HISTORICALLY SIGNIFICANT COMPANIES
So just what qualifies as ³historically significant²?
Abel Image Research
	Abel Image Research (colloquially known as AIR Software) 
was the subsidiary of Robert Abel and Associates that 
sold its software commercially. Production companies that 
bought AIR software included Electric Image in the UK, 
Steiner Film in Munich Germany (used there by Ken Wesley and 
Tom Nowak), as well as many others. 
AIR software was built primarily by Bob Abel with 
animation and rendering software by Bill Kovacs, Roy Hall, 
Kim Shelly, Mike Sweeney and others including Christina 
Hills. Code was initially cobbled together from various 
sources to get started, including Bell Labs which licensed 
code to Abel¹s virtually for free at just $1 per 
³workstation². 
AIR was in the process of being sold to ????? when it 
was rather abruptly sold to Wavefront Technologies of 
Santa Barbara in 1985 For $1million.
Alias Research Inc
(1982 to present) 
-contributed to by Will Anielewicz, Andrew Pearce and 
Kevin Tureski.
How Alias Got Started
Alias Research Inc., of Toronto, Canada was founded in 1983 by Stephen Bingham, Susan McKenna, David Springer, and Nigel McGrath with the goal of creating software for computer animation for film and video production. Stephen was a television producer, a director for the National Film Theatre of Canada, and an advisor to the government on the use of computer graphics for the visual display of quantitative data. Susan worked as an independent producer in the industrial video and film area and had some experience in fund raising in the industry. [FACTOID] The name ³Alias² was arrived at during a brainstorming session when Susan said ³What we need is an alias for the company². Nigel ran a local business, McGrath & Associates that specialized in computer graphic slide production. David was head of the CG lab at Sheridan College and would lead the software development. The founders obtained a grant of $61K from National Research Council (NRC), borrowed equipment from McGrath & Associates, and Secured SRTC (Scientific Research Tax Credits) for some funded research work on anti-aliasing that would be needed for their own product, ALIAS/1. [FACTOID] The first office was in an elevator shaft and rent was $150/month in the always-under-construction ³Much Music² building, Canada¹s version of MTV. The four principals were soon joined by employee¹s five and six: Will Anielewicz (recently ex of Omnibus and currently at ILM) and Mike Sweeney on software development. It was Will and Mike who, unbeknownst to management, made a conscious decision to make the Alias renderer the best looking (as opposed to the fastest), a feature that still accurately describes the current code. [MORE INFO] Please see the Programming chapter for a complete bio on Mike Sweeney By summer 1985, the product was complete and the company took it to market with the first activity being a small booth at Siggraph '85 in San Francisco. (Coincidentally, Wavefront launched their product the same year). The most unique elements of the ALIAS/1 system were (1) it's use of Cardinal splines (supported by Silicon Graphics GL language) instead of polygonal lines (2) the GUI with pop-up menus instead of command-line interface and (3) the integration of multiple functions (modeling, animation, rendering, paint, film recording) within a single interface. Alias/1 also provided the first paint system for the SGI IRIS 2400. Originally, ALIAS/1 was targeted to the post-production market primarily for advertising usage. One of the earliest customers, however, was General Motors. The fact that ALIAS/1 was based on splines was of great interest to GM who wanted to use the system for design work. Alias was reluctant to enter the design market as it was so distant from what it was founded to do, but by November 1995, they had signed a deal with GM to incorporate basis spline (b-spline) technology. Over the next year or so, Alias sold mostly to post- production customers - it's original target market, but as is common with emerging technologies there was a broad range of early adopters with a surprising number doing architectural visualization and scientific visualization. However, with the introduction of ALIAS/2 with b-spline geometry in late FY87, sales to industrial design companies started to take off. Then, with Alias V3.0, the same executable was marketed to industrial design as Alias Studio and to the entertainment markets as PowerAnimator. V3.0 was also the release that introduced NURBS which has become a standard for both markets. In 1996, Alias in-house artist Chris Landreth¹s short animation ³The End² was nominated for an Oscar® in the Best Animated Short category. [FACTOID] A little known fact: The name of the Alias image viewing utility ³wrl² came about when Will Anielewicz added to the existing code of ³rl² and wanted to change it¹s nameŠhence the self initialed w(ill)rl utility name we all know and love today. Will developed his skills in obscurity at Omnibus. One of his dozen-or-so variants of an extrusion program was called ³newtube2², and it¹s help went approximately as follows: newtube2: useage: file x y z xbang ybang zbang xtang ytang zbang file: a ppt file to extrube about x y z xbang ybang zbang: do the obvious xtang ytang ztang: use only if you wrote the code animators had to chain together dozens of unix programs using Cshell. In fact, Keith Ballinger, a TD, programmed ease- in/ease-out values with his TI-58 calculator. Others looked up the values in tables and typed them in with a text editor
Alias v1.0: 198? Design Paint Alias v2.0: 1990? Trim curves Alias v3.0: 1992 NURBS! Alias v4.0: 1993 Alias v5.0: 1994 Alias v6.0: 1995 Alias v7.0: 1996 New interface. Polygon modeling tools? Alias v7.5: 1996 Layers Alias v8.0: 1997 Alias v9.0: 1998
The Alias Renderer: ³Raycasting (as Alias called it) is the casting of 2.5D rays into 2.5D buckets of triangles. We call the rays (and geometry) 2.5D because they are in the projected screen space of the image, so they are 2D, but they still have a bit of Z depth information which we can use to generate a real 3D intersection point. Alias Raycasting is like ray tracing in that we can compute volume intersections (fog, particles, glows, et. al.) with the speed of a 2D intersetion test, but unlike raytracing in that no secondary rays are (or can be) generated due to the nature of the geometry which is already projected into 2.5D. The Raycasting algorithm is closest to the ZZbuffer (yes, 2 Z's) presented a Siggraph a few years back (the paper was unrelated to A|W). People also tend to think of rendering as a post process, separate task. The Maya renderer is completely integrated so that geometric, dynamic or other properties of the scene can affect the shading (ie. connect the Y coordinate of a sphere to the red channel of a shader and you've got a sphere that gets "redder" the higher it is translated).² Andrew Pearce
	In 1998, a Scientific and Engineering Academy Award 
from the Academy of Motion Picture Arts and Sciences was 
presented to John Gibson, Rob Kreiger, Milan Novacek, Glen 
Ozymok and Dave Springer for the development of the geometric 
modeling component of the Alias PowerAnimator system.
	For animators, the latest Alias tools include the most 
advanced inverse kinematic (IK), a completely integrated 
particle systems, and unique 3D model interpolation and 
deformation controls. 
	Alias Research and longtime competitor Wavefront 
Technologies were both bought by SGI in 1995 and now are 
known by the new combined name of Alias|Wavefront. 
	Alias|Wavefront released a next generation complete 3D 
animation system called Maya in February of 1998. Maya is 
available for SGI IRIX and Windows NT. Maya v2.0 is expected 
to ship in the summer of 1999. 800-447-2542 www.aw.sgi.com 
	-see also Wavefront, Silicon Graphics Inc.
Amiga
The Amiga was a color computer introduced by Commodore 
Computer in 1985 after beginning development as the Amiga 
Lorraine. Models included the 500, 1000, 3000, and 4000. 
Original software including Sculpt-3D, and Deluxe Paint II. A 
unique feature of the 1000 model was its built-in composite 
video output. This allowed you to record to a VHS deck 
whatever you saw on the screen in realtime. With masked brush 
shapes and color cycling, you could really get some amazing 
effects out of D-Paint II with this set up. (I should know, I 
created my first short film in 1986 that way! Author)
Amiga also produced the earliest alternative input 
devices for video games. The JoyBoard (1983) foot controller: 
"You lean, you tilt, you bend, you turn." and ³The Power-
Stick² (1983) a one handed, thumb controller.
The Amiga is a perfect example of how the best product 
does not always win the marketplace. The Amiga is still an 
active platform today thanks to a loyal following of longtime 
users. One particularly good 3D package is Tornado3D by 
Eyelight at http://www.tornado3d.com . Surf the web for lots 
of great software and newsgroup discussions, starting at: 
www.amiga.com  
[AMIGA TESTIMONIAL!] ³Amiga - the cool thing about the Amiga was/is (I have two in my house right now...) that it had a built-in graphics and sound co-processors and could do true multi-tasking on the Motorola 68000 series, which DOS, MS-DOS, WindowsX and MacOS never did on that CPU...or any other, for that matter. What a box!² - John Andrew Berton (ILM VFX Supervisor).
Apple Computer
(1967 to present) 
 	Founded by Steven Jobs and Steven Wozniak in 1976, 
incorporated on Jan. 3rd of 1977. Apple began with the 
introduction of the Apple I, followed by the Apple II later 
in 1977 and the Apple III in 1980. While definitely not a 
computer graphics company, Apple did bring many of the GUI 
interface, desktop publishing graphics concepts to the masses 
over the years. Several good book have been written about the 
history of Apple Computer, but I offer some highlights here.
XEROX PARC VISIT: Jobs and his scientists was so 
impressed by their visit to Xerox Parc in December of 1979 
that Jobs completely rethought the direction of a graphic 
interface project they were working on, code named ³Lisa² 
(1983). However, Jobs was soon taken off the Lisa project and 
began work on another named ³Macintosh². A year after the 
introduction of the Macintosh in 1984, Jobs was voted out of 
Apple by the board and the then President he himself had 
hired, John Sculley.
	-FACTOID: Macintosh: The original graphic user 
interface personal computer for the masses. (The Mac was of 
course based upon the brilliant Alto of Xerox PARC.) 
Introduced in 1984 with a price of $2,495 and a bus speed of 
8mhz! Included a built-in 500x384 black and white screen, 
256k of RAM (that¹s k not m) and no hard drive. (Who 
remembers switching between floppies over and over again? I 
see those hands!)
As a side note, Microsoft had just released Windows 1.0 
at this time and successfully negotiated a deal protecting 
it¹s right to use a similar GUI design.
The Mac II was introduced in 1987, along with the Apple 
LaserWriter and Pagemaker software. Together they all formed  
the first affordable desktop publishing personal computer 
system. The portable Powerbooks were first introduced in 
1991, along with the ill-fated ³Newton² hand-held personal 
digital assistant or PDA. 
The PowerMac introduction in 1994 proved to be a 
powerful addition to the Mac line, but more poor marketing 
decisions caused rough financial times. Today, with Jobs back 
at the helm of his old company as ³Interim CEO², Apple is 
profitable again, and has introduced new products at both 
ends of its line of personal computers. At the entry level is 
the iMac, a low cost internet savvy PC that is as much fun to 
look at as it is to use. On the high end the blazing fast G3 
line include built in 3D acceleration. More so in this area, 
in early 1999, Apple announced its licensing of the SGI 
OpenGL 3D graphics standard; an important step in getting 
serious about the 3D graphics market. 000-000-0000 
www.apple.com 
 
Atari Inc. 
(1972 to present Š sort of) 
Video game manufacturer founded in 1972 by Nolan 
Bushnell (B.S. University of Utah 1969) and sold to Warner 
Inc. in 1976. With the introduction of Pong (also created by 
Nolan Bushnell), a simple ball and paddle style video game, 
Atari led the video game revolution of the late 70s and early 
80s before falling on hard times. The Atari 2600 (1977) home 
video game console, with a blazing 1.19 Mhz clock speed and 
128 bytes of RAM, still has a very loyal cult following, with 
many devoted web sites and emulators available for nostalgia 
buffs (like me). Enduring classics like Centipede, Missile 
Command, Pong, Breakout and Tempest are still being updated 
and re-released today with more modern 3D graphics. 
ATARI FIRST!: Atari Lynx Handheld Video Game  (Dec 1989) 
was the world's first Color Portable Game Machine. The Jaguar 
Video Game Console (1993) was the world's first 64-Bit Game 
Console. The Jaguar lost its war against competitors Sega and 
Nintendo and was discontinued
The short lived Atari Research Center (ARC) included Scott Fischer, Jaron Lanier, Brenda Laurel and Thomas Zimmerman. Jaron Lanier, a pioneer in virtual reality (VR) developed the DataGlove here in 1983. In 1984 Warner divides Atari Inc. The home division (Atari Corp.) is sold to the founder of Commodore, Jack Tramiel; and the arcade division (Atari Games/Tengen) becomes its own company. Atari Games is then bought by Time-Warner in 1993, and is later sold to WMS in 1996. Atari Corp. is merged with JTS Corp. in 1996, and then acquired by Hasbro Interactive (a subsidiary of Hasbro, Inc.) on March 16, 1998. www.atari.com
FACTIOD: Nolan Bushnell, creator of ³pong² and the founder of Atari Computers is also the founder of Chuck E. Cheese Pizza.
Blue Sky Studios
(1987 To present) 
Located just outside Manhattan, Blue Sky Studios was 
formed by a handful of key people from MAGI/SynthaVision. 
Today the company is best known for their beautifully 
realistic raytraced rendering and innovative character 
animation. 
[FACTOID] The company was also briefly known as Blue Sky Productions
Blue Sky was founded in May of 1987 by six people. (in alphabetical order) Alison Brown(Administration), David Brown(President), Michael Ferraro(Systems Architect), Carl Ludwig(VP of R&D), Dr. Eugene Troubetskoy(Chief Scientist), and Chris Wedge(vice president of creative Development). Other early key employees included Jan Carlée (Animation Director) and Tom Bisogno. Michael Ferraro developed the entire backbone of the modeling/rendering and animation environment, also designing the user interfaces and system interfaces. The programming language that he had designed integrated vector/matrix math into a simple interactive language. The language also included constructs to build procedural geometry and textures with an eye to re-implement Synthavision's ray-tracing as an "object-oriented" production environment. (Mind you this was well before C++ was well known and Java wasn't even a glimmer in someone's eye.) This work also included the development of what became the API and the job control environments for running on a network of computers, at that time still pretty much an unheard of approach. As Blue Sky¹s first TD, Michael used the language he had resigned to procedurally model and animate objects. For the next seven years as Chief Technical Director he would train and supervise the TD¹s as well as remain the ³computer scientist² of the group. Not bad for someone formally trained as an artist (BFA/Syracuse MFA/U.Mass). Michael would go on to co-found ³Possible Worlds² with partner Janine Cirincione. A major unsung pioneer of CG, Dr. Troubetzkoy developed the concept of "ray tracing" into the foundation of the company's proprietary software, CGI Studio. Today, this rendering system is considered by many in the industry to be the world's finest. Dr. Troubetzkoy developed the geometry and intersection calculations along side Carl Ludwig who handled the lighting, rendering and surface physics development. The software traces rays directly to NURBS patches without subdividing into polys as all other production code does. Dr. Troubetzkoy developed an extremely efficient method for evaluating these intersection calculations (27 coeficiants!) in order to represent mathematically perfect surfaces. Boolean operations are also used directly with NURB surfaces, circumventing again the many polygon approximation artifacts inherent to other renderers. Let it also be known that Dr. Troubetzkoy¹s brilliance is matched only by his modesty, which is the sole reason his important contributions to raytracing have gone relatively unrecognized.
[Blue Sky FACTOID] Blue Sky¹s very first jobs included a recycling campaign for the Glass Institute of NY in 1988 and a film job for "Famous Players", a theater chain in Canada. That job featured procedurally generated skies, clouds, sunset and water with a glass logo.
Later, Blue Sky¹s CG character work for the feature film 
"Joe's Apartment" won several top prizes at international 
festivals, including Imagina, the Annecy International 
Animation Film Festival, the Ottawa International Animation 
Festival and the World Animation Celebration.
Blue Sky & Chris Wedge's latest release, "Bunny," a 
seven minute short animated film, uses a hybrid radiosity 
technique; a time consuming global rendering process that 
creates extremely realistic images. Bunny won the Academy 
Award for the Best Animated Short Film of 1998. 
[SIDEBAR] While radiosity and raytracing are very time consuming to calculate, the BlueSky software used clever Monte-Carlo techniques (instead of patch based) to render the seven minute film. (It still took an entire month to process the bulk of the film on a 160 processor DEC farm!)
Whatever the statistics of a given project, this short 
film was the culmination of twelve years of a company¹s clear 
direction: The finest imagery possible, with no compromises. 
Blue Sky¹s unique imagery is clearly going to set a new 
standard for the year 2000 and beyond.
Twentieth Century FOX acquired a controlling interest 
in Blue Sky Productions in 1997 and merged the company 
with LA based VIFX (Which was acquired by FOX a year 
earlier). VIFX was in turn later sold by FOX to Hollywood CGI 
house Rhythm and Hues in April of 1999.
 
