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{{See also|Computer animation}}
'''Computer-generated imagery'''<ref>Many prefer the term ''CG'' for ''computer graphics'' instead of ''CGI'' for ''Computer imagery has really come to life in the past couple of years, and, is in common use for more and more film s and video games.computer generated imagery''. ''CGI'' is also known to stand for the [[Common Gateway Interface]] and is associated with script programming languages, such as [[perl]]. ''CGI'' was thus associated before it was associated with computer graphics, in the 1990s</ref> (also known as '''CGI''') is the application of the field of [[computer graphics]] or, more specifically, [[3D computer graphics]] to [[special effects]] in [[film]]s, [[television program]]s, [[Television commercial|commercial]]s, [[simulator]]s and simulation generally, and printed media. [[Video game]]s usually use real-time computer graphics (rarely referred to as CGI){{Fact|date=January 2009}}, but may also include pre-rendered "[[cut scene]]s" and intro movies that would be typical CGI applications. These are sometimes referred to as FMV ([[Full motion video]]).

CGI is used for visual effects because computer generated effects are more controllable than other more physically based processes, such as constructing [[Miniature effect|miniatures]] for effects shots or hiring [[extra (drama)|extras]] for crowd scenes, and because it allows the creation of images that would not be feasible using any other technology. It can also allow a single artist to produce content without the use of actors, expensive set pieces, or props.

[[Computer software]] such as [[3ds Max]], and the open source [[Blender (software)|Blender]], [http://www.lightwiki.com/Main_Page LightWave 3D], [[Maya (software)|Maya]] and [[Autodesk Softimage]] is used to make computer-generated imagery for movies, etc. Recent availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional grade films, games, and fine art from their home computers. This has brought about an Internet subculture with its own set of global celebrities, clichés, and technical vocabulary.

Simulators, particularly flight simulators, and simulation generally, make extensive use of CGI techniques for representing the Outside World.<ref>Companies making the highest levels of flight simulators such as the so-called 'Level D' (the highest technical level for civil aircraft training and recognised on both sides of the Atlantic) normally produce their own CGI system for use in their simulators. Other simulator companies buy in a CGI system from a specialist supplier. Companies making Level D flight simulators include CAE (Canada, Germany and USA), FSI (USA), Link division of L-3 Communications, Lockheed Martin (Orlando), Rockwell Collins (USA) and Thales (France and UK)</ref>

== History ==
{{Main|Timeline of CGI in film and television}}
2D CGI was first used in [[film|movies]] in 1973's ''[[Westworld]]'', though the first use of 3D Wireframe imagery was in its sequel, ''[[Futureworld]]'' (1976), which featured a computer-generated hand and face created by then [[University of Utah]] graduate students [[Edwin Catmull]] and [[Fred Parke]]. The third movie to use this technology was ''[[Star Wars Episode IV: A New Hope|Star Wars]]'' (1977) for the scenes with the wireframe Death Star plans and the targeting computers in the [[X-wing]]s and the ''[[Millennium Falcon]]''. ''[[Star Trek II: The Wrath of Khan]]'' premiered a short CGI sequence called The Genesis Wave in June 1982. The first two films to make heavy investments in Solid 3D CGI, ''[[Tron (film)|Tron]]'' (1982) and ''[[The Last Starfighter]]'' (1984), were commercial failures, causing most directors to relegate CGI to images that were supposed to look like they were created by a computer.

The first real CGI character was created by [[Pixar]] for the film ''[[Young Sherlock Holmes]]'' in 1985 (not counting the simple polyhedron character Bit in ''Tron''). The technology emerged from New York Institute of Technology. It took the form of a knight composed of elements from a stained glass window. CGI did not win over the motion picture industry until 1989, however, when ''[[The Abyss]]'' won the [[Academy Award for Visual Effects]]. [[Industrial Light & Magic]] (ILM) produced complex CGI visual effects, most notably a seawater creature dubbed the ''[[pseudopod]]'', featuring in one scene of the film. CGI then took a central role in ''[[Terminator 2: Judgment Day]]'' (1991), in which the [[T-1000]] Terminator villain wowed audiences with liquid metal and [[morphing]] effects fully integrated into action sequences throughout the film. ''Terminator 2'' also won ILM an Oscar for its effects and in the sequel of the film, ''[[Terminator 3: Rise of the Machines]]'', in which the [[T-X]] had a CGI similar to the villain in the predecessor and has been nominated the Saturn Award for the best special effects.

