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ACM SIGGRAPH
The Inception of Computer Graphics at the
University of Utah 1960s - 1970s

John Warnock - CEO Adobe Systems
Ed Catmull - CEO Pixar
Frank Crow - Apple ATG
Lance Williams - Apple ATG

Tuesday, September 27, 1994

Notes by Gianna Walker

The late 60's through the 70's at the University of Utah was the golden era of computer graphics research. At that time they had the luck, money, people (creative grad students and supportive instructors), and the opportunity to do basic research in the field of computer graphics. They knew that they were "onto something big" while outsiders at other universities disparaged the work in computer graphics as an illegitimate application of computing machinery. Computing research at that time involved computer languages, operating systems, and data processing. Graphics research required manipulating so much data to display images, that it pushed the envelope in computing technology. Students came from diverse backgrounds, and for them the discovery was a labor of love. There were no Computer Science or Computer Graphics fields, nor jobs waiting for them upon graduation. These students created the computer graphics companies (LucasFilm computer division, Pixar, SGI, Adobe, etc.) that lead the industry today.



John Warnock (grad student '68 - '75):
Dave Evans founded the Computer Science dept. at the University of Utah in 1966 with ARPA funding to study man-machine interaction ($5mil /yr for 3 years). He recruited Ivan Sutherland and other notable professors. Others such as Alan Kay, Jim Clarke, William Newman, and Jim Blinn attended UUtah and as alumni went on to work at Xerox PARC. The work done at Utah was pure research, as classroom curriculum in the field was almost non-existent. Grad students with a spark for imagination and creation, come in to try to do "neat stuff" as their first and only priority. There was a peer-to-peer relationship between students and professors, often former grad students. CG models created lasted a long time e.g., the teapot sitting on Martin Newell's desk. Modelling was not the focus of study, but the images created with them - "making pictures". Early input of programs was a key-punch-batch process run on a UNIVAC 1108 that ran twice a day. Then Fortran programs were typed on teletype-like input machines which created a terrific racket in a room filled with grad students, yet this was an improvement over the punch card system. Triple exposed film with R, G, and B filters created color hardcopy output. Modeling was analytic, not aesthetic. They programmed parametric equations to build polygons.

Ed Catmull (began '63 undergrad):
As an undergrad took classes from Alan Kay, who was frequently late to morning class, but exhibited the enthusiasm for computer graphics which inspired the students. At that time so little information was known, that often speculative (wrong) information was given as fact during a lecture, only to have it overturned by students in lab. Ivan Sutherland gave one class a project to produce a movie by using an existing program or writing one from scratch. Those who produced them from scratch, went on to make other significant discoveries. In '73 Ed Catmull digitized a casting of his hand and animated the 3D computer model (Catmull cast his hand in plaster, and discovered to his dismay that pulling the cast off also pulled out all the hairs on the back of his hand). Henri Gauraud developed "smooth shading" algorithm by averaging the intersections and vertices of faceted objects to yield a smooth surface, while others were trying to make the facets more fine-grained. The Gauraud-shaded images took much less computational power than resolving the number of facets down to infinity. Yet, while the images were not faceted, they still "looked like felt". This flat look was solved by creating a reflection of the light source itself in the 3D object (specular highlight) with its position determined by the viewing angle (Phong shading). With this discovery, images began to appear more photorealistic. Developments like this were helped along at Utah because the study of image processing and understanding was done along side computer graphics. Elsewhere, image-processing was a separate discipline and not integrated with procedural modeling as it was at UUtah.

Frank Crow: grad student '70s
At that time, the output of images was to printers (showed chess pieces printed in typewritten characters). J. Warnock created the 1st color display picture (described above). [color images were shown that used Phong smoothing and specularity algorithm). Hardware used then, PDP-10 w/ 96K memory timeshared by 30-40 people. The Watkins Box, hardware for real-time shaded picture systems. Equipment came to UUtah with Ivan Sutherland from Harvard, funded originally by the CIA. One setup was an early VR-like prototype: virtual image on a head-mounted display visor with 20,000V at each temple(!). Position is tracked with a hand-held wand connected to ceiling wires to divine position coordinates. Some kind of large 3-space microphone was shown, but worked only once for 10-min. Finally a frame-buffer was created to enable the development of paint programs. The teapot on Martin Newell's desk was digitized and animated. Jim Blinn developed bump-mapping, and all of this enabled the development of flying logos for broadcast (early picture of an RGB "ABC" logo shown).

Lance Williams: ('72 - '76)
Undergrad English-Asian studies double major who came to a UUtah summer seminar in Humanistic Computation. Jef Raskin was the instructor, teaching the "flow" language of programming for novices much resembling a flow chart's structure. Lance Williams created animated movies and synthesized images, studying light and its interaction with material surfaces. He showed a video Jules Bloomenthal's animation of growing trees and rustling leaves using texture-mapped bark and leaves placed on various planes, bendable by invisible wind.
He read from a list of important areas of inquiry at UUtah circa 1975:
  1. The unreality of stop-motion photography (as seen in model animation like Ray Harryhausen's dinosaurs) carried over to CG. Each exposed shot, though eventually animated, was a still image - not moving so a series of still shots looked fake and jerky. This lead to the discovery of "motion-blur" in computer graphics to simulate the blurred image in the exposed frame.

  2. Texture mapping: proposed by Ed Catmull as a way of adding photorealistic detail to 3D modeled geometry (initially pronounced "useless" by Ivan Sutherland).

  3. Digitization of stationary objects and to record motion of the object's path in space. The correlation of frames in stereo pairs enabled the user to interpolated the z from the x and y coordinates thus producing a depth map on a frame-by-frame basis.

  4. Interpolating walk cycles, tracking the user's head and displaying on-screen, mentioned someone's project: "Stereo for one-eyed guys".

  5. An "automatic rotoscope" was proposed vs. traditional Disney animation frame by frame. These sequences shown in class identified some shortcuts such as character can slide on a sidewalk in a cycle as long s no high-contrast lines present for the eye to register to.

  6. Automatic in-betweener: a vision approach: transitions not faded or jumpcut, correspondences in contour lines of 2 objects are interpolated ( = morphing).

  7. Images generated by soundtracks and vice versa for use in lip-sync, playing musical instruments, collision detection of on-screen objects.

Lance believed (in '75) "the prompt featuring of digital imagery in motion pictures" but needed to find some really rich sucker to spend the money - everyone laughed.



Funding waned in the late '70's. Defense dollars then must be used for something defense-related. The ARPANET was an unsecured network for Universities to collaborate. These 25 "centers of excellence" received $$$ funding, and attained critical mass which boosted the US ahead of everyone. The military funding in this era built the scientific infrastructure to allow the US economy to advance. It would be difficult to do today since military spending is down and more strict accountability is taken. The funding was put to use in creative research unencumbered by reporting and direct military application. About the reduction in funding for CG research, Lance quipped, they had come up with "no fatal cartoon" yet. Although the military's long-term goal of real-time flight simulation (vs. other funded areas such as AI) did come out of this initial CG research.

The panelists allowed that the early images created at Utah were not aesthetic works of art, having been derived from procedural models. But they are optimistic for future use of CG in the visual arts due to the improved user interface to enable creative people more self-expression.



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