Bo Gehring Associates 
Louis (Bo) Gehring began work at Magi in 1972, starting 
the Synthavision division with Bob Goldstein. While there, Bo 
created several CG tests for Steven Spielberg's Close 
Encounters of the Third Kind, before the idea was dropped 
in favor of Doug Trumbull¹s traditional miniature and 
practical effects approach.
Instead of returning to NY and Magi, Bo stayed in LA and 
originally formed his company as Gehring Aviation in 1977. 
Based on his experience with computer controlled machine 
tools, he sought to capitalize on the new need for computer 
driven motion control cameras for visual effects work. At 
this time, the only systems in existence were John Dykstra¹s 
at George Lucas¹s ILM from StarWars, and those at Robert 
Abel¹s company.
At about this time, creative advertising agency icon 
Harry Marks (Once VP at ABC, and then one half of Sullivan &  
Marks) had recruited Doug Trumbull to do effects work for 
him. Trumbull moved on to motion picture work, so Harry then 
turned to his fellow UCLA alum Robert Abel to help create 
visual effects for ABC. Bob Abel then left for Hollywood when 
he began his initial work on the first StarTrek film. It was 
then that Bo Gehring got the call from Marks to step in and 
create visual effects where Abel and Trumbull had left off.
[INSERT MILESTONE] Bo Gehring Associates first feature film work in 1977 was the little know ³Demon Seed² sci-fi B-movie about a computer who becomes sentient and wishes to reproduce with his creators wife. (A late night classic now to be sure.) Bo provided vector graphics for computer displays on set, making this one of the very earliest examples of CG in a feature film
In 1983 Bo Gehring Associates had about 35 employees. It was then that they developed the amazing STAR (Scene Tracking Auto Registration) automatic scene-tracking ³Electronic Rotoscoping² system. Conceived by Bo and written by non-other than Jim Clark of SGI fame,(with the front end written by Bo himself) the technique was based upon discussions Bo had with others while at Magi as early as 1974. Both simple and revolutionary, the idea was to be able to automatically track as little as four points (6 were ideal) in a filmed scene, allowing the ³camera matrix program² to extrapolate matchmove information for compositing CG imagery perfectly ³into² a live action scene. Film footage was rear projected on a vertically mounted Calcomp 30x40 inch translucent plotting surface. An Oxberry based camera rig was used to increment the rear projection images one frame at a time. Most recently, Bo Gehring worked as Director of Audio Technologies at Reality By Design, Inc. in Wobern Ma. until April of 1999.
Buf Compagne 
(1982 to present) 
 Pierre Buffin and Henry Seydoux founded B.S.C.A (Buffin 
Seydoux Computer Animation) in 1982.  In 1988, they finished 
a 6 minute 3D animation about insects living in a computer, 
The first "long animation" in France. Other early employees 
were Patrick Albert, Olivier Gilbert ,Georges Lagardere, 
Francois Blanchet, Christian Zumbiehl and Matthieu 
Schonholzer.
 Cambridge Animation 
 Andrew Berend set up Cambridge Animation with partner 
Peter Florence in 198?.
 Composite Image Systems 
(197? To 198?)
Joe Matza, Ken Holland, and Price Pethel  early 
electronic pin-registration and compositing work. Price was a 
founding member of Digital Domain, more recently joining 
DreamQuest in 1998. 
Computer Creations
(1982? to 198?) 
 Tom Klimek headed the company, located in the unlikely 
location of Southbend Indiana (Jim Lindner was NY sales rep, 
Gail Resnik was an employee.) Jim Lindner and Suazanne 
Gavril, former marketing executives at Xerox, later broke 
with Computer Creations and formed Fantastic Animation 
Machine in Manhattan. 
They used the first Digital Disk recorder system, the 
ESS-1 made by Ampex, and used code they had written on PDP-11 
minicomputers for rendering. In the later eighties, they
did a huge project for Williams (?) videogames. (CONFIRM 
DETAILS AND GET ADDITIONAL INFO!)
 Computer Film Company (CFC)
	Founded in 1984 by Andrew Berend, Mike Boudry, and Nick 
Pollock. Andrew come from a motion-control background and had 
previously formed Computer FX Ltd. and worked for the 
Moving Picture Company. Mike was the hardware guy, and 
Nick was software. Neil Harris joined in 1986 as a software 
programmer also.
	The intent at CFC from the very beginning was full frame 
digital manipulation and compositing of live action footage. 
This was a unique charter among startup CG facilities until 
very recently, that is not to be primarily concerned with 
vector or raster computer generated imagery. 
	In 1985 CFC began researching what was available at that 
time for computer hardware, input scanning and film recording 
equipment. They happened upon another startup company called 
Benchmark Technologies in London who were in the middle of 
designing a computer system of their own. CFC was able to 
collaborate with them, optimizing the new hardware for their 
own specialized uses.
	By mid 1987 a number of private investors were pooled 
together (Thanks to a government tax break arrangement 
similar to that done in Canada at the same time) and CFC 
moved out of the garage and into a derelict factory building, 
(complete with leaking roof and broken floor boards.) 
The homemade scanner was done by now, built mostly from 
scratch but based initially on a DataCopy CCD camera. The 
Benchmark computer system was working, and the software was 
also well along and ready for the first productions. A film 
recorder was still a problem as several of the early 
commercial systems were considered and rejected. (The Matrix 
QCR was not deemed good enough, and the Celco CFR-700 cost a 
prohibitive $300,000 US). Eventually they built a little 
phone booth sized clean room in the building to house the 
film recorder.
-Their First Digital Film Composite: While the 
majority of early jobs consisted of television work, in 1987 
CFC completed work on one the first ever full frame digital 
film composite for a feature film, definitely the first  
outside the US. The film was called ³Fruit Machine² in the UK 
and released as ³Wonder World² for the US release. It 
featured a scene with a character who dives into a pool of 
dolphins, and then transforms into one himself. Without any 
affordable disc storage at the time, CFC took advantage of 
their double-headed film scanner to work on one frame at a 
time. A single frame of the foreground element would be 
scanned, along with a single frame of the background element, 
both stored in frame buffer memory simultaneously. The image 
manipulation was completed, with the final composite then 
being sent to the film recorder. The process would then be 
repeated one frame at a time, helped in part by the fully 
scriptable and repeatable functions of the digital painting 
software. By this time CFC had about 9 employees, including 
management, a producer and Janek Sirrs who was quite possibly 
the worlds first full time digital compositor. 
CFC moved out of the factory in 1988 into a facility in 
central London. It was also at this time that their work 
attracted the attention of Kodak¹s ³Electronic Intermediate 
Systems² group, who visited CFC to learn about their 
technology. Key to CFC¹s work from the very beginning was 
their software¹s capability to do sub-pixel accurate 
motion tracking, a feature which did not become common in 
commercial packages until very recently. Another major 
advantage at CFC was the constant working relationship 
between R&D and production. It resulted in very focused 
research and the ability to bid beyond existing state-of-the-
art, knowing they could expand their capabilities for any 
given project. 
By 1988/89 larger and faster disc storage was in use and 
the scanning/recording work process was de-coupled into the 
more traditional arrangement familiar today. In 1990, the 
first major Hollywood film CFC worked on was Memphis Belle. 
CFC replaced about a dozen ³less than perfect² traditional 
optically composited scenes of flying bombers with much 
better quality digital composites. They also digitally 
restored and colorized some old black and white WWII footage.
	Mike visited LA in 1991 and started looking into 
potential business there. CFC then opened an office in LA in 
1992 which has gone on to contribute significant work to 
dozens of major feature films including The Huddsucker 
Proxy, MORE , etc.  
	CFC has been honored twice with Technical Achievement 
Academy Awards. Once in 1995 for their contribution to 
digital film scanning, and again in 199? For their pioneering 
work in digital compositing. 
	In August of 1997 CFC sold 100% ownership to MegaloMedia 
which also owns London¹s Frame Store post house and the Sachi 
& Sachi company. Today, alongside Domino, Cineon, Matador and 
Flame systems, CFC still uses their original Benchmark 
computer systems, a true testament to how far ahead that 
technology was when first designed over a dozen years ago.
	-Where did everyone go?: Andrew would leave CFC to 
help set up Cambridge Animation with Peter Florence. 
	
 Computer FX Ltd. (CFX) 
(1982 to present)
	Computer FX Ltd. (later called CFX Ltd, and today called 
CFX Associates.) was formed by Andrew Berend, Ian Chisholm 
and Craig Zerouni in 1982. They began by purchasing the first 
IMI (Interactive Machines Inc) vector display device, a real-
time, monochrome, vector device which competed with E&S 
products. (PDI may have bought the second IMI, or possibly 
the other way around) This was the first real-time animation 
system in Europe. 
Craig wrote some code to generate realistic water and 
reflections before anyone else in the UK. They also built a 
frame buffer and render engine based on the Texas DSP chip. 
It did all its render arithmetic in fixed point, and so was 
very fast for what it cost. 
[SIDEBAR COMMENT] I was once animating with a client, who said something like "this is amazing, how fast you can do this stuff. This must help you get it right very easily" to which I replied "We don't make any fewer mistakes than anybody else. We just compress the time between mistakes." - Craig Zerouni
Film output was accomplished by filming directly off the monitor through different colored gels. The camera and the gels were controlled by the IMI itself, so the original animation package had a scripting system that involved animation files, passes over the film, and colors. Since the number of colors in the wheel was limited (to 6, I think), sometimes a person would have to stand there in the dark and change filters between shoots. (Some of this hardware was also built by Mike Boudry.) Andrew Berend left in late 1984 to join Mike Boudry and co-found the Computer Film Company (CFC).
[QUOTE] ³Just as CFX was realizing that the wireframe 
business was evaporating, and that our own home-grown raster 
hardware/software wasn't going to get good enough fast enough 
(we were always small), two guys called John Penney and Greg 
Hermanovic phoned us up.  
CFX constantly tried to reinvent the medium, partnering 
with a traditional animation company called Shootsey, to try 
to sell agencies on the idea of mixing the two media. That 
never went anywhere; but they also built a motion control rig 
of their own.
[QUIOTE] ³One of our first rendered jobs went to 1-inch 
tape (remember that?) via a Sony BVH-2000 (or 2500, whichever 
it was that allowed single frame edits). The frame buffer 
would fill with the image, then a person had to hit "edit" on 
the Sony, and it would pre-roll, run forward, record the 
frame, and then stop. Then a person had to tell the computer 
to render the next frame. That person was me. I had to stay 
awake, hitting 2 buttons every 5 minutes, in the correct 
order, for about 36 hours straight, in order to get it done 
on time. The truth is, I did fall asleep for a few hours 
around 5AM, so I lost some time, but I don't think it matters 
now if I admit it.² Craig Zerouni
Relates Craig Zerouni: ³To do one job, I recall, we had 
no way of getting digital video back and forth to a post-
house, so we ended up taking our 100 lb Abekas A60 and 
putting in the back of a taxi as a method of getting the D1 
back and forth. It took 2 or 3 people to do this, plus a 
little wheely cart thing we had. It was, like everything else 
about this business, completely mad.²
 
 
 Computer Graphics Laboratory Inc.  
 
Computer Image Corporation (CIC) 
[QUOTE] ³In the 80's we produced graphics animation, 
character animation and special effects direct to video.  
This group is often overlooked because of the analog video 
component of their systems. However, they implemented 
computer control of many aspects of the animation process, 
keyframing, hierarchical control structures and image 
processing, years before many others in the field.² Jim 
Johnson
  
Employees included Kirk Paulson, Phil Zimmerman. Jim 
Johnson was a Director and Technical Director there for over 
6 years, from 1980 to 1986. Jim Johnson (JJ) is now Executive 
Producer at Deep Blue Sea in Miami, FL.
 
 
Cranston/Csuri Productions (CCP)  
WHERE ARE THEY NOW?
At is high, CCP employed some 80 people, many of whom 
are active leaders in the field of CG today. 
-Chuck Csuri left CCP in 1985 to return to his OSU 
duties at CGRG. He is actively pursuing new technologies to 
create new forms of computer graphic fine art.
-John Berton (Now a VFX Supervisor at ILM) was a TD who 
did a CG logo for a Twisted Sister Music Video.
-Jeff Light wrote the code that ran the Celco at CCP and 
is now Motion Capture Supervisor at ILM.
-Paul Sidlo founded RezN8
-Jim Kristoff and Dobbie Schiff went on to LA to form 
MetroLight.
-Others employees included: Shawn Ho (now at SGI), 
Julian Gomez (now at Lego), Michael Collery (PDI), Andy White 
(ILM), Tom Hutchinson (ILM), Susan Van Baerle (LambSoft), 
John Donkin (Blue Sky), Scott Dyer (Windlight/Nelvana).
 
 
deGraf/Wahrman  
 
DemoGraFX  
 
Digital Effects  
Quick additions to in-house computing were a Harris 800 
and a Dicomed film recorder. They also built a frame buffer 
to see color images quickly, and wrote a paint system for it.
Digital Effects was one of four companies to create CG 
for the film TRON. They producing the opening title sequence 
where pieces of TRON fly in over a bright light source to 
form his body, and also did all the scenes involving the 
flying cuboid character ³Bit² who could say yes or no.
In the end, the many partners and employees wanted to 
operate the company differently, and the politics and 
personalities were causing work to go elsewhere. The best 
solution was to simply shut down the company and have people 
go their separate ways.
Jeff Kleiser went on to Omnibus/LA as the Director of 
their new Motion Picture Special Effects division.
The Judson Rosebush Company was founded in 1986 and is 
located in New York City. It is a creative multimedia studio 
currently producing commercial and entertainment CD-ROM 
titles and world wide web sites. www.rosebush.com 
 
 
Digital Pictures 
 
Digital Productions  
³A Cray is a real headache. This one had like a $12,000 
a month electric bill, and the maintenance and support bill 
for the "Crayons", the people who attended to it and kept it 
working came to like $50,000 a month. Its like a 747 
jetliner. If its not in the air with seats full, you're 
losing money!²
David Sieg dave@ns.zfx.com
 
DP¹s first major computer graphic project was for The 
Last Starfighter, $4.5 million worth of state-of-the-art 
high resolution CG animation. Beginning in Oct 83, Digital 
Productions traded in the ³older² Cray-1S for the very first 
Cray X-MP supercomputer. The Cray was fronted by a VAX 
11/780 and was used to produce nearly 300 shots totaling 25 
minutes of screen time. The team used E&S PS400's for 
modeling and IMI vector motion systems for motion preview 
with Ramtek frame buffers for display. When Triple-I had 
wrapped the TRON work and decided not to continue in the CG 
film business, DP leased the Digital Film Printer (DFP) 
and hooked it up to on of the high speed channels of the 
Cray. The Cray driven DFP could scan 35mm film at four 
seconds a frame, and film out the 2000x2560 rendered images 
at twelve seconds a frame.
For the first time, highly detailed computer generated 
images were integrated with live action as realistic scene 
elements, rather than as monitor graphics or deliberately 
³CG² looking images. Gary Demos from the very begining always 
had the drive to only produce the highest resolution, highest 
quality imagery possible. 
Kevin Rafferty(ILM) led the team that digitally encoded 
(modeled) many of the forms designed for the film by Ron 
Cobb. The technique used was to have top, front and side 
views of the model drawn orthographically on blueprint-like 
paper. A mouse/cursor (or ³puck²) with cross hairs would then 
be used to input the lines of the drawing, one point at a 
time. Details even included little 3D digital stunt actors 
inside the Gunstar¹s cockpit.
-³PICTURE CARDS²
For The Last StarFighter, practical explosion 
elements were licensed from John Dykstra¹s company Apogee 
and were scanned into the computer. Code was written to pull 
mattes from the explosion elements (which were often shot 
against black), which were then applied to square polygons  
and placed into the 3D scene. Scripts to play the running 
footage on these ³picture cards² (as Gary Demos called them) 
were written by Brad DeGraf. Other effects of note were the 
fractal code written by Walter Gish used for the moon and 
cave scenes. (Dually inspired by the work of Loren Carpenter 
and Mandelbrot.) 
 
³In another room is Ron Cobb, master of detail, 
carefully designing every last square inch of those 
spaceships. There was not one grommet on any of those ships 
that didn't have a purpose that Ron could describe.²
³I remember one time I was animating the scene where 
Alex had just blown away the Rylon cargo ship, deep in the 
tunnels of the asteroid.  The shot begins with the Gunstar 
facing away from the camera, pointed into the dead-end of the 
tunnel.  Alex has just made his first real-life kill.  The 
storyboard called for the Gunstar to "turn around sadly." So 
at this point I'm not exactly a seasoned animator, just a 
couple of semesters of hand-drawn fishes and some computer 
generated T-bone steaks under my belt. I show Ron the motion 
test for the sad, turning Gunstar, which is sort of slow and 
has a little kind of "Aw, shucks" kick to it.  Ron's response 
was to turn to me, look me in the eye, and say very sweetly 
and kindly, "Well, Paul, I think maybe that's a little bit 
_too_ sad, don't you?"
 	Paul Isaacs pauli@sgi.com "The Last Starfighter", 
Digital Production Technical Director 7/83-5/85.
 
	As the Last Starfighter production wrapped up (on time 
and on budget) in April of 1984, a critical financial squeeze 
occurred. DP was forced to purchase the $17 million Crap-XMP 
instead of continuing the lease. This critical drain of cash 
put DP in the vulnerable position of being the target of a 
hostile taken over by Omnibus in 1986.
Craig Upson and Larry Yaeger worked on the Jupiter 
destruction sequence with Boss Film for the film 
2010:Odysee2. 
Bill Kroyer designed, animated, and technical directed 
the flying owl in the award-winning opening title sequence of 
Labyrinth (1985/86), produced by Alan Peach.
Bill Kroyer and Chris Baily animated Mick Jagger's Hard 
Woman rock video in 1985. The 4.5 minute long animation was 
Co-produced by Nancy St.John and Alan Peach. Because of the 
tught deadline, the team concentrated on the character 
animation, with rendering being restricted to extremely 
simplified tube-like forms.
Digital Productions also began creating many different 
kinds of noteworthy projects at this time. New work included 
Clio award-winning commercials and also test footage for 
special projects, including Dune (1984) and Star Trek: The 
Next Generation (1987) television pilot. 
-COMMERCIAL WORK:
While the recent tests did not result in any work for 
those projects, DP would create some 300 commercials in 1985 
alone. Key to this success was the strict sign-off policies 
and ³client control² skills of Sherry McKenna, the Executive 
Producer. Sherry had come from Robert Abel¹s company, and was 
tasked with producing some 60 overlapping commercial projects 
in-house at any one time, each with a deadline of about 2 
months. The storyboards for a job would be part of the 
contract, and any changes requested would mean a new contract 
, new budget and a new schedule. The hires model designs 
would be signed-off on by the Art Directors, and lores 
versions would then be used to generate motion tests. At the 
same time, local and model lighting tests would be approved 
as well as global scene lighting. The next step would be to 
generate lores rendered animation scenes of the complete job, 
which would be approved by the client before committing to 
final hi-res rendering. Because of this strict incremental 
process, the final job would seldom have to be re-rendered 
more than once. 
 
³Šwhere else would geeky programmers ever have had the 
chance to meet the likes of Jim Henson, Mick Jagger, DEVO, 
The Tubes, etc. etc.? I remember sending my parents a copy of 
an article about the company that appeared in TIME magazine, 
written about our first-ever use of a Cray supercomputer to 
product special effects instead of military/defense 
applicationsŠ. Lots of daytime meetings, arguing about 
software architecture, that never mattered since we were 
hacking our way through it every night at 2 am instead.²  
-Emily Nagle Green egreen@forrester.nl Digital 
Productions software designe and marketing 1982-1987
 
DP also had a division of the company that was set up in 
1985 to provide computing services and graphics production to 
the business and scientific community. The feature film and 
commercial production cycles had slow-time that could be 
filled by this other new area of CG. Cray time was sold to 
such companies as General Motors, Ford Motor Co. and the 
National Science Foundation. Stefen Fangmier(ILM), Craig 
Upson(Protozoa), Phil Sherwood and Emily Nagle Green worked 
for this part of the company. By now the total Digital 
Production employee count was up to about 100.
-THE OMNIBUS TAKEOVER:
 	In about 1985, CDC and Ramtek were both breaking up or 
going out of business themselves, and wanted out of the 
digital movie making business at any cost. Anxious to cut 
their losses, the board went along with a hostile takeover 
bid by Omnibus, breaking there agreement with Whitney Jr. 
and Demos. Backed by the Royal Bank of Canada, Omnibus 
arranged for a leveraged buy-out that would burden them with 
nearly $25 million in debt. Unable to prevent what they saw 
as sheer folly, and also unable to afford a costly legal 
battle to protect their company, John Whitney Jr. and Gary 
Demos left to start up Whitney/Demos Productions. Digital 
Productions was renamed "Omnibus Simulation" in June of 1986, 
and declared bankruptcy (along with Omnibus and Abel) only 9 
months later on April 13th of 1987.
 
 
Electric Image (EI) 
 
Evans & Sutherland Computer Corporation 
(E&S) 
 
Ex Machina   
 
Fantastic Animation Machine (FAM)  
 
Homer and Associates 
 
Image West  
³Digital image-making state of the art was a PDP-11 and a 
$50,000 framebuffer, and a bunch of assembly or FORTRAN 
programmers hacking away from scratch. Triple-I, NYIT, and 
MAGI were about the only people going that route. Image West 
had always had the advantage of "real time", meaning that 
despite the limitations of the analog rescan technology, it 
could run right before your eyes, and be adjusted on the fly. 
Its big downfall was complete lack of repeatability, due to 
all those knobs and patch wires. (Scanimate) After reviewing 
all the options, Cliff Brown and I decided a good approach 
would be to build a system based on the analog rescan 
technology, but using digital computers to track and store 
the setups needed to repeat a job. I did not realize at the 
time how large a project this would be (VersEFX).² 
-David Seig, Image West 
 
	[IMAGE] ED Kramer in front of Scannimate.
 
Image West moved from Hollywood to Studio City, CA in 1983.
 
³This was the first facility I had ever designed that 
involved raised computer flooring. Half of the building was 
on a level two feet lower than the other half. So we used 
raised computer flooring to make the two floor levels equal. 
This gave us about 20" under the floor for cables, power and 
air conditioning.² 
-David Sieg, Image West (http://vhost2.zfx.com/~dave)
 
The company faced increasingly hard times competing with 
the trend of completely digital effects, 3D CG and digital 
video effects boxes like the ADO. The new VersEFX system that 
they had partnered with SFP on (the French TV production 
company) had gone to France, and they were trying to build 
one for themselves. But hybrid video technology was not going 
to able to compete with the all digital systems, so they made 
a deal with Symbolics to get one of their S-series systems 
with both paint and 3D 
Capabilities. Unfortunately, they could never return to the 
revenue levels they had been working at with the Scanimates,   
and in desperation, they attempted a public offering on the 
Vancouver stock exchange. That attempt failed and the company 
closed its doors in 1985.
 
