The Hollywood Cinema Industry’s Coming of Digital Age: the Digitisation of Visual Effects, 1977-1999 Volume I Rama Venkatasawmy BA (Hons) Murdoch This thesis is presented for the degree of Doctor of Philosophy of Murdoch University 2010 I declare that this thesis is my own account of my research and contains as its main content work which has not previously been submitted for a degree at any tertiary education institution. -------------------------------- Rama Venkatasawmy Abstract By 1902, Georges Méliès’s Le Voyage Dans La Lune had already articulated a pivotal function for visual effects or VFX in the cinema. It enabled the visual realisation of concepts and ideas that would otherwise have been, in practical and logistical terms, too risky, expensive or plain impossible to capture, re-present and reproduce on film according to so-called “conventional” motion-picture recording techniques and devices. Since then, VFX – in conjunction with their respective techno-visual means of re-production – have gradually become utterly indispensable to the array of practices, techniques and tools commonly used in filmmaking as such. For the Hollywood cinema industry, comprehensive VFX applications have not only motivated the expansion of commercial filmmaking praxis. They have also influenced the evolution of viewing pleasures and spectatorship experiences. Following the digitisation of their associated technologies, VFX have been responsible for multiplying the strategies of re-presentation and story-telling as well as extending the range of stories that can potentially be told on screen. By the same token, the visual standards of the Hollywood film’s production and exhibition have been growing in sophistication. On the basis of displaying ground-breaking VFX – immaculately realised through the application of cutting-edge technologies and craftsmanship – and of projecting such a significant degree of visual innovation and originality, certain Hollywood movies have established techno-visual trends and industrial standards for subsequent filmmaking practice. While the production of VFX-intensive Hollywood motion pictures is by no means a recent phenomenon, Hollywood films have included progressively larger amounts of digital VFX, computer graphics and animation. This has been a result of intensive development and innovation in the industry. It began with the “simple” use of computers during VFX production in the late 1970s. Then brief sequences of computer-generated images began to appear; soon followed by more elaborate digital VFX sequences and spectacular digital VFX extravaganzas. This culminated in the production of entirely computer-generated motion pictures by the late 1990s. With the advent of digital theatrical exhibition, it had taken the Hollywood cinema industry just over two decades to fully embrace the digital realm. Chronicling Hollywood cinema’s entry into the digital realm constitutes a narrative that is intertwined with a number of others. Here we are referring to the intensification of conglomeratic practices within the movie business and the domain of techno-scientific R&D in filmmaking, and to the unification of corporate media, information technology and entertainment. Hence the standardisation of, and convergence toward, the digital medium is emblematic of Hollywood cinema’s techno-industrial evolution in the late 20th century. Accordingly, we can identify various synergies and partnerships – between VFX providers, movie studios, research laboratories, graphic designers, computer programmers, software developers, computer and filmmaking hardware manufacturers – that have emerged from a progressive growth of awareness in Hollywood of the digital medium’s potential. In the light of this, the main aims of this thesis are: (1) to investigate Hollywood cinema’s techno-visual metamorphosis following the digitisation of VFX-related tools and of filmmaking technologies commonly used in the industry; (2) to locate the origins, nature and ramifications of the most important techno- industrial transition for Hollywood cinema since the advent of sound, colour and widescreen; (3) to examine the techno-industrial circumstances, motivations and outcomes of digitisation for Hollywood cinema; (4) to identify the impact on the Hollywood digital cinemascape of continuous techno-industrial innovation, research and development in the VFX domain; (5) to analyse and evaluate the impact of digitisation on VFX, on its practitioners, on filmmaking technologies, and on Hollywood film production practice generally. Contents Volume I The Hollywood Cinema Industry’s Coming of Digital Age: the Digitisation of Visual Effects, 1977-1999 Abstract i Acknowledgements ii otes on the Text ii Introduction 1 • VFX-Intensive Movies in Hollywood Cinema: a Brief History