History




Early digital computer animation was developed at Bell Telephone Laboratories in the 1960s by Edward E. Zajac, Frank W. Sinden, Kenneth C. Knowlton, and A. Michael Noll. Other digital animation was also practiced at the Lawrence Livermore National Laboratory.

In 1967, a computer animation named "Hummingbird" was created by Charles Csuri and James Shaffer.

In 1968, a computer animation called "Kitty" was created with BESM-4 by Nikolai Konstantinov, depicting a cat moving around.

In 1971, a computer animation called "Metadata" was created, showing various shapes.

An early step in the history of computer animation was the sequel to the 1973 film Westworld, a science-fiction film about a society in which robots live and work among humans. The sequel, Futureworld (1976), used the 3D wire-frame imagery, which featured a computer-animated hand and face both created by University of Utah graduates Edwin Catmull and Fred Parke. This imagery originally appeared in their student film A Computer Animated Hand, which they completed in 1972.

Developments in CGI technologies are reported each year at SIGGRAPH, an annual conference on computer graphics and interactive techniques that is attended by thousands of computer professionals each year. Developers of computer games and 3D video cards strive to achieve the same visual quality on personal computers in real-time as is possible for CGI films and animation. With the rapid advancement of real-time rendering quality, artists began to use game engines to render non-interactive movies, which led to the art form Machinima.

The very first full length computer animated television series was ReBoot, which debuted in September 1994; the series followed the adventures of characters who lived inside a computer. The first feature-length computer animated film was Toy Story (1995), which was made by Pixar. It followed an adventure centered around toys and their owners. This groundbreaking film was also the first of many fully computer-animated movies.

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