Industrial Light and Magic (ILM)  
[FUNNY GEORGE STORY] The second floor of the building 
was being completely renovated for the video editing space, 
and George would come by occasionally to check up on the 
work. One day he stops by and makes a casual question about 
why a wall has a door put in a particular location. Some days 
later he returns to find that the construction workers have 
actually moved the door to another spot! Hoping to avoid 
future misunderstandings, George tells the workers that just 
because he asks a question doesn¹t mean they need necessarily 
jump to conclusions and change something. Satisfied that all 
is now well, he leaves the workers to finish the job. 
Returning again sometime later, he finds that the workers 
have moved the door back to its original position. 
story related by Dr. Ed Catmull 3/99
 
A few years later the Graphics group would move to a new 
custom office space up north in Bell Marin Keys, Novato. 
(This was also the year of the big Marin County flood that 
left 5 feet of water in down town San Enselmo). In 1983 the 
permanent space for ILM in SanRafael was finished, and the 
Graphics Group moved into ³C² building on Kerner Blvd.
Also during this time, many LucasFilm corporate and 
management changes take place, with the original President 
Charlie Weber being replaced by Bob Greeber, who is then 
replaced by Doug Norby. The ³Egg Company² LucasFilm location 
in LA is closed down, and development on SkyWalker Ranch was 
ongoing.
The Graphics group settled into several basic research 
projects. The film IO project was headed by David 
DiFransisco who designed a laser-based film scanner and 
recorder as one unit. From the very beginning it was clear 
that no one had ever solved the numerous challenges of 
perfecting a laser based film recorder. There was some still 
work being done, and military research, but even mighty Kodak 
at the time was not sure it could be done. In 1980 the first 
tests were done (on 5247 stock), and by 1983 the Pixar image 
computer was integrated in the heart of the scanner/recording 
system. Young Sherlock Holmes in 1984 was the first 
production to use the new machine, completing for the very 
first time ever, a complete digital composite of a CG 
character onto live action imagery. The digital film printer 
would go on to complete work on a dozen ILM film projects, 
eventually being retired in 1991. David DiFransisco (Then and 
still at Pixar) was able to get the machine back by trading 
it for Pixar Image computer hardware. He then was able to 
fulfill a wish to donate the historical hardware to the 
George Eastman House International Museum of Photography¹s 
Permanent Apparatus Collection.
Tom Duff, Sam Lefler, Bill Reeves and Eben Ostby worked 
on the animation system architecture. Real time 2D line 
drawing was accomplished with a PERQ vector system from 3-
Rivers (2 million vectors in a 30th of a second). The new Sun 
(Stanford University Network) computers were a full 32 bit 
system based on the Motorola 68000 chip. John Semans (sp?) 
ported UNIX to the SUN, and the Graphics Group made a deal 
which allowed SUN to use the port in exchange for receiving a 
30% discount on their hardware in perpetuity.
When George Lucas decided in 1985 to sell off the 
division and begin a new production oriented department, 
Catmull called upon Doug Kay and George Joblove. Kay and 
Joblove were running their own production company in LA, and 
would be asked to come in and basically start from scratch 
when every single employee left together to start Pixar. 
 
[CLOSE CALL!] Ironically, when first offered the 
opportunity from Dr. Catmull, Kay and Joblove turned him 
down! Dr. Catmull quickly called Doug back on the phone and 
politely told them: ³You¹re crazy! This is an opportunity of 
a lifetime! Come back up here for another interview, we¹ll do 
it all over again². The two partners agreed, returned and 
promptly changed their minds.   
 
Major projects: 
€Young Sherlock Homes(Stained Glass Knight)
€Indiana Jones: Temple Of Doom(Donovan's destruction), 
€Willow(morf)
€Abyss(Pseudopod)
€T2(T-1000)
€Jurassic Park(dinos)
€ Back To The Future II and III: digital compositing 
intensive 
€Scott Anderson¹s underwater particle effects for The 
Hunt For Red October 
€Ghost
€procedural spider swarms in Arachnophobia
 
In 1989 the first brand new KODAK scanner literally fell 
off the truck!
 
Commercial work has got its digital start with projects 
like Hummingbird, character animation of M&M Mars aliens , 
Heinz Ants. Morphing played a big part in Meryll Lynch Bear 
to Bull, Diet Pepsi football ³puddle², and Toyota Lips.
In 1999, Cary Philips was awarded an Academy Technical 
Achievement Award for the design and development of the 
³Caricature² Animation System.
Continues to be the undisputed world leader in feature 
film visual effects with 14 Academy Awards and 12 additional 
Scientific and Technical Achievement Awards.
 
 
 
Information International Inc. (III or Triple-I) 
  
The Foonly F1 Computer:  
When Triple-I did not get the government contract, 
management (Al Fenaughty and Terry Taugner) brought Whitney 
and Demos over from Evans & Sutherland to form a ³movie 
group² in an attempt to cut their losses by using all that 
equipment for something else. John Whitney Jr. had been 
initially introduced to Triple-I because his father (John 
Sr.) knew Triple-I¹s founder Ed Fredkin. 
The Motion Picture Project or Entertainment 
Technology Group was formed at Triple-I in 1975 by Gary 
Demos, John Whitney Jr., Tom McMahon, Karol Brandt and Art 
Durinski, later joined by Craig Reynolds and many others. 
The first project Whitney Jr. and Demos were charged 
with was a series of tests for the film Close Encounters of 
the Third Kind. The concept was for little glowing cubes to 
fly around during the start of the film¹s finally. The film¹s 
DP Vilmos Zigmund shot some plates with a crane, including 
some small spheres whose position would be input to a 3D 
tracking program to extrapolate the matchmove by which to 
render the 3D elements ³into² the scene. (Malcom McMillan, a 
UCLA mathematician and key Triple-I programmer wrote this 
code)
Most of 1976 was spent producing broadcast logo packages 
for foreign markets, as the domestic networks were not ready 
to commit to the new idea of CG ³flying logos². NBC in 
particular was one early client Triple-I approached with the 
idea, only to be rejected in favor of a traditional spinning 
practical model.
SOFTWARE
Both Frank Crow and Jim Blinn worked here briefly in 
1977 developing algorithms later published in their thesis 
work. The Actor/Scriptor Animation System (ASAS) was 
developed by Craig Reynolds, Art Durinski and others; and the 
modeling tools were written by Larry Malone(Nichiman) using 
tools such as the Tektronix 4014 storage tube display 
terminal running Tekshow.
LUCASFILM TESTS
Other 3D CG tests were done for Star Wars, The Black 
Hole, and The Empire Strikes Back, but did not end up in 
the finished films. One particular test for LucasFilm 
involved Art Durinski building a beautiful 60k poly count X-
Wing fighter. Rendered at 4k by 6k resolution, Lucas was only 
impressed after the ever-amazing Mal MacMillan wrote some 
additional code to ³dirty² it up from it¹s original pristine 
CG condition. It was eventually shown on the cover of 
³Computer Magazine² in 1979. 
A lower poly count version was created for an animation 
test Gary Demos did of a five ship formation, complete with 
anti-aliasing and motion-blur. Unfortunately the seven 
thousand dollar per minute production cost required by Lucas 
was much too low for Triple-I to consider real production. 
Also in 1978 scanning and filmout tests were performed with 
Richard Edlund at LucasFilm, but the nature of the CRT 
technology and 5247 film stocks did not yield great results.
	[IMAGES OF X_WING FROM ART]
1980 saw the production of seven minutes of digital 
imagery for Looker; another Michael Chrichton film written 
after the author¹s visits to Triple-I during Westword and 
FutureWorld productions. Full body 3D scans where made of an 
actress from software developed once again my Malcom 
McMillan. The film was about a company that created computer 
generated actresses from full body scansŠdéjà vu?
About this time it was becoming clear to both John 
Whitney Jr. and Gary Demos that Triple-I was not going to 
allow the expansion or spin off of the Motion Picture Group 
as they had originally hoped. John and Gary were instrumental 
in the pitching and pre-production of the next big CGI film, 
Tron, but left in April of 1981 before its production to form 
their own company: Digital Productions.
TRON
Triple-I created the Sark¹s Carrier, solor sailor and 
the MCP scenes for the end of the film. (See the Milestones 
chapter for more details.) Some key people on the work 
included Art Durinski, Larry Malone, Craig Reynolds, Bill 
Dungan and Jeremy Swartz. 
After completing Tron and a 3D (steroscopic) project for 
Kodak/Epcot called ³Magic Journeys², Triple-I ceased it¹s 
computer graphics business. Some employees joined Digital 
Production while others joined  the new Symbolics Graphics 
Division.
 
 
Japan Computer Graphics Lab (JCGL) 
 
Kleiser Walczak Construction Company (KWCC) 
In 1992 KWCC based itself in Lenox Massachusetts to 
provide the 3D CG animation for Douglas Trumbull¹s LUXOR 
trilogy of ridefilms. Frank Vitz again wrote custom code for 
one of the films to transform the flat CG into a curved 
torus-like screen.  
Two important television series were also created in 
conjunction with Santa Barbara Studios: ³Astronomers² with 
12 minutes of cosmic simulation for PBS and ³500 Nations², 
where they built entire Native American cities.
Feature film work has included StarGate, Clear and 
Present Danger, and Judge Dredd which featured some of the 
earliest realistic digital stunt doubles in a feature film.
KWCC also recently created various creatures for Mortal 
Kombat: Annihilation and effects for Carrie II. They have 
just delivered 3 years of extensive work on the ³Spiderman² 
Š(details)
Employees and collaborators have included Ed Kramer, 
Eileen O¹Neil, Jeff Williams, Frank Vitz, Derry & Patsy 
Frost, Randy Bauer.
Currently KWCC has offices in New York, LA, and the 
Mass. MOCA center in Williamstown Massachsetts 413-664-7441  
www.kwcc.com 
 
 
Kroyer Films 
 
Lamb & Company  
 
 Links  
 
MAGI (Mathematics Application Group, Inc.)  
[FIRST RAYTRACING] In fact, the very first raytraced 
image was produced in 1963, output on special test equipment 
(similar to an oscilloscope) developed at the University of 
Maryland. An ³egg in a box² whose complex hidden surface 
problems were easily handled by the new raytracing technique. 
 
-MAGI/SynthaVision 
[Fying Logo Factiod!] The first flying logo CGI ad is 
attributed to MAGI - an ad for IBM in 1969.
 
Later, in 1981, Dr. Troubetskoy replaced this technique 
with more efficient techniques that did these boolean 
combinations over entire scan lines at once. This higher 
efficiency was necessary to produce the very high vistavision 
resolution images (2280x1200) needed for TRON.
Dr. Troubetzkoy (A nuclear physicist) was the director 
of advanced projects at MAGI. He was previously a consulting 
physicist for the United Nuclear Corporation and a senior 
research associate in nuclear physics at Columbia University. 
MAGI was a pioneer in putting high resolution computer 
graphics directly out to film. It's CELCO film recorder (way 
ahead of its time) was the second ever made. (The first being 
used by the government for Landsat imagery. 
 
[CELCO FACTOID] After a 1981 visit to MAGI, Benoit 
Mandelbrot got a CELCO for IBM, and used it to output all 
those fractal images for his classic book "The Fractal 
Geometry of Nature". 
 
Carl Ludwig (Director of Engineering) had begun his 
involvement in computer animation while serving as a 
consultant for Celco, where he developed a special film 
recorder to output footage for the groundbreaking Disney film 
Tron. 
 
-TRON 
[MEMORIES!] ³Shortly after Ken Perlin was hired I was 
hired into the CAD/CAM division to help build an interactive 
modeler for Synthavision's CSG (ray-traced boolean ops on 
quadratic solids) It was to be used by the movie division and 
sold toe the mechanical engineering market. This was an 
ambitious task given that all of the rendering and animation 
programs were still written in 80 column punched card format, 
compiled and run as "batch jobs" on IBM mainfraims and later 
on 32bit mini-computers and animation pencil tests were 
output to film and looked at on a upright Movieola, there 
weren't any frame buffer or color displays.² -Michael Ferraro
 
To relate an interesting perspective on the mind set of 
the time, in New York for the premier of Tron were all the 
computer graphics people who contributed to the film. From 
MAGI, Triple-I, Abel and Digital Effects all sitting 
around a table at Sardies. The topic of conversation soon 
center on the fact that the ³entire CG business was sitting 
right here² and ³had anyone heard about some company trying 
to break in to the CG business in CaliforniaŠthey are going 
to call it Pacific Data Images or something like that..² 
³and how do they expect to get into such an established 
business as ours? It¹ll never be successful.². Ah, but 
history would play out very differently as we all know too 
well!
 
-MAGI in LA 
[QUOTE] ³In the meantime Tom Bisogno and I created what 
became known as the "After Hours Movie Group" and produced a 
short film shown at the SIGGRAPH film show in the early 
eighties,  It was titled "First Flight" and was the first 
uses of procedural lighting/atmosphere effects that MAGI 
later became known for. The "After Hours Movie Group" for the 
most part included Tom, myself and for a while Jodi Slater.² 
Michael Ferraro
 
In early 1984 MAGI opened an office in LA hoping to 
capitalize on the success of TRON to get more feature film 
work. Phil Mittelman recruited Richard Taylor (who 
supervised the effects for Tron while at Triple-I) as 
Director and Dan Fitzgerald as Executive Producer to head 
this office. Jeremy Shwartz, Larry Malone (both later at 
Symbolics) were also there. Jan Van Vliet (now President of 
Available Light) and his wife Cathy used Christine Chang¹s 
digital paint program for 2D animation. Their first (and 
only) project was for the Disney film Something Wicked 
This Way Comes in 1984. The ambitious goal was to use 
computer graphics in order to create a magical circus that 
would appear to set up all by itself. Unfortunately the 
images that worked so well in TRON did not cut so 
realistically with live action, and the project was dropped. 
Executive management had oversold the still primitive 
technology, and was unable to get any more film work. By 
1985, MAGI/LA would close its doors.
 
-Where the Wild Things Are 
[A MAJOR MILESTONE] This amazing project was the first 
ever example of full feature film resolution CG digital 
compositing. 
 
Ken Perlin supervised and wrote code for the project. 
(which also included the now well known Disney animator Glen 
Keane). Jan Carlee and Chris Wedge modeled the environment 
and animated the camera move. Christine Chang wrote the 
digital ³ink and paint² software that was used to color the 
Disney animators scanned in drawings complete with shadow and 
highlight elements. (A technique used much later to great 
effect at ILM in Who Framed Roger Rabbit.) Josh Pines 
built the scanner MORE INFO FROM JOSH HERE!. Gene Miller and 
Tom Bisogna in production? 
Soon after that, John used this test as his calling card 
to join Ed Catmull's graphics department at LucasFilm, which 
subsequently was spun off (in 1986) to become PIXAR.
An interesting side story that happened about this time 
concerned another Disney animation project. The Brave 
Little Toaster was being story-boarded by Lasseter and Jo 
Ramf(sp?), but when Ron Miller (then head of Feature 
Animation) was ousted, so was the project. For those of you 
who know the film (and if you have kids you should!) all the 
characters were household appliances, including a lamp, a 
radio, and a vacuum cleanerŠall of whom would have been 
created in 3D CG by MAGI. However Tom Wilhite left Disney and 
formed Hyperion Animation in order to independently produce 
the film, and the MAGI work never was to be.
 
-FUN AND REWARDING TIMES 
[Romantic Nerdlike Factoid]: Chris Wedge (or was it Jody 
Slater? )introduced John Lassiter to his future wife Nancy 
Taque(sp?). 
 
The whole spirit at this time was of around the clock 
creative energy. Each person egging one another on to 
constantly push the barriers further beyond what was done the 
day before. The night crew would often leave up on the screen 
their most rewarding images in order for the day crew to see 
them. This would produce no end of awe struck reactions like 
³how did they DO that?². Of course not to be outdone the day 
shift would repeat the process only to amaze the next night 
crew and cause the cycle to be repeated. The group of co-
workers were referred to as the ³22 legged beast² for their 
tight lunch going groupings remanicent of the Warner Brothers 
cartoons with a single mass of characters atop animated legs.
In 1983-84 at MAGI Ken Perlin developed his now famous 
³Perlin Noise and Turbulence² techniques of creating 
solid and procedural textures that are now commonly used 
everywhere in the CG industry. (It earned him an Academy 
Award for Technical Achievement in 1997 too). 
 
-THE BEGINNING OF THE END
 
[The FLY] Sythavision's work can be seen in David 
Cronenberg's, The Fly, where the main character, Seth Brundel 
plays a visual sequence on his computer that explains that 
his DNA has been mixed with a housefly. The work is not 
credited in the film.
 
The Synthavision division was sold off in 1984 to a 
holding company in Toronto Canada run by Bob Robbins and Leo 
Grey. The company¹s new president was David Boyd Brown(Blue 
Sky). 
The first main project for Synthavision after the by-out 
was a laser video disk arcade game called Robot Rebellion 
which required the player to pilot a small LV1 robot to the 
core of a mining asteroid to overcome a mine full of crazed 
robots and booby traps and regain control of the colony by 
punching in a color code they learned along the way. Hazards 
included CG fire created with KPL(Ken Perlin Language) 
texture code. 
[SCRUBBING BUBBLES CURSE?] ³The very last project that 
Sythavision did was a commercial featuring DOW Chemical's 
Scrubbing Bubbles in their first CG incarnation. These, I'm 
told, are the same characters that Cranston/Csuri where 
working on when they folded later. We all watched PDI with 
interest when they took on Scrubbing Bubbles. Fortunately 
they survived the curse.² Paul Griffin
 
Synthavision¹s parent company went out of business in 
the fall of 1986. The CAD/CAM division of Magi had been sold 
to Lockheed Aerospace in 1982/83, while MAGI Computer 
Slides Corp. was purchased in 1986 from MAGI for $4million 
and renamed MAGICorp.
 
WHERE ARE THEY NOW? Phil Mittelman formed the UCLA Lab 
for Technology and the Arts; Blue Sky Productions was 
then founded by David Brown (President), Jan Carlée 
(Animation Director), Dr. Eugene Troubetzkoy, Mike Ferraro 
(PossibleWorlds.com), Carl Ludwig (Director of engineering), 
and Chris Wedge.
Josh Pines, Ken Perlin, Jan Carlee and Christine Chang 
began the CG group at R/Greenberg associates. Ken Perlin 
went on to NYU where he remains today. Josh Pines now heads 
the digital scanning department at ILM, Christine eventually 
went to Don Bluth, Jan Carlee eventually joined Blue Sky and 
Mike Ferraro eventually left Blue Sky to form his own 
production company. Tom Miller now is Head of CG at Fox 
Animation Studios, Larry Elin went to ???.
 
 
MediaLab 
 
Mental Images 
 
MetroLight  
[ FACTOID] Before MetroLight was chosen as the official 
name, it was originally called North Light Studios (until 
it was found that this name was already taken)
 
Other key people who soon joined them included Con 
Pederson (Abel), Tom Hutchinson(ILM), Jim Hillen(Disney 
Feature Animation), John McLaughlin (SonyPictures 
ImageWorks), Gary Jackemuk, Jim Rygiel, Joe Letteri(ILM), 
Jeff Doud (Click 3X), Yung-Chen Sung, Rebecca Marie 
(Hammerhead), Scott Bendis (Interplay), Billy Kent, Patrice 
Dinhut, Kelley Ray (Sony), Mark Lasoff (Station X), Sean 
Schur (ILM).
Initially new SGI 3130 computers were purchased for the 
new company, running software from a relatively new company 
called Wavefront. At this same time Robert Abel and 
Associates had just gone out of business with that companies 
landlord acquiring much of the production equipment upon its 
closing. MetroLight then purchased this gear for itself 
(which included Evans & Sutherland computers, Mitchel 
cameras, motion control equipment, and other hardware.
MetroLight¹s first job was a intro for National 
Geographic, Directed by Jeff Doud. The rendering was done at 
1k at 1:1.33 aspect ratio for both film and television 
markets. Jeff was soon after hired to work at MetroLight as 
an Art Director, and is now at Click3x in Atlanta. 
For their first attempt at feature film work, MetroLight 
shared a Special Achievement Visual Effects Academy Award for 
1989's Total Recall. The project required animating 3D CG 
"skeletons" in a life size walk-through X-ray machine. 
Initially an early optical motion capture system from Motion 
Analysis was tested on Arnold (complete with sticking ping-
pong balls all over him!). Eventually though the problems 
with the system necessitated a backup plan. The rear camera 
used behind the X-ray in the motion capture set up was used 
to capture footage that was rotoscoped for the key frames 
used in the final character animation. Paul Verhoven, then 
new to CG technology was very accommodating to the MetroLight 
crew, although he vetoed the idea of putting muscles on the 
X-ray skeletons. The hope was that this would help to 
differentiate Arnolds large physique from the other ³normal² 
sized human skeletons, but it was not to be.
 
