company: PO Box 13355, Gainesville, FL 32604 http://www.triadpublishing.com To report errors, please email: [email protected] Trademarks Throughout this book trademarked names are used. Rather than put a trademark symbol in every occurrence of a trademarked name, we state we are using the names in an editorial fashion and to the benefit of the trademark owner with no intention of infringement. Library of Congress Cataloging-in-Publication Data Rubin, Michael. Droidmaker : George Lucas and the digital revolution / Michael Rubin.-- 1st ed. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-937404-67-6 (hardcover) ISBN-10: 0-937404-67-5 (hardcover) 1. Lucas, George, 1944—Criticism and interpretation. 2. Lucasfilm, Ltd. Computer Division — History. I. Title. PN1998.3.L835R83 2005 791.4302’33’092—dc22 2005019257 9 8 7 6 5 4 3 2 1 Printed and bound in the United States of America Contents Author’s Introduction: High Magic. vii Act One 1 The Mythology of George. .3 2 Road Trip . .19 3 The Restoration. 41 4 The Star Wars. 55 5 The Rebirth of Lucasfilm . 75 6 The Godfather of Electronic Cinema. .93 Act Two 7 The Visionary on Long Island. -
Digital Paint Systems: an Anecdotal and Historical Overview
Digital Paint Systems: An Anecdotal and Historical Overview Alvy Ray Smith The history of digital paint systems derives from many things— chance meetings, coincidences and boredom, artistic license, brilliant researchers, a wealthy benefactor, and, of course, lawsuits. Alvy Ray Smith tells the fascinating story—facts first, then anecdotes—in his own words. This article is based on a talk presented in tal 2D (two-dimensional) and 3D modeling and January 2000 at an evening hosted by the animation, film recording, video editing, and Computer History Museum on Moffatt Field, audio synthesis. An excellent rendering of my near Palo Alto, California. I shared the floor time with Dick Shoup (sounds like “shout,” not with longtime colleague Richard G. “Dick” like “hoop”) in the early days at Xerox PARC Shoup who figures highly in what follows. It is (Palo Alto Research Center) can be found in the also based on a document I submitted to the recent book Dealers of Lightning: Xerox PARC Academy of Motion Picture Arts and Sciences and the Dawn of the Computer Age.4 For other (AMPAS) in 1997 in answer to a call from them PARC references, see Lavendel,5 Pake,6 Perry,7 for information about early paint programs and and Smith.8 their contribution to the film business.1 The time frame dates from the late 1960s to Definitions the early 1980s, from the beginnings of the A digital paint program and a digital paint technology of digital painting up to the first system are distinguished by their functions. A consumer products that implemented it. -
Pixar/Disney History & Negotiations
Pixar History/ Summary & Conclusion NBAY 6120 March 30, 2017 Donald P. Greenberg Lecture 11 George Lucas Computer Division 1979 • With the success of Star Wars, he recognized the impact of special effects • In 1979, set-up a computer division with three goals: • A digital video editing system • A digital audio system • A digital film printer • The group ultimately became Industrial Light & Magic Lucasfilm Computer Division, 1984 (L-R) Loren Carpenter, Bill Reeves, Ed Catmull (VP, Computer Division), Alvy Ray Smith (Dir. Of computer graphics research), Rob Cook, John Lasseter, Eben Ostby, David Salesin, Craig Good, and Sam Leffler. (Not pictured: David DiFrancesco, Tom Duff, Tom Porter.) David A. Price. “Pixar,” 2008 Alfred A. Knopf. George Lucas Computer Division 1983 - George Lucas divorce Drop in revenue stream from Star Wars Lucas had to stop cash flow losses 1986 - Steve Jobs paid $5M to Lucas Steve Jobs invested $5M in capital Basically it was a 7 year research project associated with developing entertainment production tools Pixar History 1986 - Pixar was formed when Steve Jobs purchased the computer division of Lucas Film They developed the Pixar Image Computer primarily for digital compositing Product was bought by Disney for their secret CAPS project, reducing the cost for inking & painting for 2D animation Pixar Image Computer (mid-1986) Pixar’s first production, the ill-fated Pixar Image Computer. David A. Price. “Pixar,” 2008 Alfred A. Knopf. Luxo & Luxo Jr. 1986 Pixar History 1986-1991 1986-1990 Recurring revenue was generated primarily from the licensing of Renderman software, software development contracts, and animated television commercials 1991 Feature Film Agreement with Disney The development & production of up to three animated feature films to be marketed and distributed by Disney NEW BUSINESS STRATEGY Disney/Pixar 1991 Feature Film Agreement • Pixar was to produce three computer-animated films for Disney through 2000. -
2014-2015 Undergraduate Catalog
2014–2015 NOVA SOUTHEASTERN UNIVERSITY UNDERGRADUATE STUDENT CATALOG Nova Southeastern University Undergraduate Student Catalog 2014–2015 Abraham S. Fischler School of Education College of Health Care Sciences College of Nursing Farquhar College of Arts and Sciences H. Wayne Huizenga School of Business and Entrepreneurship Institute for the Study of Human Service, Health, and Justice Nova Southeastern University Undergraduate Student Catalog 2014–2015 Abraham S. Fischler School of Education College of Health Care Sciences College of Nursing Farquhar College of Arts and Sciences H. Wayne Huizenga School of Business and Entrepreneurship Institute for the Study of Human Service, Health, and Justice The Nova Southeastern University Undergraduate Student Catalog is a resource for information about academic program and curriculum requirements, academic policies, procedures for resolving academic and administrative grievances, course descriptions, and other information relevant to an undergraduate career at Nova Southeastern University (NSU). The Undergraduate Student Catalog is published once each year. This catalog is comprised of information pertaining to undergraduate students of the Abraham S. Fischler School of Education; the College of Health Care Sciences; the College of Nursing; the Farquhar College of Arts and Sciences; the H. Wayne Huizenga School of Business and Entrepreneurship; and the Institute for the Study of Human Service, Health, and Justice. Students are bound by the curricula published in the catalog in effect the semester they enter the university. Students are bound by the policies in the most recently published version of the catalog. If there is an interruption in studies of more than one calendar year from the end of the last semester enrolled, the student must abide by the NSU Undergraduate Student Catalog in effect upon return, or to requirements approved by the student’s academic program director.