Computer generated imagery is the most common term used for graphics developed in 3D. The study of the history of CGI is an important part of our educational experience in general, not necessarily to know the significance of its development but to define the evolution of our discipline.
Evolution has allowed this technology to be used in films, television programs and advertising, in printed media, video games (one of the most attractive branches that has allowed its popularity) but when or how it all began.
It begins with video games, in the 1940s when, after the end of World War II, the winning powers built the first programmable supercomputers such as the ENIAC in 1946, created to develop chess programs. Then there was another leap in the 1960s and, since then, the world of video games has not stopped developing with the only limit imposed by the creativity of the developers and the evolution of technology.
Spacewar! is undoubtedly one of the most popular false starts of video games in history, created at the Massachusetts Institute of Technology in the club of students who shared their passion for building scale model railroads, the Tech Model Railroad Club also shared a passion for science fiction, E.E. “Doc” Smith. This is how Spacewar! was born, a space duel for two players that was released in 1962. The game occupied 9k of memory. However, the young programmers did not patent their work and they did not consider its commercialization as it required a lot of investment. Despite all this, it is one of the most copied ideas in the history of video games, it was written for Atari and Magnavox home consoles.
William Fetter is credited with first coining the term computer graphics in the 1960s to describe his work at Boeing, a multinational aerospace and defense company.
The world of video games is not the only one that is important within the environment of computer-created images, cinematography is also important.
2D CGI was first used in films such as 1973's Westworld, although the first use of 3D imagery was in its sequel, Futureworld (1976), which featured a computer-generated hand and face created by University of Utah graduates Edwin Catmull and Fred Parke.
The first two films in which CGI was involved were Tron (1982) and The Last Starfighter (1984). Both were commercial failures at the box office, which forced most directors to relegate this type of images to images that suggested they had been created by computer, although in reality they were not.
The first character truly created in computer generated images was created by the same people who would later found the Pixar company for the film The Adventures of Young Sherlock Holmes") in 1985 (not counting the simple multi-faceted character on Tron that answered in binary: yes and no). This consisted of the representation of a knight in a stained glass window, whose glass came out of the window, making the knight represented in it take on a life of its own and walk on its own.
The television series Captain Power and the Soldiers of the Future") from 1987, opens the doors to the thought of post-nuclear worlds conceived with high-tech elements and development of virtual elements, despite not having much reception, it became a milestone in the application of CGI technology in television productions.
These “photorealistic” computer-generated images did not persuade the film industry until 1989, when The Abyss won the Hollywood Academy Award in the Visual Effects category. Industrial Light and Magic (ILM) produced photorealistic CGI visual effects, the most notable of which were those of a water creature imitating the protagonist's face: this scene is among the most memorable from the film. It was then that he had a central role in the 1991 film Terminator 2: Judgment Day, thanks to the evil protagonist Terminator T-1000 who surprised the audience with his composition of liquid metal, his morphological transformations and deadly effects fully integrated into the action sequences throughout the film. Later, it won an Oscar at ILM for its special effects.
In 1993 Jurassic Park "Jurassic Park (film)") radically changed the perception of the industry, as the dinosaurs in the film looked so real and the film so seamlessly integrated computer-generated images and, of course, real sequences, that it revolutionized the film industry. This film marks Hollywood's transition from frame-by-frame motion animation and conventional optical effects to digital techniques.
In 1994, the first fully computer-animated series called Reboot was created in Canada, this being the first commercial work 100% created through technology (computer).
Two-dimensional (2D) computer-generated images are increasingly appearing in traditionally animated films, complementing hand-illustrated frames. Its uses extended from "digital interpolation movement between frames" to striking pseudo-three-dimensional (3D) effects such as the ballroom scene in the Walt Disney Company's Beauty and the Beast.
Toy Story, from Pixar, and Cassiopeia&action=edit&redlink=1 "Cassiopeia (film) (not yet written)"), from NDR Filmes, were the first fully computer-generated feature films, released in 1995 and 1996 respectively. Other digital animation studios such as Twentieth Century Fox's Blue Sky Studios and Dreamworks SKG's Pacific Data Images launched CGI production, and existing animation companies, such as the Walt Disney Company, began a transition from traditional animation to computer-generated image animation.
Between 1995 and 2005, the average effects budget for a film rose considerably from about $5 million to about $40 million. According to an executive at one of the film studios, since 2005, more than half of the films have had significant effects.
In the early 2000s, computer-generated imagery dominates the field of special effects. Technology progresses to the point where it was possible to digitally replace actors with virtual actors, indistinguishable at a glance from the actors they replaced. Computer-generated extras also began to be widely used in crowd scenes because it was a way to save production costs and was also more effective in organization. The Objective of CGI in Film shows a detailed list of pioneering uses of computer generated images in film and television.
Computer generated images for movies generally have a resolution of approximately 1.4-6 megapixels (MPx). Toy Story, for example, had a format of 1536 * 922 (1.42 MPx). The time to generate a frame is about two or three hours, with ten times more time needed for the most complex scenes. This time has not changed much since then, while image quality has progressed considerably. At the same time, with the improvement of computer equipment and faster machines, it has been possible to increase the complexity of the graphics. The exponential increase in the processing capacity of central processing units, as well as massive increases in their parallel processing capacity, storage and memory speed and size, have greatly increased the potential and complexity of computer-generated images.
Final Fantasy: The Spirits Within in 2001, was the first attempt to create a realistic film using only computer generated images, that is, without real actors. The film was produced by Square Pictures and featured highly detailed, photo-realistic quality graphics. The film was a box office failure, however, and after creating one last film in a similar visual style (Final Flight of the Osiris), a short film that served as a prologue to the film The Matrix Reloaded, Square Pictures went out of business.