[Credit fatoid] Although MetroLight was only 
acknowledged by company name in the films credits, Verhoven 
rewarded the company with allotments for additional personal 
credits in the video release. 
 
In May of 1988 MetroLight decided that it wanted a more 
robust rendering software solution than was provided by 
Wavefront at the time. Yung-Chen began work on the in-house 
code only to loose all his data four months later in a series 
of software backup failures. More for the better the second 
time around, the code (finished in spring of Œ89) was fast, 
and enough to carry them until about 1991/92 when they began 
using Renderman. At this same time Alias was selling there 
product modularly and MetroLight decided on their superior 
modeling package rather than write their own code for this 
task. Alias animation eventually replaced Wavefront Preview, 
with Composer also being recently replaced with Chalice for 
compositing. Maya is also being introduced as the all around 
tool of choice in recent months. (Although Con Pederson was 
still using Abel software up until very recently!)
From the very beginning, MetroLight had two separate 
divisions, each ultimately with about 65 employees. The main 
3D production division, and MetroCel the 2D ink and paint 
division. Mits Kaneko actually directed the overall 
development of the 2D software, Mark Steeves ran the division 
and Charles Scalfani was the lead programmer. The ³annie² 
software was ready for production work by about 1991 and was 
used in such television shows as Ren & Stimpy.
 
[Ren & Stimpy Factoid] A little known fact is that 
MetroLight also created 3D effects for several Ren & Stimpy 
episodes. In one scene, George Liquor sees Ren through a pet 
store window which was rendered in 3D with reflections and 
refractions. Another 3D effects included a full blown 
snowstorm effect. 
 
In 1994 the MetroCel software ³annie² was sold to the 
interactive company ³7th Level², who were going public with 
the backing of a certain investment banker names Michael 
Milken.
Over the years MetroLight has also contributed to a 
number of large format films, including the Korean ³Star 
Quest² (with DreamQuest providing practical effects) and an 
Imax Intel show. Two such large format projects are currently 
in production; one for a summer 1999 release in Universal¹s 
new Florida theme park, and another in Orlando for Sigfreid 
and Roy, produced by L Squared.
	A large part of Jim Kristoff and MetroLight¹s vision for 
the future of their company is character animation. To this 
end, they are just finishing work on the sequel to 
DragonHeart, due for a fall 1999 direct-to-video release.
 
 
The Moving Picture Company (MPC) 
³The quality of the light was uneven, and the guy who 
helped build it spent a lot of time trying to control light 
intensity down fibre-optic cable. He was an Australian named 
was Mike Boudry, the later founder of CFC.² Contributed by 
Craig Zerouni  
 
National Center For Supercomputing Applications 
(NCSA)  
 
New York Institute of Technology (NYIT) 
 
Ohio State University 
-Charles A. Csuri
In 1963 Charles Csuri joined OSU as a Professor in the 
Department of Art. A former All-American football player and 
painter, he soon became interested in the computer as an aid 
in creating new forms of art and animation. 
By 1967, with the assistance of a fellow faculty member 
from the Department of Mathematics (and a mainframe computer) 
Csuri created several interpolated line drawing sequences, 
including one of a hummingbird in flight. Csuri produced over 
14,000 frames, which exploded the bird, scattered it about, 
and reconstructed it. These frames were output to 16mm film, 
and the resulting film Hummingbird was purchased by the 
Museum of Modern Art in 1968 for its permanent collection 
as representative of one of the first computer animated 
artworks.
 
-The CGRG
Beginning with a National Science Foundation grant 
for $100,000 in 1969, The Computer Graphics Research 
Group (CGRG) began working with a PDP 11/45 minicomputer and 
Vector General Display. The CGRG was truly multi-disiplined, 
included faculty and graduate students from Art, Industrial 
Design, Photography and Cinema, Computer and Information 
Science, and Mathematics. Additional grants from the Air 
Force Office For Scientific Research and the Navy continued 
the center until 1990, working in that time on two dozen 
different research projects worth about eight million dollars 
in research support. The CGRG projects specialized in 
computer animation languages, geometric and terrain modeling, 
motion control, and realtime playback systems.
 
-Animation Systems
Early animation language projects focused on a new concept of 
³user friendly-ness² termed ³habitability² by Tom DeFanti. This was 
promoted as an interface to the real-time systems consisting of 
dials and joysticks. 
 
GRASS (Graphics Symbiosis System) animation programming 
language by Tom DeFanti in 1972.
ANIMA motion language by Manfred Knemeyer in 1973.
ANIMA II was developed with contributions from Ron 
Hackathorn, Alan Myers, Richard Parent and Tim Van Hook.
TWIXT was designed by Julian Gomez as a ³track-based 
keyframe animation system². 
  
[MORPHING Factoid] Mark Gillenson (now at IBM) developed 
a technique of blending images of facial drawings, one of the 
earliest examples of the now familiar technology called 
morphing.
 
-Other important developments
Procedural animation was also developed in the late 
70s by Wayne Carlson, Bob Marshall and Rodger Wilson. 
Frank Crow arrived from the University of Texas and 
continued his work with shadows and antialiasing that were 
started at the University of Utah. He later went to Xerox 
PARC.
 
-Character Animation
	A great many individuals at Ohio created award winning 
character based short animations; including Tuber¹s Two 
Step by Chris (Blue Sky) Wedge and Snoot and Muttly by 
Susan Van Baerle and Doug Kingsbury.
 
-Cranston/Csuri Productions Inc.
In 1981, Chuck Csuri approached investor Robert Kanuth 
of The Cranston Companies to form a production company based 
on the great array of custom software written at the CGRG.
Mark Howard designed and built a frame buffer which was 
used extensively for realtime animation testing at the CGRG 
and Cranston/Csuri Productions until they went out of 
business in 1987.
 
-The ACCAD
In 1987 Chuck Csuri and Tom Linehan (now President of 
Ringling School of Design) converted the Computer Graphics 
Research Group into The Advanced Computing Center for 
the Arts and Design (ACCAD). 
Also in the late 1980s, Scott Dyer(Windlight Co-founder, 
now at Nelvana) and a group of ACCAD personnel connected with 
The new Ohio Supercomputer Center for the purpose of 
developing flexible software solutions in the burgeoning 
field of scientific visualization. 
 
-Alumni works
 
For a more complete listing of CGRG, Cranston/Csuri 
and ACCAD alumni and their work, please visit these web 
sites: 
 http://www.cgrg.ohio-
state.edu/accad/people/alumni.html
http://www.cgrg.ohio-state.edu/accad/research/
http://www.cgrg.ohio-state.edu/accad/gallery/films.html
 
Wayne Carlson has been Director of the ACCAD since 
19??
Charles A. ³Chuck² Csuri is currently the Director 
and Professor, Emeritus of the Departments of Art, Art 
Education and Computer and Information Science at Ohio State 
University. 
 
-footnote: Excerpted with permission from ³A Short History of 
ACCAD²: by Wayne Carlson.
 
 
Omnibus Computer Graphics Inc.  
[Robert¹s NYIT story picking up the machine?]
TERRENCE: actually, they never picked up the machine, 
but I had to return the original RK05 disk pack to prove that 
we have wiped the software. No search was made for backups 
(duh) but by that time the s/w was pretty much unusable 
anyway.
 
Omnibus Computer Graphics Inc. began in early 1982 
with W.Kelly Jarmain as Chairman and J.C.Pennie as President 
and CEO. In 1983 they installed a VAX 11/750 and produced the 
first CG commercial in Canada. In 1983 an IPO (which raised 
$4.2 million) made Omnibus the first publically traded CG 
company. The plan was to expand and operate three main 
facilities: Toronto, New York and Los Angeles. The original 
Toronto location was for computer operations and the Canadian 
broadcast and agency work. Its Production group was run by 
Dan Philips (now head of CG production at DreamWorks). The 
New York facility, for video broadcast and recording, was on 
57th street West  under a lease from Unitel Video Inc. The Los 
Angeles location was intended primarily for motion picture 
film work; all linked by satellite by the end of 1984. (The 
satellite link amounted to modems for many months, and 
finally a WAN that was painfully slow and unreliable.) As 
part of the initial expansion in mid 1984, several larger VAX 
11/780 systems were installed at the Toronto facility.
[FACTOID] Kevin Tureski relates his first day on the job at 
Omnibus in Toronto: ³I remember walking in past reception to 
where the animators worked. There was Eric Ladd hunched over 
a massive drafting table. He was digitizing, by hand, the x,y 
and z coordinates of a horse. Someone had drawn about 5 
sectional slices of a horse on 4 foot by 3 foot graph paper, 
one slice per paper. Eric was calculating the x,y values from 
the grid and writing down the coordinates down on a piece of 
paper, later typing them in, manually creating several .ppt 
files. There was no digitizing tablet to be found anywhere. 
Later, on a tour of the edit suite, I saw Mike Johnson 
feeding paper tape containing the boot program through the 
ESS a still store capable of holding 30 seconds of video on 
it¹s RK05 disks.²
Now majority owned by Santa Clara-based Ramtek, 
Omnibus/LA hired David Sieg from Image West as VP of R&D and 
a team of programmers from CalTech, working with Al Barr, 
Brian Von Herzen, and many others.  In addition to developing 
their own software (called PRISMS), Omnibus obtained 
³several exclusive software license agreements² with Robert 
Abel & Associates and Triple-I. (The deal with Abel was 
originally signed to last seven years, the Triple-I deal 
until the year 2001.)
To start up the Omnibus/LA facility, they bought the F1 
computer system and older film printers (called PFR's) from 
Triple-I (Triple-I had just shut down their CG group.) and 
started working out of the Triple-I offices in Culver City. 
Omnibus/LA soon moved to the Paramount Studios Lot in 
Hollywood, sharing facilities with Unitel Video. Art Durinski 
was hired as Creative Director and staffed the initial dozen 
employees, which included a number of student from UCLA where 
he had been teaching. 
Star Trek III
The first feature film contract Omnibus worked on was 
for Paramount Pictures Star Trek III. Omnibus (one of three 
companies to contribute) created a number of video graphic 
displays seen on the bridge of the Enterprise and Klingon 
starships. About 30 to 40 computer generated video clips 
comprised almost an hours worth of imagery. Artists included 
Technical Director Dan Krech and animator Dan Philips.
Jeff Kleiser came on board the LA office as Director of 
the Motion Picture Special Effects division and directed 
animation for Flight of the Navigator and the original 
Captain Power pilot for Landmark.
 
[THE FIRST D.O.A. DOMINO TIPS] The Captain Power project 
was meant to save Digital Productions from bankruptcy, but 
when Jeff brought the project to Omnibus instead, DP was 
forced to sell out. The rest, as they say, is history.
Flight of the Navigator showcased the first feature 
film use of 3D morphing and animated texture mapping. 
(Environmental film footage was transferred to video, 
digitized and used to simulate the chrome surface of the 
spaceship.) 
Explorers would require a dream sequence illustrating a 
fly-over of a city represented by a 3D CG circuit board. 
Without the capability to render different colored vector 
graphics, Art Durinski designed the effect to be output in 
multiple black and white layers, each of which was filmed out 
and optically colored ad composited at Industrial Light 
and Magic. (ILM was the primary traditional effects house on 
the movie.) Bob Hoffman coded and animated on both Navigator 
and Explorers.
DOA
In June of 1986, Omnibus bought Digital Productions, 
having been approached by their majority owner Control Data 
who was desperate to get out from under the increasing debt 
of DP. In September of that same year Omnibus also bought 
Robert Abel and Associates for $7.3 million. Abel¹s 
likewise was on the verge of bankruptcy, and was led to 
believe Omnibus was a legitimate bid from a publicly held and 
stable company. The management at Omnibus saw the purchases 
as a way to consolidate all the best of everything, (and all 
their customers) into a single monolithic parent company. 
Unfortunately nothing was as it appeared, as everyone was 
soon to find out.
Gary Demos and John Whitney Jr. had no choice but to 
leave Digital Production when their contract agreement with 
Control Data was violated by the sale to Omnibus. They both 
left to form Whitney/Demos. Art Durinski was privy to the 
financial state of the recent deals early on and decided to 
leave the company and go to Toyo/Links in Japan.
 
[SIDEBAR QUOTE] ³The Omnibus management knew nothing 
about computer animation, but kept muttering about "Economies 
of Scale".  The reality was: three separate sales forces, 
three separate production crews, three separate facilities, 
philosophies, software systems and hardware systems, none of 
which were likely to ever work together. What is ironic is 
that the next Star Trek movie was about to go into 
production, and had tons of CGI work in it.  We had good 
contacts with the right people, and we did some amazing tests 
(I have videotape!) of the Enterprise that blew the 
modelmakers away.  But they were too scared Omnibus would go 
under to give us the contract that would have saved us.² 
David Sieg dave@ns.zfx.com 
 
Diana Walczak began working on human figure tests for 
Marvel Comics, and Jeff Kleiser was in Vancouver Canada 
scouting locations for the film Millennium when the end 
came. In early 1987, with a debt of $30million, Omnibus 
defaulted on investments and closed Abel, DP and Omnibus on 
April 13th, 1987. 
 
[QUOTE] ³Auctions were held for the remainder of the 
equipment, including people's desks with papers still in 
them. I bought an Ikonas framebuffer for $50 that had been 
bought eighteen months earlier for $35,000. I still have it 
today. It still works.² David Sieg
 
President John Pennie later headed The Virtual Reality 
Company, until it went under in 1993.
Kim Davidson and Greg Hermanovic purchased the rights to 
the PRISMS source code and started Side Effects 
Productions, which later became Side Effects Software.
Kevin Tureski went to Alias and was Director of 
Engineering for PowerAnimator from its inception, and is now 
responsible for various bits and pieces of Maya.
There was also an Omnibus Japan that still exists today, 
and uses the 3-D Omnibus orb logo.
 
 
OptoMystic 
 
Pacific Data Images (PDI)  
[PDI SHORTS] PDI has a always went beyond pure 
commercialism with its support of short animated films for 
their own sake. Some of the earliest memorable SIGGRAPH clips 
featured the ³Happy Drinking Birds², Chromosaurs, Opera 
Industrial, Cosmic Zoom, Burning Love, Max¹s Place, 
Locomotion, Gas Planet. Recent shorts are no exception in 
Gabola the Great and Sleepy Guy. Their next short Fat Cat 
is due out soon.
 
Other fun projects have included the long running Bud 
Bowl half time series and The Simpsons 3D episode.
In 1998 Richard Chung, Glenn Entis and Carl Rosenthal 
werer awarded a Scientific and Technical Achievement 
Award for the concept and architecture of the PDI Animation 
System.
Employees included Thad Bier(Hammerhead), Scott Anderson 
(ILM, Sony). Carl and Richard are still with PDI, while Glenn 
Entis left PDI to become President of Dreamworks Interactive. 
www.pdi.com
 
 
Pixar   
 
Protozoa  
 
RezN8  
 
Rhythm and Hues  
 
Robert Abel and Associates 
Talk about CG history with anyone who¹s been in the biz 
for at least 10 years, and one name will inevitably come up 
very early in the conversation. In fact, Bob Abel¹s name 
itself is virtually synonymous with the pioneering early days 
of computer graphics. Talk to him yourself and you will 
quickly realize that this is a man to whom the tool is much 
less important than the creative result. 
Abel¹s introduction to new technology came at an early 
age, even in fact as a pre-teen in the 1950s. His uncle Earl 
Kanter, a World War II draftee and ³high IQ² Harvard student, 
began experimenting with electronics and early computers. 
This ³high-tech² childhood would set a foundation for things 
to soon come. 
In 1957 a young Abel was doing paste up work for the 
legendary Saul Bass. It was a trip that Abel made to one 
man¹s garage that would soon change his life. Saul was 
working on the opening titles to Hitchcock¹s ³Vertigo² with a 
man by the name of John Whitney. Whitney was using analog 
computers and homemade motion control rigs to create artwork 
of various kinds, and Abel got on very well with the older 
artist. So much so that Abel was hired as a graphics design 
consultant on one print job for Foodmaker, the parent company 
of Jack-In-The-Box.
Abel would remain busy doing a great variety of things 
that would run the gamut from the realistic to the surreal. 
Abel would shoot an award winning documentary for David 
Wolper, spend a tour on Vietnam as a combat photographer, and 
contribute to multi-screen music festivals and rock concerts. 
All this would solidify in 1971 when that icon of 
advertising, Harry Marks, would provide Abel and his old 
friend Con Pederson with the opportunity to create a new look 
for ABC television. From 1971 to 1973, in 6000 square feet of 
vacant space behind and accountants office, the fledgling 
Robert Abel and Associates would begin to take shape. 
There was no phone, no sign on the building, no advertising 
and no secretary; just Abel, Con, an optical guy named Dick 
Alexander and a camera mannamed Dave Stuart.
 
Major projects included: 
€ 7up ³see the light² campaign
€ The ³Gold Series² for Benson and Hedges
€ Amazing Stories opening 
€ The Randy Roberts designed "Brilliance" commercial for 
the Canned Food Council ( The "Sexy Robot" )
 
Larry Cuba joined RAA for a short time at the start of 
1976, hoping to program the new motion control computers, But 
left just four months later to create the famous DeathStar 
graphics for George Lucas¹ Star Wars film.
Abel assembled a computer graphics team to work on Star 
Trek: The Motion Picture, but the work which was 
eventually discontinued to be completed by Doug Trumbull and 
others with traditional effects techniques.  
€Disney¹s ³The Black Hole² Disney had awarded the job 
to an independent company ³Neo Plastics² run by C.D. Taylor 
and Mick Hagerty. They in turn hired John Hughes to create a 
vector graphics grid/black hole simulation. John rented 
Abel¹s E&S system and shot the images off the screen, 
optically compositing the CG with artwork and additional 
traditional animation. Unfortunately once he had the job, but 
also realized that he had to deliver it in a mere 14 days. 
Not only did John actually finish the job in just 9 days, but 
Disney like it so much they would have them repeat the effect 
for the film¹s opening sequence and one-sheet poster.
 
€TRON! Kenny Merman and Frank Vitz headed the team that 
produced the opening titles and ³Flynn¹s Ride² sequences.
 
(BOB: what¹s the story about an Australian 
³con artist² trying to buy RAA?)
 
At its peak, RAA occupied some 45,000 square feet and 
employed 240 people. With the best of intentions, Robert Abel 
& Associates was sold in September of 1986 to John Pennie of 
Omnibus Computer Graphics of Canada for $8.5 million. The 
hope was to gain much needed capital investment from an 
established, publicly traded company. As soon as January of 
1987, just a few months later, it was clear that all was not 
right with the new parent company. Sure enough, that April 
the 12th all the Omnibus people left en mass in the evening. 
The next day, April 13th, 1987, with word that Omnibus had 
defaulted on mountains of dept, all of Abel¹s had one last 
party before packing up for good.
 
Hundreds of talented people passed through Abel¹s, many 
of whom are leaders of the CG field today. Clark Anderson, 
Richard "Dr." Baily (Image Savant), John Grower(Santa Barbara 
Studios/Wavefront), Charles Gibson(R&H), Keith Goldfarb, 
Steve Grey, Rich Hoover, John Hughes(Rhythm & Hues), Pauline 
T¹So (R&H), Bill Kovacs(Alias|Wavefront), Sherry McKenna, Tim 
McGovern(MetroLight, Sony ImageWorks), Kenny Mirman, John 
Nelson, Con Pederson(MetroLight), Randy Roberts, Richard 
Taylor, Michael Wahrman. 
 