It was the 1993 film ''[[Jurassic Park (film)|Jurassic Park]]'', however, in which dinosaurs created with CGI were seamlessly integrated into live action scenes, that revolutionized the movie industry. It marked Hollywood’s transition from [[stop-motion animation]] and conventional optical effects to digital techniques. The following year, CGI was used to create the special effects for ''[[Forrest Gump]]''. The most noteworthy effects shots were those that featured the digital removal of actor [[Gary Sinise]]'s legs. Other effects included a [[napalm]] strike, the fast-moving [[table tennis|Ping-Pong]] balls, and the digital insertion of [[Tom Hanks]] into several scenes of historical footage.

2D CGI increasingly appeared in [[traditional animation|traditionally animated]] films, where it supplemented the use of hand-illustrated cels. Its uses ranged from digital [[tweening]] motion between frames, to eye-catching quasi-3D effects, such as the ballroom scene in ''[[Beauty and the Beast (1991 film)|Beauty and the Beast]]''.

In 1993, ''[[Babylon 5]]'' became the first television series to use CGI as the primary method for its visual effects (rather than using hand-built models). It also marked the first TV use of virtual sets. That same year, ''[[Insektors]]'' became the first full-length completely computer animated TV series<ref>Created in 1993. ''2nd Prize for the category 3D Animation Imagina'' in 1993 for the episode "''Some Flowers for Bakrakra''" [http://www.awn.com/fantome/english/fr_prix.htm]</ref>. Soon after, in 1994, the hit Canadian show [[ReBoot]] was aired.

[[Image:Movie poster toy story.jpg|left|thumb|200px|''[[Toy Story]]'' (1995) was the first fully computer-generated feature film.]]
In 1995, the first fully computer-generated feature film, [[Pixar]]'s ''[[Toy Story]]'', was a resounding commercial success. Additional digital animation studios such as [[Blue Sky Studios]] ([[20th Century Fox]]), [[DNA Productions]] ([[Paramount Pictures]] and [[Warner Bros.]]), [[Omation Studios]] ([[Paramount Pictures]]), [[Sony Pictures Animation]] ([[Columbia Pictures]]), [[Vanguard Animation]] ([[Walt Disney Pictures]], [[Lions Gate Entertainment]] and [[20th Century Fox]]), [[Big Idea Productions]] ([[Universal Studios|Universal Pictures]] and [[FHE Pictures]]), [[Animal Logic]] ([[Warner Bros.]]) and [[Pacific Data Images]] ([[DreamWorks|Dreamworks SKG]]) went into production, and existing animation companies, such as The Walt Disney Company, began to make a transition from traditional animation to CGI.

Between 1995 and 2005 the average effects [[budget]] for a wide-release [[feature film]] skyrocketed from $5 million to $40 million. According to one studio executive, {{As of|2005|lc=on}}, more than half of feature films have significant effects. However, CGI has made up for the expenditures by grossing over 20% more than their real-life counterparts.<ref>[http://www.wired.com/wired/archive/13.02/fxgods.html Wired.com: F/X Gods]</ref>

In the early 2000s, computer-generated imagery became the dominant form of special effects. The technology progressed to the point that it became possible to include virtual stunt doubles. [[match moving|Camera tracking]] software was refined to allow increasingly complex visual effects developments that were previously impossible. Computer-generated extras also became used extensively in crowd scenes with advanced [[Flocking (behavior)|flocking]] and crowd simulation software. The [[timeline of CGI in film and television]] shows a detailed list of pioneering uses of computer-generated imagery in film and television.

CGI for films is usually rendered at about 1.4&ndash;6 [[megapixel]]s.{{Fact|date=June 2009}} ''Toy Story'', for example, was rendered at 1536&nbsp;×&nbsp;922 (1.42MP). The time to render one frame is typically around 2&ndash;3 hours, with ten times that for the most complex scenes. This time hasn't changed much in the last decade, as image quality has progressed at the same rate as improvements in hardware, since with faster machines, more and more complexity becomes feasible. Exponential increases in [[Graphics Processing Unit|GPUs]] processing power, as well as massive increases in parallel CPU power, storage and memory speed and size have greatly increased CGI's potential.

In 2001, [[Square Pictures]] created the CGI film ''[[Final Fantasy: The Spirits Within]]'', which made headlines for attempting to create photo-realistic human actors. The film was not a box-office success. Some commentators have suggested this may be partly because the lead CGI characters had facial features which fell into the [[uncanny valley]]. Square Pictures produced only two more films using a similar visual style ''[[Final Flight of the Osiris]]'', a short film which served as a prologue to ''[[The Matrix Reloaded]]'' and ''[[Final Fantasy VII: Advent Children]]'', based on their extremely popular video game series.