Chapter one: Defining the Object of Enquiry 30 • Film History Writing • Discursivising VFX • Conceptualising Hollywood as “Film,” as “Cinema” and as “Industry” • From the Order of Facts to the Order of Ideas to the Order of Objects • The Time-Line • Style and Presentation Chapter two: “Effects” in Hollywood Cinema 76 • “Special Effects”? “Special Visual Effects”? “Visual Effects”? • The Impact of the Digitisation of VFX • Re-Presenting and Re-Producing the Ordinary in Extraordinary Ways • The Vital Necessity of VFX • Functions and Objectives of VFX • Filmic “Fantasy” Construction • Imitative Reproduction, Creative Simulation and Story-Telling Support • Visual Enhancement and Correction Chapter three: Science, Technology and Hollywood Cinema 133 • Science and Technology: From “Analogue” to “Digital” • Techno-Scientific Innovation and Hollywood Cinema • Techno-Industrial Transformations: “Revolution” or “Transition”? Chapter four: The Hollywood Cinema Industry’s Coming of (Digital) Age 170 • The Techno-Industrial Evolution of Digital VFX • The Production and Impact of Star Wars • The Production and Impact of Star Wars: Episode I – The Phantom Menace • The Normalisation of Digital VFX and Digital Filmmaking Afterword 209 Volume II Appendices (a) A Time-Line of landmark (VFX-intensive) films, techno-scientific innovations, economic and industrial events that have contributed to the evolution of digital VFX in the Hollywood cinema industry up to the 1990s 219 (b) Top 50 All-Time Domestic Grossers (2003) 280 (c) Hollywood cinema’s share of film distribution and exhibition worldwide (in 2000) 281 (d) The Hollywood cinema industry’s dominant “players” (by the late 1990s) 285 (e) A basic glossary of analogue and digital terminologies and key professions in the Hollywood cinema VFX industry 296 (f) Works Cited 318 (g) Films Cited 337 Acknowledgements I am grateful to Emeritus Professor Alec McHoul for his steady commitment in keeping me on track and for many years of patience. Without the privilege of his insight and sustained interest, this thesis would never have materialised. I am also grateful to Professor Tom O’Regan for his contribution, especially during the earlier phases of research. otes on the Text This thesis uses a variant of the MLA (footnote with short title) system of citations and references throughout. See: Gibaldi, Joseph. MLA Handbook for Writers of Research Papers . New York: The Modern Language Association of America. 1999. Australian English spelling and style conventions are used throughout, except in relevant cases of direct quotation. Translations from the French are my own unless otherwise indicated. Introduction VFX-Intensive Movies in Hollywood Cinema: a Brief History Que devient le cinema? Il change. Ni progrés, ni décadence, pas trace d’un temps positiviste, simplement métamorphose, beaucoup de métamorphoses. On ne fabrique plus les images pareil, on ne les met plus en circulation pareil, on ne les regarde plus pareil. Cela oblige aussi à y penser autrement. Les vieilles définitions du cinéma deviennent lentement caduques. Il y a du cinéma sans enregistrement, sans réel et sans empreinte, du cinéma sans projection, du cinéma hors de toute salle et de toute expérience collective. […] Il faut souligner l’extraordinaire dilution du medium cinéma. On a envie de dire le cinéma est partout: dans les clips, dans les jeux vidéos, dans certaines séries télé héritières de la série B, dans les installations de plasticiens, sur internet, dans les casques des mondes virtuels, etc. Sauf que: est-ce encore du cinéma? Bouquet, ‘Est-ce encore du cinéma?’ 20. What is becoming of the cinema? It is changing. What the cinema is going through is not just a matter of progress or decline, nor does it relate to any anterior positivistic era, but is rather a matter of its significant metamorphosis. Images are neither manufactured, circulated nor watched in the same manner as they used to be. Such a state of things also mandates alternative ways of thinking about the cinema. “Traditional” approaches to its definition and conceptualisation are slowly fading into obsolescence. The cinema can now exist without requiring any form of recording or physical exhibition, without being grounded in any kind of concrete reality and without being imprinted with any sense of “realness”; it can additionally exist independently of any public space of theatrical exhibition and of any collective experience. […] The incredibly diluted nature of the cinematic medium should be highlighted. One is inclined to say that the cinema is everywhere: in music videos, in video games, in certain types of TV series that have become the direct descendants of the B-grade serial movie, in visual artists’ installations, on the
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