Robert Greenberg and Associates  
 
Santa Barbara Studios (SBS)  
 
Side Effects Incorporated 
 
Silicon Graphics, Inc.  
	-FACTOID: Jim Clark, founder of Silicon Graphics 
went on to found Netscape Communications Corporation. The 
web¹s most popular graphical browser, which was acquired by 
AOL in November 1998 for $4.1 billion (Yes that¹s billion 
with a ³b²)
 
SGI produced it¹s first computer, the IRIS 1000 in 1983, 
and went public in 1986. Acquired both Alias and Wavefront 
in 1995 and Cray Supercomputers in 1996. 
Announced in 1997 was a new joint effort with Microsoft 
and Intel to develop a next generation processor line for its 
graphics workstations, a new SGI Intel/NT. Just introduced in 
spring of 1999, the SGI 320 and 540 workstations are Windows 
NT based and cost between $3,400 and $5,995 US. The 540 
supports up to 4 PentiumII Xeon 450MHz processors, and up to 
2GB or graphics memory. 
 
FAMILY TREE OF HARDWARE 
1983/84 SGI's first 1000 series workstations were really 
terminals, as they required a VAX host.
IRIS 2400
3030
3130
PI-35 (Personal Iris)
Crimson
Challenge Server
Indy
Indigo2
O2
Octane
 
[FACTOID] The IRIS Model 3030 in 1986 came with the 
following specs:
-2 MB of RAM expandable to a whopping 16 megs!
-A 16 Mhz 68020
-A 40MB hard drive
-All in a 29"x18" 200lb chassis.
 
Revenues for fiscal 1998 were $3.1 billion US. 800-800-
7441 www.sgi.com 
 
 
Softimage Inc.  
 
Sogitec Audiovisuel 
 
Stanford 
 
Symbolics Graphics Division (SGD)  
[SYMBOLICS FIRSTS] Symbolics produced the first 
workstation which could genlock, the first to have real time 
video I/O, the first to support digital video I/O and the 
first to do HDTV.
 
In-house tools included S-Geometry for modelling and S-
Dynamics for animation. S-Paint was a LISP based 32bit paint 
system designed by Craig Reynolds, Tom McMahon, Bob Coyne and 
Eric Weaver. 
 
[SIDEBAR] Stanley and Stella: Breaking The Ice 
As many as 50 people worked on the project and shared 
responsibility.  Some key people included , Phillipe 
Bergeron(hero animation), Joseph Goldstone, Kevin Hunter, 
Larry Malone, Craig Reynolds(flocking and schooling code), 
Jim Ryan, and Michael Wahrman(Producer). Richard ³Dr.² Baily 
was hired by Michael Wahrman to model the two main characters 
based on sketches. He also composed and recorded the original 
soundtrack, which was later replaced by another one.
 
Around 1990, Symbolics started to fail and began to lay 
off people. Even though the SGD had a successful ongoing 
business with a good customer base, it still relied on their 
parent company for workstation and operating system 
technology, as well as other corporate infrastructure like 
HR, finance, customer service etc.
  
Tom McMahon relates the following events: ³Eventually, 
SGD was the target of a takeover and transition to Japanese 
management. SGD's Japanese distributor (Nichimen) had a 
thriving business based on the SGD product line of 
videographics hardware and the animation & rendering 
software.  They couldn't afford to see us get blown away less 
the be left without a source of supply.  SO they started 
buying up an insurance policy.  They made Symbolics some 
offers it couldn't refuse given its poor financial health.
In a sequence of financial transactions, Nichimen bought 
rights to certain hardware technologies. They also started 
picking up the payroll for SGD employees in exchange for 
certain worldwide distribution rights. In the end we had the 
people but Nichimen ended up owning most of our hard-earned
technology.
We had already begun looking at how to port these tools 
off of Symbolics workstation platforms.SGI became the porting 
target.  By 1991 we were well into the re-write and port.  
But Symbolics needed to pull the plug on us.
I worked out a pretty amazing salvage deal with our old 
friends at III. I negotiated a contract where I could take 
ALL of SGD's key employees back to the employ of III, but 
under a funding arrangement with Nichimen.  Nichimen got 
their security blanket and the employees kept their jobs.  (A 
blanket layoff and the entire extermination of SGD was the 
alternative at the time.)
At III we proceeded to port all of the SGD products to 
SGI machines. But things started going sour there too.
We spun out of Triple-I and started yet another new company 
(with Nichimen seed funding) called Del Rey Graphics (co-
founded by Al Fenaughty (President and CEO of Triple-I), 
along with Jack Holloway, one of the Foonly designers at 
Triple-I). But that didn't work due to a hostile takeover by 
Nichimen. My partners and I ended up selling the whole thing 
to Nichimen and what is left of this very long thread is now 
called Nichimen Graphics.²
 
Symbolics declared chapter 11 bankruptcy in 1995, and 
was bought back by it¹s original founder Russell Noftsker.
 
 
Synthavision 
 
Systems Simulation Ltd.  
[BIO] ³John Lansdown was Emeritus Professor of Computer 
Aided Art and Design and formerly Head of the Centre for 
Electronic Arts (formerly called the Centre for Advanced 
Studies in Computer Aided Art and Design) from September 1988 
until July 1995 when he retired from full-time employment. 
In 1968 he was one of the founders of the Computer Arts 
Society and was its honorary secretary for more than 25 
years. He was engaged in using computers for creative 
activities (such as architecture, art and choreography) since 
1960 and wrote over 300 publications on computer uses in art 
and design.² excerpt by permission of Huw Jones 
( A true pioneer of computer graphics in the UK, John 
Lansdown died of lukemia on February 17th, 1999.)
 
 
Thompson Digital Images (TDI)  
 
University of Bath (UK) 
Special display architectures 
References
 
Improvements in display apparatus for controlling
raster scan displays. R L Grimsdale, A A Hadjiaslanis, P J 
Willis. UK Patent Specification 1-532-275, November 15th 
1978.
 
Zone management processor: a module for generating
surfaces in raster scan colour displays. R L Grimsdale, A A 
Hadjiaslanis, P J Willis. IEE Computer and Digital Techniques
2, 1, February 1979, pp 21-25.
 
Quad encoded display. D J Milford and P J Willis. IEE 
Proceedings Part E: Computer and Digital Techniques, 131, 3, 
May 1984, pp 70-75.
 
Ultra-resolution pictures. 
References: 1) Manipulating large pictures on the Perq.
P J Willis and J B Hanson. Displays, July 1984, pp 170-173.
2) UltraPaint: a new approach to a painting system.
P J Willis and G W Watters. Computer Graphics Forum, 6, 2, 
May 1987, pp 125-132.3) Scan converting extruded lines at 
ultra high definition. G W Watters and P J Willis.
Computer Graphics Forum, 6, 2, May 1987, pp 133-140.
 
 
University of Illinois Chicago (This history is reproduced with permission from the EVL 
online database here: 
http://www.evl.uic.edu/EVL/EVLLAB/history.shtml )
 
The Electronic Visualization Laboratory (EVL) is a 
graduate research laboratory specializing in virtual reality 
and real-time interactive computer graphics; it is a joint 
effort of UIC's College of Engineering and School of Art and 
Design, and represents the oldest formal collaboration 
between engineering and art in the country offering graduate 
degrees to those specializing in visualization.  
 
University of Utah 
	[Utah Image processing] Tom Stockham was a brilliant 
teacher at Utah who brought together the disciplines of image 
processing and computer graphics. His extraordinary 
contributions in his related work in audio processing were 
honored in February of 1999 by the Academy of Motion Picture 
Arts and Sciences with a Technical Achievement Award.
 
How to light things? Henry Gouraud had been working for 
some time on linear interpolated shading, when he visited 
Martin Newell and his brother in England who were working on 
similar research. A stumbling block with the early 
implementation was mach-banding artifacts, which also 
hindered the Newell¹s, allowing Gouraud to travel to Utah to 
finish his ³Continuous Shading of Curved Surfaces² in 1971.
Other important individuals at Utah over the years 
included Frank Crow in the image processing group who 
developed the concept of anti aliasing; Jim Blinn develops 
bump mapping and environment mapping while a graduate 
student; Jim Clark, Lance Williams, Garland Stern, Ron Resch, 
Alan Kay, John Warnock, Fred Parke, Patrick Baudelaire, Jim 
Kajiya, Christy Barton, Gary Watkins and man of others.
For a good online source of U.Utah Computer Science 
history, try here: http://www.cs.utah.edu/~riloff/cs-
history.html
 
 
Vertigo Software Corporation 
 
VIFX 
 
Wavefront  
A Brief History of Wavefront by Mark Sylvester,
Ambassador: Alias|Wavefront
 
Overview:
        Larry Barels, Bill Kovacs and Mark Sylvester 
founded Wavefront Technologies in 1984.  The company created 
its first product, an animation software application called 
PreView and shipped it to Universal Studios for use on the 
television series Knight Rider, and to Lamb and Company for 
use in previsualizing and controlling a motion control camera 
rig. During the next several years the product line was 
expanded to include modeling, rendering, compositing, and 
material editing capabilities. The company enjoyed early 
relationships with key partners that shaped the direction of 
the products and the marketplace. Those early partners 
included Disney (The Great Mouse Detective), NASA (The 
Shuttle accident recreation), NBC (1986 Olympics) and Failure 
Analysis (Legal animations, including the World Airways crash 
at Logan Airport).
 
        The company's first real competition came in 
1987 with the advent of Robert Abel and Associates software 
division, AIR (Abel Image Research). This company, originally 
founded on a codebase developed by Bill Kovacs, was started 
to capitalize on the momentum that Wavefront was enjoying in
the marketplace.  This software was incomplete, undocumented, 
and very expensive, however AIR had the best marketing 
materials in the industry with an award winning animation 
reel done by Robert Abel.  Unable to compete against this 
body of work a deal was struck in 1988, which had Wavefront
purchasing the assets of AIR.  The AIR software was never 
incorporated into the Wavefront codebases, even though urban 
myths have contrary opinions.
 
        The company was originally financed by the 
founders for the first year, then went through several rounds 
of venture funding, culminating in an IPO ten years later in 
1995.  Initial revenues were in the several hundred thousand 
per year range, and ended in 1994 with annual revenues around
26$M.
 
        The company went from 3 founders and 4 
employees, to 12, then 28, then 50, then 90, and then 160 at 
its highest point in the late 80¹s.  Expansion into Europe 
happened in 1987 with the creation of Wavefront Europe, 
located in Belgium.  It was at that time that the Belgian 
government also became an investor.  The next year, 
concurrent with the AIR acquisition, Wavefront moved into 
Japan, and then throughout the rest of Asia.  
 
        In the early 90¹s a round of funding with CSK, a 
major Japanese computer company resulted in the founding of 
Wavefront Japan, a wholly owned subsidiary.  CSK at one time 
owned 14% of Wavefront.
 
How the Company Got Started
 
        Originally designed as a production company to 
create visual effects for commercials and feature films, the 
initial fundraising efforts were ineffectual until the 
business model was changed to that of a software company that 
could sell the same software that the production company 
would create to produce the commercials.  During the first 
year the company¹s production department, headed by John
Grower, now president of Santa Barbara Studios (Star 
Trek: Insurrection, American Werewolf in Paris) created 
opening graphics for ShowTime, BRAVO, and the National 
Geographic Explorer television show.  These projects allowed 
the new software to be tuned to meet the needs of the 
animators and provided the company with early marketing 
materials.
 
        In March of 1985 the company attended its first 
tradeshow, NCGA, and (with Alias) participated in Silicon 
Graphics¹ booth.  At this show the first systems were sold, 
to NBC (New York), Electronic Arts (London), Video PaintBrush 
(Australia), Failure Analysis (Mtn. View) and NASA (Houston).  
This put the company in two markets, Broadcast and 
Engineering Visualization, and on multiple continents, 
forcing management to deal with multiple opportunities across 
diverse geographies.
 
        In 1993 Wavefront entered into discussions to 
acquire another of the pioneering computer graphics 
companies, Thomson Digital Images (TDI).  TDI had developed a 
similar set of technologies, in modeling, animation and 
rendering, and had innovated in the area of NURB modeling and
Interactive Rendering.  Those technologies coupled with 
extensive distribution in Europe and Asia made for an ideal 
fit with Wavefront.  The acquisition was treated more as a 
merger, however, more than half of the employees of TDI left 
immediately.  It took nearly two years to blend the 
distribution channels in Europe and Asia, as Wavefront had a 
toehold in those areas already, and fierce competition 
between the channels was clearly in play.
 
What Markets Did Wavefront Serve?
 
        Wavefront started with the intent of working 
with the film and high-end commercial market.  However, as a 
result of its first major tradeshow, it was accepted into the 
Visualization, Engineering, Broadcast and Post-Production 
marketplaces as well.  The fact that the system was designed 
to be open-architecture allowed for this market expansion.  
The majority of the software as designed served both markets 
well, with some modification for data import, and numerical 
accuracy to satisfy the military (NASA) and forensic 
animation (Failure Analysis) requirements.  Because of the 
open architecture of the system, originally crafted by Roy 
Hall, who went on to receive an Academy Award, and Bill 
Kovacs, for the system design, third party developers were 
able to create ancillary applications and market them through 
a program called Ripples.  This open approach was a hallmark 
of Wavefront, and tended to draw users that were more 
technical, and interested in customizing the application.
 
        The original business plan talked about 
military, educational, medical, electronic game, simulation, 
film/entertainment, engineering and product visualization 
marketplaces.  The only one that never materialized was the 
simulation market.  The company expanded into the scientific 
market in the late 80¹s with a product called The Data 
Visualizer.  This product, aimed at non-polygonal databases 
was a success until Silicon Graphics and IBM developed 
competing products offered for free in bundles to sell high 
end server hardware into the scientific marketplace.  The 
Data Visualizer built upon Wavefront¹s reputation for open 
systems, and fast graphics interaction.
 
        The company made one foray into the Œdesktop¹ 
marketplace with a project co-developed with Silicon 
Graphics, called The Personal Visualizer.  This product was 
created to give CAD users a point and click interface to 
highend photorealistic rendering.  Initially targeted to SGI 
hardware, the product was eventually ported to Sun, IBM, HP, 
Tektronix, DEC, and SONY.  The strategy was to bundle the 
software on every system sold, then follow on with module 
sales into the installed base.  
 
        The company had its best success in the post-
production marketplace with sales into the major networks, as 
the software was extremely fast, productive and reliable. It 
was able to keep up with that industries incessant demand for 
more speed.  The other major success for the company was in 
Engineering Visualization.  Based upon the idea that the 
software would be a compliment to CAD, the Wavefront system 
specialized in file translation, with native translators for 
every major CAD package.  At one Autofact tradeshow, 
Wavefront was in the booths of 22 vendors, showing 
interactive visualization of parts, mechanisms, and 
assemblies created with a plethora of CAD packages.  This,
coupled with the systems open architecture for reading any 
type of ASCII data, allowed it to also serve in the post-
simulation visualization space, which included NASA, and 
virtually any company that wanted to view results derived 
from supercomputers and proprietary software.  In 1995, 
nearly half of the company¹s installed base was in this 
marketplace.
 
        In 1993 the company entered the Electronic Game 
market with a repackaging of its core application, The 
Advanced Visualizer, into a tailored offering called 
GameWare.  This bundle focused the marketplace on Wavefront 
for game development and was very successful. This effort 
lasted for one year until the merger (of Alias and Wavefront) 
when the program was canceled so that PowerAnimator could be 
sold to game developers instead.
 
Major Customers
 
        In the film market, Disney was the premier 
customer, with Warner Digital, BOSS Film (both now defunct), 
Industrial Light and Magic, Film Magic (Hong Kong), TRIX 
(Belgium), and Electronic Arts (London).  In video 
production, NBC, CBS, ABC and CNN (Turner Broadcasting) were 
the premiere partners.  In engineering visualization there 
was Harvard, NCAR (National Center for Atmospheric Research), 
NASA (6 locations), Alcoa, National Center for Supercomputing 
Applications (NCSA).  The military visualization marketplace 
included the CIA, FBI, Naval Surface Warfare Center, US Air 
Force and the National Security Agency.  At the high point 
there were nearly 8000 Advanced Visualizer users.
 
Market Dynamics
         
        For the first few years the company enjoyed 
rapid growth in the film, video and engineering marketplaces.  
As most customers were doing mostly the same types of things 
the company was not stressed with specific product requests 
that were not generally applicable to all types of users.  
The visualization market was mostly in place to create 
marketing videos and presentations, so the tools to Œcreate 
pretty pictures¹ were most desirable.  It was after the 
effort of The Personal Visualizer, and the growing demand for 
CAD Visualization that the company had to began custom 
engineering to develop CAD translators.  
 
        These efforts at CAD visualization were 
significant because Wavefront was the first to take on this 
arena, but the efforts of porting to every platform that 
carried CAD applications, and the fact that it took nearly 
one year per port, AND the fact that most facilities 
eventually would run CAD on Sun, HP, or IBM, and then use 
Silicon Graphics for Visualization really took the 
competitive wind out of the sails of the company.  Because so 
much effort was spent on CAD compatibility, and trying to 
negotiate porting deals with hardware manufactures, the focus 
on film and video application advancement was lost.
 
        This loss of focus allowed Alias to make inroads 
into the entertainment market, and also created a vacuum in 
the entertainment space, especially in animation, that 
Softimage filled. Softimage was originally billed as a blend 
of the best of Alias and Wavefront software.  Designed by 
artists, for artists, it languished and was not taken very 
seriously until they released the product Actor, which was
the first Inverse Kinematics package that allowed animators 
to do real character animation easily. (Actor was recognized 
this year with a Technical Achievement Award by the Academy).  
This propelled them into the spotlight of the entertainment 
marketplace.  Remnants of this period still exist in the 
entertainment market today, with Alias used for modeling 
(Alias also received a Technical Achievement Award for the 
modeling component of Power Animator, the recognized industry
standard), Wavefront (Dynamation) used for simulation 
animation, Softimage for character animation, and Renderman 
for rendering. 
 
        For Wavefront, this meant a retrenching into 
Engineering Visualization, with a renewed focus on CAD 
translation, and less on porting, as porting efforts started 
to dwindle post-1992, with the demise of the Personal 
Visualizer.  The reliance on revenue from the visualization 
market allowed for the development of the Data Visualizer, 
and continued emphasis on motion data import into The 
Advanced Visualizer.  The efforts to continue to work with 
the Engineering Visualization market were terminated post-
merger as the Alias sales force had no expertise, nor 
management acumen in this marketplace.
 
        In 1994, the activities that lead to the release 
of GameWare invigorated the company¹s marketing efforts and 
returned to them the spotlight, and increased the competition 
between Alias and Wavefront.  The company teamed up with 
Corypheus Software to produce a real-time simulation 
environment for use on Onyx systems, giving greater control 
to game developers. (Called Activation, this product was 
terminated as it conflicted with Alias¹s efforts in the game 
business, post-merger).  Several Wavefront executives and 
technical personnel went to Corypheus post-merger.
 
        In early 1995, another effort was undertaken to 
capture the architectural market.  ArcVision was designed to 
take existing CAD translation software and bundle it with 
preset color and environment controls, using IPR (Explore¹s 
renderer front-end) to offer a low cost solution to small 
firms that wanted to experiment with different color and 
lighting schemes, using existing CAD architectural databases.  
This project was terminated post-merger as the Alias 
management had bad experiences in this market with their 
Sonata purchase, and did not believe that the market was 
viable.  It never really got off the ground, as it was 
scheduled to be launched at Siggraph, 1995.
 
        In June of 1995 the merger of Alias Research, 
Wavefront and Silicon Graphics was culminated. 
 
In 1998, a Scientific and Technical Achievement 
Award to Jim Keating, Michael Wahrman and Richard Hollander 
for their contributions that led to the Wavefront Advanced 
Visualizer computer graphics system.
Also in 1998, A Scientific and Engineering Award was 
presented to Bill Kovacs for his creative leadership and Roy 
Hall for his principal engineering efforts that led to the 
Wavefront Advanced Visualizer computer graphics program.
 