Another production which uses CGI almost entirely is ''[[Code Lyoko]]'', a youth television show regarding a virtual world called Lyoko, its gateway to the real world, and the computer program planning to take over the world, [[XANA|Xana (Code Lyoko)]]. The show is partially 2D animated, and partially CGI animated. 2D animation describes the real world, where CGI rendering describes the virtual world of [[Lyoko]], after the show's main characters have been [[Scanner (Code Lyoko)|scanned and converted into it]].

Developments in CGI technologies are reported each year at [[SIGGRAPH]], an annual conference on computer graphics and interactive techniques, attended each year by tens of thousands of computer professionals.

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 engine]]s to render non-interactive movies. This art form is called ''[[machinima]]''.

==Creating characters and objects on a computer==
3D computer animation combines 3D models of objects and programmed movement. Models are constructed out of geometrical vertices, faces, and edges in a 3D coordinate system. Objects are sculpted much like real clay or plaster, working from general forms to specific details with various sculpting tools. A bone/joint system is set up to deform the 3D mesh (e.g., to make a humanoid model walk). In a process called rigging, the virtual marionette is given various controllers and handles for controlling movement. Animation data can be created using [[motion capture]], or [[keyframing]] by a human animator, or a combination of the two.

3D models rigged for animation may contain hundreds of control points - for example, the character "Woody" in [[Pixar]]'s movie ''[[Toy Story]]'', uses 700 specialized animation controllers. [[Rhythm and Hues Studios]] labored for two years to create [[Aslan]] in the movie ''[[The Chronicles of Narnia: The Lion, the Witch and the Wardrobe]]'' which had about 1851 controllers, 742 in just the face alone. In the 2004 film ''[[The Day After Tomorrow]]'', designers had to design forces of extreme weather with the help of video references and accurate meteorological facts.

For the [[King Kong (2005 film)|2005 remake]] of ''[[King Kong (1933 film)|King Kong]]'', actor [[Andy Serkis]] was used to help designers pinpoint the gorilla's prime location in the shots and used his expressions to model "human" characteristics onto the creature. Serkis had earlier provided the voice and performance for [[Gollum]] in [[Peter Jackson]]'s ''[[The Lord of the Rings]]'' trilogy.

== Communities ==
There are a multitude of websites designed to help promote and support CGI artists. Some are managed by software developers and content providers, but there are standalone sites as well, including one of the largest communities on the web, [[Renderosity]]. These communities allow for members to seek advice, post tutorials, provide product reviews or post examples of their own work.

== CGI film studios ==
*[[Blue Sky Studios]]
*[[DreamWorks Animation]]
*[[Pacific Data Images]]
*[[Pixar]]
*[[Walt Disney Animation Studios]]
*[[Sony Pictures Imageworks]]

== CGI visual effects studios ==
*[[Digital Domain]]
*[[Industrial Light & Magic]]
*[[Rainmaker Digital Effects]]
*[[Rhythm and Hues Studios]]
*[[Weta Digital]]
*[[Framestore]]

== See also ==
* [[Virtual human]] &mdash; computer-generated images and voices of human beings
* [[Ray tracing (graphics)|Ray tracing]] &mdash; one of many [[algorithm]]s used to create (primarily) [[Software rendering#Offline rendering|offline-rendered]] CGI frames

== References ==
<references />

== External links ==
* [http://accad.osu.edu/~waynec/history/ID797.html A Critical History of Computer Graphics and Animation] &ndash; a course page at [[Ohio State University]] that includes all course materials and extensive supplementary materials (videos, articles, links).
* [http://silicon-valley.siggraph.org/MeetingNotes/ToyStory.html Pixar and Disney's ''Toy Story'']
* [http://www.cg101.com CG101: A Computer Graphics Industry Reference ISBN# 073570046X ] Unique and personal histories of early computer graphics production, plus a comprehensive foundation of the industry for all reading levels.
* ''[http://www.wired.com/wired/archive/13.02/fxgods.html F/X Gods]'', by Anne Thompson, Wired, February 2005.

[[Category:Visual effects]]
[[Category:Animation techniques]]
[[Category:Computer animation]]
[[Category:Special effects]]

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Revision as of 22:06, 16 August 2009

This article has been much improved in my absence; Therefore, I feel it no longer needs to be improved as a long-term project