 
Whitney/Demos Productions  
 
Xaos  
 
Xerox PARC (Palo Alto Research Center)  
 
 
They said they were from Omnibus Computer Graphics, the 
world's first publicly listed computer animation company, and 
they were looking to franchise their software around the 
world. They wanted to start with England because they could 
speak the language and because it was arguably the next most 
advanced market after North America.
After a lot of talking and thinking and listening to 
total lies ("we have a million dollar inventory of already 
built objects at Omnibus" - in other words, instead of 
writing off the cost of building a 3D football as the cost of 
doing a job, they were capitalizing it as an asset) we 
decided ok, we'll buy the stuff. Terms were arranged (I think
the number was in the region of $CAN100,000), and a reel of 
software (just like you seen in those 50s science fiction 
films) arrived. We installed it. As franchisees, we were 
entitled to the source code, so that's what we got. We 
installed it and got to understanding it.
Meanwhile, Omnibus, belching after having eaten Robert 
Able and Digital Productions back-to-back, fell over. Kaput. 
Out of business. The world's first shareholders in computer 
animation found out what a great business this is. But we had 
never paid for the software we had, which we were now happily 
using in production.
Eventually, the receivers called us up and demanded 
payment. We refused, on the grounds that,without support, it 
wasn't worth nearly as much. Eventually, we settled for about 
$CAN20,000 I believe. But we still had source.
Greg surfaced from under the wreckage of Omnibus, with 
his partner Kim Davidson, and called us up, offering to 
support PRISMS, which is what the software had been called at 
Omnibus. We agreed.
So not only was CFX the world's first customer for Side 
Effects Software, but we had source for a few years, until 
we agreed to give up getting updates (we were always fair and 
reasonable!). And we used the source - I once ported the 
command line and channel manipulation portion of PRISMS to 
an Atari Amiga, which we used to control our own motion 
control rig.² - Craig Zerouni 
(1981 to 1992)
The commercial production company set up by the NYIT 
Computer Graphics Lab. The reason it was created was 
because NYIT would have jeopardized its non-taxable status if 
its computer graphics lab (as distinguished from CGL Inc.) 
had engaged in major commercial projects. 
Commercials included many ³glitzy² sports promos for 
CBS, spots for Volkswagon, Chevrolette and the ³Live From 
Lincoln Center² open (which is still showing today.) . Many 
³technical directors². researchers and animators worked here 
including Pat Hanrahan and Ken Wesley(ILM). Two young 
animators, Glenn McQueen and Rex Grignon, are now animation 
supervisors at Pixar and PDI respectively.
 Based in Denver, CIC was the brainchild of Lee Harrison 
, and was in the business of making "analog computer 
graphics" in the early 1970s. These unique machines included 
Animac, CAESAR and Scanimate. Lee received the first ever 
Emmy for "Technical Achievement" in 1973 for his work. (See 
the article on Scanimate by Ed Kramer for more details about 
all this.) Lee Harrison passed away in 1998.
(1981 To 1987) 
Cranston-Csuri was founded in August of 1981 by Charles 
Csuri or Ohio State and investor Robert Kanuth of The 
Cranston Companies. Jim Kristoff (also a past Treasurer of 
Ohio State) came with Kanuth and served as president, while 
Wayne Carlson of Ohio State was VP and head of R&D. Michael 
Collery was Director of Animation, Don Stredney developed the 
medical imaging market and Dr. Tom Linehan devloped the 
educational market. Along with Shawn Ho (rendering), Paul 
Sidlo (Creative Director) and Bob Marshal, the first 
employees numbered about ten total.
[FACTOID] Cranston/Csuri was originally to be called 
Animatrix, but the name was already being used by another 
company.
Hardware included PDP 11-780 and 750's, a Megatek vector 
display and an IMI Pyramid (3 or 4 mips) and VAX 780 (1 
mip!). One of the first production ethernet networks 
connected everyone. Rendering at that time was done to 
memory, not to hard a disc, and was output to a Celco 2000 
film recorder. Also used was a rare but extremely cool 
digital disk recorder called an Ampex ESS. (Way ahead of it's 
time in 1983, the Abekas was not released until about 1987.) 
The primary rendering pipeline was originally developed 
by Frank Crow, with his scn_assembler. Shawn Ho made 
significant advances to the this by adding new features such 
as reflection mapping and he worked out a way of simulation 
refractions. (It was however limited to rendering scenes with 
less then 10000 polygons.)  Wayne Carlson wrote most of the 
modeling code, and Bob Marshal did lots of systems type stuff 
and misc. production software. Michael Collery wrote 
compositing software and other misc. stuff, while Julian 
Gomez came along and wrote Twixt on the E&S Picture System. 
The animation software was used on the "IMI" (vector based 
graphical display device), and the modeling software ran on 
the MEGATEK. Mark Howard (head of engineering) designed and 
built the ³Mark² series of frame buffers from scratch.(!)
The first work done at CCP was for ABC News in New York, 
and later for ABC Sports. The relationship between CCP and 
ABC Sports President Roger Goodman lasted for many years. It 
did not end until 1984 when they reluctantly had to turn down 
the work for that year¹s winter Olympics. Because CCP was 
already booked with work, Jim Kristoff suggested that ABC use 
a new company on the west coast who were building an 
excellent reputation: Pacific Data Images.
Also in 1984 Cranston-Csuri acquired $3 million of 
additional investor capital from several organizations. 
Although owning only a minority share in the company, the new 
investors controlled the board, and did not agree with 
President Jim Kristoff¹s plans for its future. Chief among 
the disagreements were the idea of licensing CCP software, 
and the idea of opening a production office in Los Angeles.
During its existence, CCP produced almost 800 
animation projects for over 400 clients world-wide, including 
all the networks, cable channels, educational and medical 
animation.
 
[QUOTE] ³Paul Sidlo was really a great broadcast 
designer and developed a large and loyal client base which he 
took with him to RezN8. I think we did the first cgi tv 
commercial (non vector) in the USA which was a spot for the 
USFL football team called the LA Express. There had been 
earlier cgi commercials produced for foreign clients by 
Digital Effects, but we where the first in the US. We did 
the first CGI (non vector) network fall compaign for NBC, the 
first cgi superbowl open, the first news open. We did two 
really cools spots for TRW back in the days of the big budget 
high art/ low content tv commercials. (ABEL did some really 
nice TRW spots using vector graphic and motion control). We 
did the second Dow scrubbing bubbles (the first was done at 
Magi).  We won a lots of awards and had a great deal of 
success in television.² -Michael Collery
In 1985 the in-house software was finally licensed to 
the Japan Computer Graphics Laboratory (JCGL) for use in 
the Japanese market. After years of a stalemate over the LA 
office issue, Kristoff suggested that the board of investors 
sell out to him and a new group of investors, who could then 
do as they pleased. The idea was given initial approval and 
Kristoff secured financial support from Mitz Kaneko (with the 
Japan Computer Graphics Laboratory in Tokyo) and other 
investors led by a friend of Mr. Kaneko¹s. At this point a 
number of promising new employees were hired and began 
training, conditionally to staff the soon to be opened LA 
office of Cranston-Csuri. When Mr. Kaneko¹s friend 
unfortunately passed away soon after, the new investors 
balked, the CCP board changed their mind, and the deal was 
promptly canceled.
Jim Kristoff then resigned, with Wayne Carlson replacing 
him as President. In the final months of 1987, the software 
was ultimately purchased by Lamb and Company in Minneapolis 
when Cranston Csuri Production went out of business.
(1988 to 19??) 
Formed as a partnership in October of 1987 and 
incorporated in 1988 by Brad deGraf and Michael Wahrman. 
 
(**UNDER CONSTRUCTION**)
(1988 to present) 
	Research and technology company formed by Gary Demos 
after leaving the Whitney/Demos bankruptcy. Began with 
contract work for various projects, including setting up the 
original Triple-I Digital Film Printer (DFP) at Pacific Title 
in 91, connecting it via HPPI to an SGI network. The DFP had 
been literally just sitting in a warehouse when Digital 
Productions (who had leased it from Triple-I) went out of 
business in 1987.  
DemoGraFX presently specializes in High Definition 
television technology. http://home.earthlink.net/~demografx 
(1978-1986) 
Founded by Judson Rosebush and Jeff Kleiser (Kleiser was 
Animation Director and President), along with Don Leitch, 
David Cox, Moses Weitzman, Jann Printz and Bob Hoffman (who 
was later at Omnibus and RGA).
The first CG house in Manhattan.
[QUOTE] ³Our original setup was a 1200 baud modem 
connection to an Amdahl V6 running APL in Bethesda Maryland 
using a Tekronix dispay to preview wireframe (polygons 
refreshed at one per second, that¹s one polygon per second!). 
The perspective data was written onto 9 track tape and 
mounted on an IBM 370/158 to do scan conversion. Another tape 
was written as hi con images onto 9 track and shipped to LA 
for film recording on a Stromberg Carlson 4020 film recorder. 
Processed film was sent to NYC where I deinterlaced it onto 
hicon film and made a print to separate out the colors and 
have matte rolls that I could mount on an optical printer to 
do multiple passes with color filters onto color negative, 
which was then processed and printed at Technicolor 
downstairs. Total time to see a color image: 1 week tops.² 
Jeff Kleiser
(1980 to 19??) 
Digital Pictures was co-founded by Chris Briscoe and 
Paul Brown in 1980 as the UK's first specialist computer 
animation company. Liam Scanlan was the first employee, and 
Peter Florence and Steve Lowe soon joined as co-directors.
[QUOTE] ³Digital pictures was eventually sold to a 
company called Molinaire, which was itself owned by WH Smith. 
Moli was a TV post house, so buying DP made sense. WH Smith 
was (and is) a chain of bookstores, and what they were doing 
buying TV companies is not clear, nor was it then.² Craig 
Zerouni
[QUOTE] ³When I first started, we were working on Data
General Eclipse 3300s, two of them. Each machine was 
about 7 feet high, 2 feet wide and 3 feet deep, had 32 Kb 
main memory and a 300Mb disk drive which was about twice the 
size of a domestic washing machine. I'd say they were maybe 4 
or 5 times more powerfull than an Amiga 500. We rendered 
tests direct to a frame buffer, usually 1-2 days for a 5-10 
second test and rendered directly to a Matrix film plotter - 
there was no disk space to store rendered images as files. 
Each frame would take 30-90 minutes to render and 10 minutes 
to plot. Color consistency isn't guaranteed across film baths 
so if we missed or gashed a frame, we started over after we'd 
got the film back from the labs.  Our renderer, which was a 
fine one, was written in house, did no ray tracing or texture 
mapping, had no reflection maps but did have shadows as long 
as we didn't use re-entrant polygons in our models. 
Intersecting surfaces were a no-no. We modeled and animated 
by writing Fortran 5 code. The last job done on the Eclipses 
was at a stage when they were so knackered that I was 
entirely losing disk data about 3 times a day and was 
archiving my code every 20 minutes or so I could recover it 
after I'd reformatted the disk every time it went down. One 
of the disk drives bust so I was booting one machine, 
starting a render, removing the drive and plugging it back 
into the other machine so I could start a render on that one. 
My 8 second sting took a week to render. The air conditioner 
was being overworked so much it would freeze up every couple 
of hours, melt and dump gallons of water into the machine 
room. We had buckets all over the disk drives and mainframes. 
I didn't get to go home for 10 days.² -Kim Aldis
Paul Brown is now Professor of Communication Design at 
Queensland University of Technology, and Steve Lowe is a 
successful commercials director in London. Liam Scanlan is 
the Head Of Technical Directors at ILM in Marin Co. CA.
 
(1981-1987) 
Digital Productions was formed in 1981 by Gary Demos 
and John Whitney Jr., having just left Triple-I right before 
the Tron work began production there. Elsa Granville was 
employee number three and the Director of Human Resources, 
Brad deGraf (Head of Production) and Larry Yaeger 
(Director/VP of Software) were hired very soon thereafter. 
Producers included Sherry McKenna and Nancy St.John. Jim 
Rapley and Art Durinski joined DP after having worked on Tron 
at Triple-I. Producer B.J. Rack later went on to work with 
James Cameron on the original Terminator film, the renderer 
was based on Movie-BYU originally.
So why the famous Cray? Knowing precisely what kind of 
performance they would require to start a production company, 
Demos initially called Ivan Sutherland and discussed just 
what the cost would be to build a big mainframe. (Remember 
SGI did not yet exist and there would be no ³workstations² as 
we know it for almost another ten years!) The only reasonable 
option it seems was the next generation Cray, the XMP.
The plan was to lease the as-yet-to-be-released Cray 
XMP, but they took on an older Cray-1S initially to get a 
head start with writing code. Capital funding was by Control 
Data Corporation (CDC) and Ramtek, which went toward renting 
the Triple-I DFP (Digital Film Printer) and the Cray 1S. (CDC 
was a big mainframe manufacturer originally founded by 
Seymour Cray)
(1983 to 1998)
Paul Docherty left his position as Head of Graphics at 
London¹s leading post house Molinare and set up Electric 
Image in 1983. The company was funded by private 
shareholders, a number of which were previously Pauls 
clients. 
Paul and his then Technical Director Stewart McEwan (who 
Paul had hired out of Molinare) spent two years producing 
real time video based animation for the television market on 
Dubner equipment. They then bought the first two SGI 
terminals (at that stage SGI only made terminals) sold out of 
the US and used them as a front end to a DEC VAX 11-780. The 
disk drives were two removable platter ³washing machines² 
which stood about 3 feet high and held a massive 450megs of 
data.
[QUOTE] ³We were told that only a month before a 
shipment marked ³Tractor Parts² had been intercepted on its 
way to West Germany and found to contain a VAX computer, so 
the extremely jumpy American customs people grabbed our SGI 
terminals.  We had to hire a lawyer in the states in order to 
get them released, two weeks after we were due to start on 
British Telecom International¹s new corporate identity using 
this gear.² Paul Docherty
At the time the only other people doing raster animation 
in the UK were Digital Pictures (with their own code) and 
Electronic Arts (using various movie-byu bits).
Paul did a source code co-development deal with Abel 
Image Research (Robert Abel¹s software division), where 
Electric helped with some the PAL video issues and worked 
closely with the Abel team to debug the code. The development 
team at Abel at the time included Roy Hall, Hank Weghorst, 
Kim Shelley a number of other Cornell luminaries.  
EI began using the Abel system for television work and 
eventually added an Oxberry Matrix 35mm camera for film work. 
Like most companies of this early era, the EI team had to 
work pretty much from scratch creating custom renders, color 
look up tables, modeling utilities etc., and without the 
benefit of the academic superstructure that already existed 
in the US. 
[QUOTE] ³The working hours were ridiculous and the 
processing ungodly slow but everyone at EI seemed to get 
caught up in the buzz of it all.² Paul Docherty
EI created commercials, television ids, program inserts, 
small bits for European features  in fact, pretty much 
anything anyone asked for. The animation team included Ian 
Bird (who now runs London animation house Eye), Mike Milne 
(who heads up facility house The Frame Store¹s animation 
section), and Ian MacFadyen and Stephen Coren (who run Drum, 
a small London animation house).  The technical side included 
Stewart McEwan (who now runs the multimedia software section 
of Dorland Kindersley) and David Benson (now at ILM).
[QUOTE] ³The various shareholders felt that we should 
have a gimmicky name for the VAX/SGI/AbelGraphix combination, 
so at a late night pub session Colin Reynolds drunkenly 
suggested ³Doris².  After a few more pints we decided that 
DORIS stood for ³Digital Optical Raster Imaging System² and 
that¹s what we told the press it was called.² Paul Docherty 
The company was responsible for many European ³firsts²  
first to use C and Unix for commercial graphics production 
(most everyone else was using VMS and Pascal), the first bit 
of serious raytracing on UK television (an ident for 
Yorkshire Television), the first real time display SGI 
graphics terminals, first UK dynamics animation package 
(written by David Benson). A heavy use of clever compositing 
and geometric projection tricks (picked up from the Abel 
initially) gave the company¹s work a distinctive look and 
built up a reputation for quality
With the collapse of Omnibus/Abel/Digital Productions 
(or ³Omnivore² as the guys at Abel dubbed it) in 1987, EI was 
now on its own as far as software development. The company 
continued to develop the Abel system, and were joined by Paul 
Newell from Abel (now at Rhythm and Hues) who helped keep the 
code developing, adding a new animation system called (for no 
apparent reason) DREK.
In 1991 the company began to shift towards commercial 
software, using TDI Explore, augmented by Wavefront¹s 
Dynamation and Kinemation.
Shortly thereafter Simon Maddocks (now ILM) joined and 
eventually became Head of Animation. David Benson developed a 
clever ray tracer for the AT&T Pixel Machine, one of the 
early parallel processing systems. EI became the first UK 
company to be able to render depth of field, motion blur, and 
other realistic effects without going bust in the process. 
Joakim Arnesson was a Technical Director there briefly, as 
was current fellow ILMer Ben Snow.
About this time EI became one of the founding 
shareholders in The Frame Store, along with director Steve 
Barron (Teenage Mutant Ninja Turtles, Merlin, etc.).  The new 
company had the first Quantel Harry and has since grown in to 
one of Europe¹s largest digital post houses.
In 1996 EI produced all the digital effects for Space 
Truckers (120 shots, about 15 minutes in all) which although 
modest by current standards, was a substantial project at 
that time, especially in European terms. 
In an effort to try and find some stability in the 
³feast or famine² effects market in London, EI hired Bob 
Auger and started Electric Switch, one of the first MPEG
compression facilities in Europe and currently the European 
market leader in DVD authoring.  Using Switch¹s compression 
hardware the company pioneered the transfer of  MPEG1 video 
clips of rushes to locations around the world.
In 1997-98 EI produced about 80 shots for Lost in 
Space, and produced a 4-minute ride film for the new GM 
pavilion at Disneyland. Unfortunately, various legal and 
technical problems caused shareholders in November 98 to pull 
the plug on EI and concentrate on the new DVD company.
The company¹s 16 year life span made it one of the 
longest lasting computer animation houses in European 
history.
(1968 to present) 
Incorporated in 1968 by Dave Evans and Ivan Sutherland, 
E&S was the first computer graphics company ever formed. 
Based in Salt Lake City Utah, E&S produced vector graphics 
workstations initially for military flight simulator use, but 
later for many commercial companies as well such as Robert 
Abel¹s and Cranston/Csuri. E&S first products were the LDS-
1, LDS-2 then Picture System-2 vector systems; all used with 
another host system such as the VAX-11/780 (Abel used a PS2 
with the Gould 6031)
Current products include the MindSet Virtual Studio, 
Accel|Galaxy  3D and FuseBox 3.0 for NT. E&S sold a minority 
share of (non-voting) stock to Intel in 1998. 801-588-1000 
www.es.com 
(1989 to present)
Ex Machina was created in 1989 with the merger of two 
French CG production companies: Sogitec and the production 
division of Thomson Digital Image (TDI). With the born of 
Ex Machina, TDI itself then continued only involved in 
developing the Explore Software. 
Ex Machina has been involved in many different areas of 
CG production, both commercials and films including all 
formats ( Imax, 70/35mm, stereo, HVISION, etc.). Clients were 
mainly from Europe and Japan, with most of the large  format 
films, such as IMAX, being produced for North American 
clients.
TDI's Explore software has been used at Ex Machina since 
its inception. It¹s R&D department even wrote some of the 
tools shipped with that commercial package, such as the 
particle system and the script-based modeler ³build².
Like other major production companies, Ex Machina has 
also relied on developing it¹s own custom software. Its in-
house character animation system ³Appia² was developed in 
1991/92 and first used during the production of "World of 
Materials" directed by Jerzy Kukar. This was a 10 minutes  
70mm stereo movie for a Korean International Festival. (Ex 
Machina was also involved in the training of CG artists for a 
Korean CG company who did one part of the film.)
Later Softimage was introduced for animation (Explore 
been still used for modeling and rendering, and Appia for 
secondary animation), and more recently NT workstations with 
3DS Max were brought into production.
The VFX department was created in 1991 for "Simeon" 
directed by Euzhan Palcy for which Ex Machina bought a 
scanner from RFX. The compositing software ³depict² was 
developed and extensively used in conjunction with scanning 
(RFX) and shooting (MGI|Solitaire) hardware to create some 
ghost appearances. At this time Christian Guillon was at the 
head of the department. Matador was also chosen as the 
primary 2D tool, supplemented more recently by After Effect 
running on Macintosh platforms.
(Author¹s note: Major contributions for Ex Machina, 
Sogitec and TDI are from Frédéric SCHMIDT, Christian Foucher 
and Nicolas Popravka)
(1983-1992) 
Jim Lindner and Suazanne Gavril, former marketing 
executives at Xerox, broke with Computer Creations, and 
formed Fantastic Animation Machine in Manhattan, making 
animations chiefly with a 32-bit Ridge microcomputer, on 
proprietary software (C & UNIX).
	Animation company formed by Peter and Coco Conn.
(1972?-1985) 
Image West was based around analog video animation 
equipment such as the Scanimate, which manipulated video 
imagery and captured artwork. Cliff Brown was president and 
David Sieg was Chief Engineer. Animators included Peter 
Koczera, Ed Kramer, Russ Maehl and Roy Weinstock. Image West 
Art Directors were Sonny King, Henry Kline II and Gary 
McKinnon
Its only feature film CG project was for the original 
Star Wars film in 1977. The Yavin planet count down imagery 
was done by John Wash and Jay Teitzell. A great deal more 
imagery for Star Wars was traditional animation, analog 
effects and other non-CG techniques.
 Image West was bought from Computer Image's bank at a 
bargain in 197?.  They were in the midst of splitting from a 
Canadian parent company, called Omnibus Group. (See Omnibus) 
The Computer Graphics Division was originally formed in 
1979 when Ed Catmull was selected by George Lucas to start an 
in-house research group. Richard Edlund (at the time an ILM 
Visual Effects Supervisor) flew to meet with Ed at NYIT for a 
secret meeting to discuss the offer. Ed and Alvy Ray Smith 
went to great lengths to keep the offer a secret from their 
patron Dr. Alexander Shure, even going so far as to rent a 
manual type-writer to draft a proposal letter to  Lucas. (For 
fear of the otherwise un-secure email system at NYIT.)
At the time, LucasFilm headquarters was in a building 
called the ³Egg Company² in LA, across from Universal 
Studios. (Star Wars has been created at the original 
headquarters in VanEyes(sp?).) Ed then flew out to meet with 
George, and was hired soon after. Because The Empire 
Strikes Back was still in production (up in Marin Co.), its 
financial success was anything but certain and Lucas was 
cautious about committing to a large scale research effort 
right away. The offer that was made was thus only for Catmull 
himself, even though a great many of his group at NYIT wanted 
to come with him to California too.
Things did develop quickly however and Alvy Ray Smith 
soon joined Ed to move into their first official space; a 
converted laundromat in San Enselmo, California. At the 
start, there were actually three distinct group efforts; the 
graphics group itself was headed by Alvy, a video editing 
group was headed by Ralph Guggenhiem (sp?), and a digital 
audio group headed by Alan Moore (from Stanford). Malcolm 
Blanchard and David DiFransisco also joined the group soon 
after.
(1962-1982) 
The company was originally founded to create image 
processing equipment and digital image scanners. Triple-I 
developed one of the first and best digital film printer and 
scanner systems, and began developing the "tranew" software 
that ran on the legendary and unique Foonley F1 computer.  
³The F1 was originally built by Triple-I in hopes of 
getting a large contract with the Government for an Optical 
Character Recognition system. Its design became the DEC KL-
10, but was built on five wire-wrap pages, that were machine 
wrapped. This meant that it was a one-of-a-kind system, a 
prototype that never went anywhere. It required a DEC KA-10 
(5 tons of stuff that barely could do 1 MIP!), which ran a 
hacked up version of the TOPS10 operating system, just to 
boot it. When it was up, it probably ran at something like 6 
MIPS. The Disk systems were old DEC washing-machine style 
drives that barely held 50Mb, and they crashed at least every 
month! TRANEW rendering software was written by Gary Demos, 
Bill Dungan, Rich Schroeppel, Jim Blinn, and a host of others 
while Triple-I had the machine. Triple-I had married the F1 
to a modified PFR-80 film recorder, one of the first in the 
motion picture industry. Omnibus bought the F1 system because 
it had produced the majority of the CGI in the film "TRON", 
and it seemed like a good way to jump-start feature film 
production. We did scenes from "Explorers", and "Flight of 
the Navigator" on it, but it was painful.²
David Sieg dave@ns.zfx.com
(1980-1987) 
In 1978, Mits Kaneko of MK Company obtained from MGM 
Studios the animation rights to Marjorie Keenan Rollings' 
Pulitzer awarded "The Yearling". Mits Kaneko decided to use 
computer animation on the 52 episodes of 30 minute television 
series because of rapidly rising cost of animation artists 
and film recording process. After two year's development and 
artist training, in April of 1980, JCGL was established with 
Mits Kaneko, Toho Company(a movie distribution company), 
Kodansha(a book publishing company), Toppan(a printing 
company) and Telework (a television production company). 
JCGL started production in June 1980 with 38 artists, 4 
programmers and 3 hardware maintenance persons. JCGL's system 
for television animation production consisted of a huge 
custom designed optical printer to print extra frames of the 
same image for reducing rendering time, 2 Dicomed 48-S film 
recorders, 2 Vax 780 super mini computers , 4 PDP 44s, 8 PDP 
11s for ink and paint stations, two DeAnza scanners for 
scanning animation papers, 18 Genisco frame buffers for image 
buffering and one PS 300 for vector drawing. The software 
"MK-1" was based upon NYIT's Tween and Tweep software for 
vector animation generation and scanned image inking and 
coloring capabilities with help of Tokyo Institute of 
Technology Image Lab lead by Prof.Takeshi Agui. 
The production of "The Yearling", however, failed with 
only one completed episode, which was actually No.2. of the 
series. Because of various creative challenges, the 
production schedule became almost double of what had been 
estimated. This episode No. 2 was broadcast in April 1982 and 
became world's first television animated program completely 
processed with a computer. The rest of the 51 episode 
production was switched to the conventional hand drawn, hand 
painted method. 
Mits Kaneko decided to move to 3D computer graphics 
production for commercial films and special effects on 
feature films. Jim Kristoff of Cranston Csuri Production 
(CCP) helped integrate 3D production software with the 
existing hardware, and the transition went well. The JCGL 
went on to win prizes including Nicograph, NCGA and INA gran-
prixs. JCGL lead Japan's CG production for 7 years but came 
to its dissolution in 1987 when its VAX based system could 
not compete any longer with cheaper more modern systems.
(1987 to present) 
One of the first Wavefront based production companies, 
KWCC was founded in 1987 by Jeff Kleiser and Diana Walczak.
Jeff Kleiser went to Colgate University as a CG major 
using VISIONS, an early fortran code from Syracuse. He made 
several experimental films and a few commercials by 
outputting to a DEC Graphics display terminal and shooting 
35mm film off the screen. He then moved from Dolphin 
Productions (1976-77) as a Scanimate operator, Digital 
Effects (1978-1986) as Animation Director and President, 
then to Omnibus as Director of the Motion Picture Special 
Effects Division in LA. 
Diana Walczak was a sculptor and CG enthusiast from 
Boston University who met Jeff while at SIGGRAPH 1985, and 
joined him at Omnibus for a Marvel Comics character test in 
1986. Diana¹s sculptures would be digitized into the computer 
a section at a time in order to have separate animatable 
pieces. 
Jeff (still working for Omnibus) was in Canada scouting 
locations for MILLENIUM when Digital/Omnibus/Abel (DOA) went 
down. He and Diana formed KWCC to take a one week job that 
would pay for their down payment on a new house in Hollywood.
(What better reason to start company?)
[QUOTE] ³Diana and I formed KWCC to build databases 
using her sculptures and a 3D digitizer by Polhemus. Soon we 
were approached by Viewpoint who wanted to market our data 
along with theirs, and we were more interested in developing 
Synthespians than database service market.² -Jeff Kleiser
Their first Synthespian, created for SIGGRAPH/88, was 
³Sextone for President². The 30 second piece demonstrated 
facial animation based on interpolating Diana¹s digitized 
sculptures with software written by Larry Weinberg. The TALK 
program could mix any percentage of any facial shape at any 
frame, even with arbitrary polygon ordering. This technique 
of phoneme interpolation is today a standard way of producing 
3D facial animation. The narration made heavy use of irony as 
the character lobbied for SAG (Synthetic Actors Guild) 
rights.
In 1989, Hewlett Packard supported KWCC¹s next character 
Dozo in the ambitious ³Don't Touch Me². The 3 minute 
animation utilized early optical motion capture from Motion 
Analysis. Frank Vitz joined the team to wrangle the always 
late and always buggy motion capture data. After more than 
five months, only about 20% of the motion capture data was 
delivered, forcing KWCC to make very creative use of piecing 
together and repeating many short fragments of motion. The 
rendering was done all over the country, anywhere there was 
Wavefront rendering code. All the final imagery was output to 
big 9-track data discs and stacked 6 feet high, output to 
film and delivered to NY airport, picked up by an HP employee 
and handed into the SIGGRAPH office one minute before the 
midnight deadline for the Electronic Theatre submissions.
Bill Kroyer was a traditional animator at Disney from 
1977 to 1979, later returning to Disney as an Animation 
Director on Tron in 1981. He later worked at Digital 
Productions, animating on the ³Hard Woman² video and created 
the realistic CG owl for the opening credits of the feature 
film Labyrinth.
Kroyer Films was founded by Bill and Sue Kroyer in 1986, 
just before DOA went out of business. The company specialized 
in the use of 3D computer graphics, plotted out on paper as 
hidden surface line art to be colored and used along with 
traditionally created cel animation. Output was on an HP 
plotter, hooked up to an SGI 3130. (A machine with only 4 
megs of ram that cost $42,000 US!)
The unique hybrid 3D/cel technique was used for the 
first time with futuristic motorcycles in the short-lived TV 
series UltraCross. (The show was canceled when the toy deal 
fell through.) 
With the method proven, and the time to spare, Kroyer 
and his team next produced the short film Technological 
Threat in 1988. The film realized the conflict and 
resolution of a traditionally animated character with that of 
a computer generated one. Great story telling, design and 
execution added up for an Academy Award-nomination for the 
film that year.
[IMAGE OF TECH THREAT?]
Next up was the full length animated feature film 
FernGully: The Last Rainforest, completed on February 
10th, 1990. Besides being a very enjoyable film for both kids 
and adults, the project was notable for several reasons. 
Backed by the Australian team that had made ³Crocodile 
Dundee², the entire production was accomplished in just two 
years from storyboards to premier. Kroyer ramped up from 15 
to 200 people and in addition created 40,000 computer plotted 
cel frames to augment the bulk of the traditional animation. 
[FACTOID] One Ferngully scene in fact was done with 
digital-in-and-paint technology at Sidly-Rite(sp?) in 
Hollywood. The ³singing bat inside a tree² scene was a 
feature film first to use this technique. (Disney¹s ³Rescuers 
Down Under² would come out the same year.)
As successful as Ferngully was, Hollywood studios were 
not ready to go up against Disney and commit to an animated 
feature film. Kroyer then found a unique niche in creating 
elaborately animated title sequences for such films as Honey 
I Shrunk the Kids, Troop Beverly Hills, and National 
Lampoon¹s Christmas Vacation. 
Finally in 1994, studios began jumping on the feature 
animation bandwagon, but Kroyer by now had downsized 
considerably. Bill and Sue both decided to shut down their 
company and join the fledgling Feature Animation department 
at Warner Brothers for ³Quest For Camelot². While that 
partnership would not last because of creative differences, 
the Kroyers were able to freelance and develop their own film 
project. 
Bill is presently on the staff of Rhythm & Hues as a 
Director, having come on board in 1998.
(1980 to present) 
Founders/principles: Larry Lamb 
Major projects: "The Incredible Crash Dummies" (Fox)
Originally used software purchased from Cranston/Csuri 
Productions. First Wavefront licence?, First Discrete Logic 
Flame licence? Also includes a sister company, Lambsoft Inc., 
for commercial software production tools.  MORE INFO
(1982 To present) 
	Founded in 1982 as Toyo Links, and known since 1987 as 
simply Links, an Imagica Company. A short film called ³Bio-
Sensor² (created in 1984) was notable for it¹s use of 
innovative story telling. Art Durinski with his wife and 
Producing partner Mitchinko joined the company from Omnibus 
in 1986, staying for about a year and a half. Much of the 
work Links did was for Sony Corporation, including their 
international logo that served as inspiration for many later 
large companies. (Art and Mitchinko would leave in 1988 to 
form their own consulting firm, the ³Durinski Design Group² 
in LA where they continue to work today.) 
The Links 1 computer animation system was developed here 
by Koichi Omura. http://www.links.imagica.co.jp 
(1966 to 1987) 
Founded by three fellow scientists: Phil Mittelman 
(RPI), Leon Malin and ??? ????? in 1966 as a spin off of 
United Nuclear Corporation. The original purpose of the 
companies was to carry out nuclear radiation penetration 
studies, in order to calculate shielding requirements and 
other such top secret government things. (The name MAGI was 
also a joking reference to the fact that it was founded by 
"three wise men".)
HOW THE LARGEST ³JUNK MAIL² COMPANY IN WESTCHESTER 
CREATED TRON! In it¹s early days, MAGI¹s largest business was 
creating ³junk mail² databases for direct mail and marketing 
uses. Three other divisions included: A CAD/CAM group which 
was very busy in manufacturing and defense contracts, 
Computer Slides Corp., which handled the presentation 
business projects; and the smallest of them all:  
Synthavision
Begun in 1972 by Robert Goldstein and Bo Gehring, 
SynthaVision was the software division of MAGI that was 
marketed commercially for a short time under the company name 
of Computer Visuals Inc. The original software (Fortran2 and 
Fortran4 running on an IBM 360/65) used by the MAGI 
scientists for tracing particle radiation needed to be only 
slightly modified to trace light rays instead and make Š ta 
da!: computer graphics. (Well maybe not quite that easily.) 
For another idea of the current technology, a box of tab 
cards (fully a cubic foot worth) were necessary for only a 
few seconds of simple animation.
The software techniques were unique in their use of 
solid modeling techniques. Unlike all other systems, 
Synthavision used not polygons or patches but 
"combinatorial geometry" (boolean union, difference and 
intersection) of mathematically defined solid shapes such as 
cubes, cones and spheres. For example, a simple flying saucer 
would be modeled as the intersection of two perfect spheres, 
and a sphere would never suffer from low resolution straight 
edged profiles because it is defined mathematically perfect. 
The raytracing technique, originally developed by Bob 
Goldstein in the late 1960s, evaluated these boolean 
combinations once per ray. (the key paper was published in 
"Simulation" in 1968, and is referenced in Turner Whitteds 
1981 SIGGRAPH paper which introduced raytracing to a much 
broader audience). The core math and physics developers at 
this stage included Herb Steinberg and Dr. Eugene Troubetskoy 
while Marty Cohen and Larry Elin (a non-scientist and Phil 
Mittleman¹s son-in-law too) served in Executive Producer type 
roles. 
MAGI showed some of their military simulation work a 
SIGGRAPH conferences in the late 70s, including a diving 
submarine, tanks, a mines shaftŠ
CG UFOs for CE3K! 
In 1975/76 Bo Gehring and others traveled to Hollywood 
to produce CG tests for Steven Speilberg film Close 
Encounters of the Third Kind. A film recorder was built 
by Carl Machover, one of the earliest of it¹s kind, it used a 
9² CRT to expose the imagery onto 35mm film at 4000x2500 
lines of resolution. Doug Trumbull also arranged to use a 
facility in Minniapolis to output to 65mm film. The intent 
was to realize the spaceships in the end landing sequence 
entirely with CG. In the end, Trumbull favored the 
traditional approach, and the CG tests were no longer 
pursued.
Steven Listburger(sp?), the creator of Tron, had just 
finished the television film Animalimpics when he saw a CG 
demonstration by Larry Elin. MAGI created the memorable Light 
Cycles and Recognizer sequences in Tron. Nearly 15 minutes 
of finished computer graphics were created by a small core 
team of people including: Chris Wedge(animation), Nancy 
Campy(sp?) (production coordinator), Tom Bisogna (artist), 
Ken Perlin (software), and Tom Miller (night shift). Of 
MAGI¹s approximately 150 total employees Synthavision only 
ever totaled about a dozen people.
Beautiful as the imagery was, Synthavision software did 
not render frames with antialiasing. The solution was to 
render at a higher resolution and then scale/filter down to a 
lower resolution to soften the edges. Even simple things like 
blurring were non-existant so if you wanted to do a blur, you 
would run your frames a second time through the CELCO film 
recorder with tissue paper over the CRT to fuzz the element 
you wanted to blur.
As Tron finished up, the second wave of people came on 
board, hired largely by Ken Perlin. Josh Pines would play a 
key role in programming for film-scanning and recording, but 
also brought an important film/movie making sense to the 
otherwise technical group. Christine Chang was primarily an 
artist, Tom Miller graduated to the day shift and Mike 
Ferraro began a self imposed, if ³un-official², transition 
from the CAD/CAM division. The main New York office was busy 
pursuing commercial work, but Hollywood was calling!
John Lasseter (Then a traditional animator at Disney) 
got his first exposure to computer graphics by working as the 
official Disney-Magi liason for a joint 1983 post-TRON test 
for "Where the Wild Things Are². Based on the popular 
childrens book by Maurice Sendak, the (60sec?) short had a 
young boy in his pajamas running with his dog up a flight of 
stairs. The characters were traditional cell animation and 
the environment was all 3D CG. Disney footed the bill for 
production, while MAGI paid for the substantial R&D needed to 
create the hardware and software.
The finished project had was shopped around to gaming 
companies like Bally and Atari, but unfortunately occurred 
as the downturn in arcade gaming began. Like many other 
computer graphic production companies of the 1980's, 
Sythavision collapsed under the heavy overhead costs and 
enormous capital debt of the purchase of the technology. 
³There is also a fun story of the last MAGI/Synthavision
job that was modeld and rendered by a roving band of the 
remaining production crew (includeing Tom Barham (director), 
Dick Walsh (who went to PDI) Carl, and myself on the computer 
network at Carnegie Mellon (where I was teaching at the time) 
using a Raster Tech frame buffer that we carried all over 
campus.² Michael Ferraro
NEED INFO! 
(Hollywood and Paris)
(1985? to present) 
	Used Wavefront software as well as proprietary code 
that eventually became Mental Ray. Work for BMW and German 
television programming such as ARD and Bremen Television.
	Employees included John Berton (86-88) and Stefen 
Fangmeyer (88-90) both currently Visual Effects Supervisors 
at ILM.
(1987 To present) 
Ron Saks (formerly of Abel¹s) was hired by Cranston 
Csuri (CCI) in anticipation of opening an LA office. Richard 
³Dr.² Baily was hired in LA first, followed by Paul Sidlo and 
a few more people. All the new hires went out to Ohio in the 
summer of 1986 to learn the custom CCI code. A bunch of 
people soon went back to LA to an office in the back of 
Abel¹s old building. These included Tim McGovern (Abel), Jon 
Townley, Steve Martino, Mark Steeves, Richard ³Dr.² Baily, 
Neil Eskuri(Disney) and Al Dinoble(Cinesite), Larry Elin 
(Magi/Abel) and Steve Klevatt. 
When CCI folded, Ron Saks remained in Ohio and took up a 
teaching job there. Jim Kristoff, Dobbie Schiff (Jim and 
Dobbie are married), several of their family members, and 
Mits Kaneko all contributed the original funding to then 
start MetroLight.
(198? To present)
³Then (and arguably still) the UK's leading video post 
house, MPC had a reputation as technology junkies. They had 
recently built a motion control rig under the direction 
Andrew Berend, a London Film School graduate. The computer 
that controlled the rig was built by Interactive Motion 
Control (IMC) (one of the partners at IMC was Bud Elam, who 
later won an Academy Award for Technical Achievement for 
motion control technology  (his co-winner was Ray Feeney, 
who started RFX)
In 1981 they had also just installed a computer 
animation system, which consisted of a Hewlett Packard 
desktop machine, programmed in Basic, which drove a plotter. 
The plotter had no pens - instead, it had a fibre-optic light 
source where the pen went - this was pointed at the camera 
film plane. The lens would open, a colored gel would rotate 
in front of the lens, and the plotter would draw a wire-frame 
layer directly onto the film emulsion. Then the color would 
change, and more lines would be drawn. Of course, this all 
took place in a black box. This multi-layered approach could 
take minutes to do a single frame. There was no way of 
knowing what you had until you unloaded it, took it to the 
labs, waited overnight, went back to the labs, brought it 
back, laced it up and viewed it on the Movieola.
(1985 to present) 
Founded in 1985 by Nancy St,John & Craig Upston (Co-
Managers). Located at the University of Illinois at Urbana-
Champaign. Pioneering Scientific Visualization software 
projects that created tools that scientists themselves could 
use. Stefen Fangmeier (ILM) was a TD from 19?? To ??.
In 1974 Dr. Alexander Schure, a wealthy entrepreneur, 
began to assemble the Computer Graphics Laboratory (CGL) 
at the New York Institute of Technology. His vision was to 
create a feature length animated film, with the aid of the 
days most sophisticated computer graphics techniques. NYIT 
itself was founded by Dr. Schure, had grounds encompassing 
numerous estates situated in the beautiful wooded hillsides 
of Old Westbury New York. Some of these estates were owned by 
members of the Rockafeller family, who also happened to have 
a seat on the board of Evans & Sutherland. Because of the 
close association of E&S with the University of Utah, Dave 
Evans recommended to Alex to seek out Edwin Catmull to head 
the new CGL.
Ed Catmull had just finished his Ph.D. at Utah and taken 
a job at a CAD/CAM company called Applicon. It was not a hard 
sell to get Ed to leave Applicon for NYIT however, so he and 
fellow Utah graduate Malcolm Blanchard packed their bags for 
New York. Alvy Ray Smith and David DiFrancesco (both fresh 
from Xerox PARC) joined the team a few months later in what 
was called the ³Gerry Mansion². Alvy and David had heard of 
Dr. Schure¹s plans from  Martin Newell at Utah (whom Alex had 
just hired briefly as a consultant). Dr. Schure had recently 
come through Utah and literally ordered ³one of everything² 
to jump start his NYIT project. Some of this equipment 
included a DEC PDP-11, a new E&S LDS-1 and the first random 
access frame buffer also from E&S. Later, the CGL group would 
also receive the very first commercial VAX. 
[SIDEBAR] VAX ALMOST SMASHED! In fact, the VAX almost 
never made it inside the building, if not for Alvy Ray 
Smith¹s quick actions. It seems that when the computer was 
just lowered off the back of the delivery truck, another 
truck parked behind and uphill had it¹s brakes slip, which 
started it rolling towards the brand new machine. Alvy 
quickly jumped in the driver-less truck and stopped it just 
before it could smash the VAX back into the very truck it was 
just unloaded from.  
The CGL quickly attracted other technology experts and 
artists, including Christy Barton(from E&S), Tom Duff, Lance 
Williams, Fred Parke, Garland Stern, Ralph Guggenheim, Ed 
Emshwiller, and many others. 
Throughout the 1970s, the people of the CGL thrived in a 
pioneering spirit, creating milestones in many areas of 
graphic software. Many of the ³firsts² that happened at NYIT 
were based on the development of the first RGB full color 
(24bit) raster graphics. 
A few of the more notable ³firsts²:
€First RGB anything (because they had the first RGB 
framebuffers in the world).
€First RGB paint program (Paint by Alvy Ray Smith).
€First soft-edged fill (Alvy Ray again). 
€First computer-controlled video editing. First TV 
commercial with raster graphics (Lance, I think, or maybe
it was Ephraim Cohen). 
€First pixel dissolve. 
€First networked computer system (Christy rolled our own 
for us). 
€The alpha channel is invented by Ed Catmull and Alvy 
Ray Smith. 
€First hidden surface algorithm within a pixel (Ed).
€Lance Williams invented mipmapping (texture mapping is 
still done this way today). 
€Garland Stern implemented the first scan and paint 
system (this is how the Disney/Pixar CAPS system now makes 2D 
animation - different system but same idea).
The atmosphere at the CGL was also very open, with many 
invited tours coming through the lab all year-round. Other 
universities like Cornell, and companies such as Quantel 
were among those to visit and take notes about what was being 
developed. The personnel structure was virtually non-
existent, with never any heavy handed management from Dr. 
Catmull. People did what they were best at and helped each 
other out whenever needed.  
[Strangest Job Title ever!] Alvy Ray Smith would later 
accidently come across an organization chart for the lab put 
together by Dr. Shure. Ed Catmull was running the lab of 
course but there where people listed above and below him that 
no one had even heard of. Alvy was particularly amused to 
find that his official title was ³Information Quanta². A 
term very much in keeping with Dr. Shure¹s somewht unique, 
and non-standard form of communicating.
Ed Catmull¹s Tween, Alvy Ray Smith¹s Paint program, and 
the 2D animation program SoftCel, all were in keeping with 
the original charter of the CGL, which was 2D CG. There were 
also many breakthroughs in image techniques involving 
fractals, morphing, image compositing, and Mip-Map texture 
mapping and many others. Key to this pioneering effort was 
the seemingly unlimited financing evidenced by Alex Schure. 
One such example took place when Alvy Ray Smith spoke with 
Alex about how good it might be to have not just the one, but 
three frame buffers. This way, Alvy explained, the three 8bit 
buffers could be combined to create the first RGB color frame 
buffer ever! Sometime later Alex not only delivered the two 
additional frame buffers, but an additional 3, which gave the 
CGL team a grand total of 6. (³Enough for two of those RGB 
things² said Alex.) At $60,000 each (plus the $80,000 for the 
first) what this meant in today¹s dollars was that on a 
simple request, Alex had just delivered about $2million worth 
of equipment.
More Utah people joined the CGL, including Garland Stern 
who would write the vector animation system BBOP. David 
DiFrancesco would also begin what would be turn out to be a 
long association with film recording at this time. Jim Blinn 
even worked at the CGL as a summer intern in 1976.
[SIDEBAR] TUBY THE TUBA! At this same time as the CGL 
was up and running, Alex had about 100 traditional animators 
working on a film called ³Tuby The Tuba².  Unfortunately, 
after two years when the film finally screened, everyone¹s 
worst fears were realizedŠit was worse than awful. 
Several different department also existed at NYIT by 
now, in different neighboring mansions; an audio group, a 
video/post production lab, and a computer science department 
as well. One project that was successfully completed, was a 
half hour video (2² with a single frame recorder) called 
³Measure for Measure², which combined conventional cel 
animation with TWEEN imagery.
In 1979 when Ed Catmull left to start the Computer 
Graphics Division at Lucasfilm, many wanted to come with him. 
In fact, Alvy, Tom Duff, and David DiFrancesco all left and 
went elsewhere while waiting to join Ed in California when 
the time was right. Ralph had promised to stay at NYIT a full 
year, and he honored that commitment, even turning down an 
offer from Alex Schure to head the CGL group so that he would 
be free to leave one that year was up.
A New York City commercial office was also established 
to market and sell the technology developed in Old Westbury. 
Known as CGL Inc. CGL Inc. also produced numerous commercial 
graphics jobs for the broadcast market.
The WORKS
(The remaining historical text for NTIT/CGL was 
contributed by Paul Heckbert)
Shortly after Catmull left NYIT, Alex's son, Louis 
Schure, became lab director. At about the same time, the NYIT 
lab began preparing to make the first three-dimensional 
computer animated movie, to be called "The Works". Its 
science fiction screenplay was written by Lance Williams.  A 
number of people were hired to work on the project. The 
principal robot designers and modelers were Lance, Bill 
Maher, Dick Lundin (designer of the famous robot ant), Ned 
Greene, and Carter Burwell. Some of the animators were 
Rebecca Allen and Amber Denker.
[THE WORKS!] A great deal of effort at NYIT went into 
the development of the film "The Works", which was written 
by Lance Williams and worked on from about 1979 to 1986. For 
many reasons, including a lack of film-making expertise, it 
was never completed. Sequences from the work in progress 
still stand as some of the most astounding animated imagery 
of the time.
Software development during the early 80's was guided by 
Lance Williams, Paul Heckbert, Fred Parke, and Pat Hanrahan. 
A number of excellent graphics software developers did 
pioneering work there during those years:
Jim Blinn and Tom Duff (MAT: yacc-based modeling 
language), Jim Clark (E&S Picture system library from the 
70's; Jim later went on to found Silicon Graphics and 
Netscape), Lance Williams (z-buffer and texture mapping 
techniques), Tom Duff (SOID: z-buffered quadric surface 
rendering with texture mapping, bump mapping), Garland Stern 
(BBOP: interactive keyframe animation system), Dick Lundin 
(dynamics simulation and robot modeling and animation tools), 
Ephraim Cohen (ZOOM: filtered image resampling and EPT: paint 
program), Thad Beier (SSOID: CSG on quadric surfaces), Mike 
Chou (SOID's environment mapping), Frank Crow, Andrew 
Glassner, and Tom Shermer (antialiased line drawing), Robert 
McDermott (geometric modeling tools), John Schlag (image 
processing software), Paul Heckbert (POLY: z-buffered polygon 
renderer with texture mapping), Paul Heckbert and Pat 
Hanrahan (beam tracing), Paul Heckbert (early splatting, a 
form of volume rendering), Lance Williams and Ned Greene 
(mesh modeling tools), Lance Williams, Fred Parke, and Paul 
Heckbert (face modeling and animation), John Lewis and Peter 
Oppenheimer (fractal modeling), Ned Greene and Paul Heckbert 
(z-buffer rendering for fisheye projection), Ned Greene (sky 
modeling from photographs), Jules Bloomenthal and Lance 
Williams (DEKINK: antialiasing, recording tools), Jules 
Bloomenthal (realistic tree modeling), Kevin Hunter (early 
marching cubes), Pat Hanrahan (EM: interactive modeling 
system), Pat Hanrahan (winged edge library), David Sturman 
(animation database and tools), Lance Williams and Paul 
Heckbert (Coons image warp), Tom Brigham (image morphing), 
Tracy Petersen, Mike Kowalski, and Carter Burwell (audio 
synthesis), and many other amazing graphics hackers and 
graphics hacks.
The workhorse hardware during the early 80's was six DEC 
VAX 11/780's as main computers, about three E&S Picture 
System II's for animation preview, about eight E&S and 
Genisco frame buffers for 512x486x24-bit raster graphics, 
about six programmable Ikonas graphics processors, the 
largest with 12 megabytes of image memory (an ungodly amount 
in that day: 2048x2048x24-bits), viewed with rare thousand 
line color monitors, several IVC 2000 2" videotape recorders, 
and a Dicomed film recorder.
Although The Works was never completed (the group was 
ahead of its time; it wasn't until 1995 that the first 3-D 
computer animated movie -- Toy Story -- came out), some major 
milestones of computer animation came out of the effort, 
including:
The Works Trailer - hit of the SIGGRAPH '82 film show, 
3DV, Inside a Quark, and segments for the 1984 Omnimax movie 
"The Magic Egg". The lab's animation demonstrated the first 
extensive use of texture mapping and environment mapping in 
animation, and some of the first 3-D character animation. 
Some pictures from the early 80's are available at 
http://www.cs.cmu.edu/~ph/nyit 
After this peak, the party began to wind down in the mid 
and late 80's: Bloomenthal left for Xerox PARC in 1985, 
Heckbert left for PDI and Pixar in 1985, Hanrahan left for 
Wisconsin, DEC, and Pixar in 1985, and Williams left for 
Apple in 1986. The dispersal of its lab members helped spread 
NYIT's ideas to many other sites.
[FACTOID] Many people regarded the NYIT Computer 
Graphics Lab of the late 70's and early 80's as the top 
computer graphics research and development group in the 
world.
(1982-1987) 
	The Omnibus Group Inc. began as a Canadian group of 
companies in marketing and communication founded in London, 
Ontario in 1972. It expanded with affiliated and shareholding 
offices in Toronto (Omnibus Video Inc.), Los Angeles (Image 
West Limited & Downstream-Keyer Inc.), and Sydney Australia 
(The Picture Company). John C. Pennie joined in 1974 as 
President.
	Image West was developed by Omnibus beginning in 1975 
located in Hollywood, CA. (see below for the Image West 
company entry for more details.)
	Omnibus Video Inc. began in 1981 and was headed by 
President Jack Porter (Who for 14 years was president of 
Sheridan College in Toronto.), located in the Yonge-Eglinton 
area of Toronto, Canada. The NYIT TWEEN system was acquired 
and used by animator Robert Marinac (Now a CG Supervisor at 
ILM), one of nine employees at the time.
(1988 to 19??) 
Formed by John Whitney Jr. after Whitney/Demos 
declared bankruptcy in 1988. It used one of the first 
Connection Machines, and did some work with Karl Simms and 
Jerry Weil around the era of "PanSpermia".
(1980 to present) 
 Incorporated on August 11th 1980 by Carl Rosendahl, 
originally in a small office in Los Altos. Carl grew up in 
LA, and graduated with a degree in Electrical Engineering 
from Stanford in 1979. Wanting to combine entertainment with 
his technical experience, computer graphics seemed a natural 
solution. Times begin what they were (so early in the CG 
evolution), Carl formed his own company rather than seeking 
employment at one of a very few established companies.
 	Richard Chuang and Glenn Entiss made it a company of 
three in 1982. Later, after moving to one Sunnyvale 
industrial complex until 1984, PDI moved into another larger 
building owned by Carl¹s father. They remained their until 
moving to their present location in Palo Alto in 1997. PDI 
has grown from employing less than 20 people in about 1984, 
to over 300 total today.
	The first PDP-11/44 was used for much of the original 
proprietary code written by Richard and Glenn (and Carl too.)
Richard concentrated on the renderer, and later on lighting 
tools. A DeAnza frame buffer also was used early on. The very 
first jobs were doing broadcast graphics for Jose Diaz of 
Brazilian Globo Television. Globo actually lent a more 
powerful VAX computer to PDI for a year, and in return 
licensed a sub-set of the PDI code for their own production.
Many early commercial jobs that kept the company busy 
were also from the Harry Marks creative agency. 
	By the late 1980s PDI was using RIDGE Unix workstations 
(similar to Solarity) and controlled about 60% of the high-
end commercial broadcast market. Clients included virtually 
every network and cable channel along with hundreds of 
affiliate local stations. From the very beginning it was 
clear that PDI (and Carl in particular) had a uniquely keen 
business savy that enabled the company to thrive through a 
time when CG company bankruptcies were otherwise the norm. At 
least two key strategies were instrumental to PDIs continued 
financial success. Firstly, unlike most companies that were 
going heavily into debt to finance ³glamorous² feature film 
work, PDI concentrated through the 1980s on the lucrative 
commercial market. It was an easy transition to build on 
their early reputation in broadcast graphics work. The second 
important factor in keeping the books in the black was the 
wise decision to purchase and use ³last years² models of 
computer equipment, and to depreciate it in just a few short 
years.
	It was also at this time (1989/90) that Carl and Tim 
Johnson began to visit the Hollywood Studios to try and begin 
a dialog about creative content partnerships. It was a 
proactive decision to what they saw was a future trend of CG 
as a commodity, possibly limiting the uniqueness of what PDI 
might have to offer in the future. As would be expected, the 
studios were much less forward thinking and no deals came to 
pass.
	In 1990 PDI did however open a feature film production 
office in LA for work on their first film project; the 
Japanese funded ³Solar Crisis². New equipment included a 
film scanner built by non-other than Les Dittert, and a 
Management Graphics film recorder. (The effects work was 
optically composited.) Soon after that PDI got a big break 
with some lesser known but still important work on 
Terminator2: Judgement Day. PDI did a number of different 
³invisible² effects such as wire removal and digital plate 
reconstruction. Work continued on many other features, 
including the several Batman films. In 1994 PDI closed the LA 
office, with several key employees (including Jamie Dixon and 
Thad Bier) staying to form HammerHead. 
	Meanwhile back at home base in Sunnyvale, PDI was 
continuing to set new standard in broadcast commercial CG 
techniques. In 1991/92 the technique of ³morfing² was used 
with great success on numerous projects. The first was a 
Plymouth Voyager commercial, followed soon by the Exxon 
tiger, and the famous Michael Jackson video ³Black or 
White². A perfect subject, perfectly executed, the Black and 
White video only served to increase the demand for this new 
technology in broadcast work. 
Along with the strong 2D effects work being produced, 
PDI also began very early to experiment and create 3D 
character animation. Waldo, the first ever 3D CG realtime 
animated ³muppet², was created for the Jim Henson Hour in 
1988. (See the Milestones Chapter for more details.) Crest 
Toothpaste ³Singers² (88) and Scrubbing bubbles (89) were 
followed by the Last Halloween television special in 1991. 
(Based in the M&M Mars candy commercial campaign started by 
ILM). In 1994 PDI broke a long standing stop motion tradition 
by introducing a 3D CG Pillsbury DoughBoy with the ³Mambo² 
spot. The doughboy would in fact continue to be created by 
PDI for another four years. Gradually more subtle 
enhancements crept into the spots, including motion blur, 
which was originally intentionally left out to more closely 
resemble the look of stop motion animation.
1995 saw Carl knocking on Hollywood Studio doors again, 
this time (in March, 1996) resulting in PDI signing a co-
production deal with DreamWorks to create original, computer-
animated feature films. Antz, of course, was the first of the 
films to be produced under this deal. Shrek is in production 
now for a late 2000 release, to be followed by Tusker, 
probably in 2002.
(1986-present) 
	Pixar was formed in 1986 when Steven Jobs (of Apple and 
NeXT computer fame) purchased the Lucasfilm Computer Graphics 
Division from George Lucas. George had decided about a year 
before that he did not wish to continue a hardware 
development effort in-house, and also did not at that time 
want to pursue computer generated animation (as did the 
employees). He therefore agreed to allow Edwin Catmull, Alvy 
Ray Smith and the rest of the employees of the Graphics Group 
to seek out investors so that they could spin off into their 
own company. Many different options were explored over the 
course of that year, and in the end the negotiations went 
down to the very last minute with the outcome not always 
certain. The deal that was finally made called for $5 million 
dollars to purchase the division with an additional $5 
million for immediate capital investment.
Founding members included (in alphabetical order): Tony 
Apodaca, Loren Carpenter, Ed Catmull, Rob Cook, David 
DeFrancesco, Tom Duff, Craig Good, Ralph Guggenheim, Pat 
Hanrahan, Sam Lefler, Darwyn Peachey, Tom Porter, Eben Ostby, 
Bill Reeves, Alvy Ray Smith, Rodney Stock.
  
	[SIDEBAR STORY] The story of how Pixar got its name: It 
was 1981 and the Computer Graphics Group at Lucasfilm was 
developing the hardware and software for a digital imaging 
³scanning/manipulating/filming computer-machine². David 
DiFrancesco was hardware, Loren Carpenter was software and  
Alvy Ray Smith managed the project. When it came time to 
write up a formal proposal about the new device, it seemed 
appropriate to come up with a catchy name for the middle 
componant of the system, the computer that did the image 
processing between the scanning and the filming. 
One night over dinner (at ³Franks Country Garden² 
restaurant in Bel Marin Keys, CA) four men got around to 
discussing the topic of a name. Present were Rodney Stock (a 
hardware consultant), Jim Blinn (who worked at LucasFilm for 
a short time), Loren Carpenter and Alvy Ray Smith. Since the 
hope was for this clever device to actually ³make pictures², 
the name ³Picture Maker² was suggested. This was quickly 
rejected in favor of Alvy¹s suggested contraction of ³Pixer². 
Loren then made the suggestion to change it to ³Pixar² (it 
had a nicer ring to it) and the rest is history.
Loren relates that there are occasionally some attempts 
to put a greater meaning to the word after the fact (such as 
³Programmed Image transformation(X) And Render²) but 
hereinabove the true story is now told.
Suddenly, the new company Pixar was no longer part of a 
larger profitable effects studio but rather a business all of 
its own. In the first few years the Pixar Image Computer sold 
well to a few (very different) client markets. Philips bought 
over 20 systems to use in the medical image processing 
market, while Disney made a significant partnership with 
Pixar to develop the graphics end of what would eventually 
become the CAPS system. Roy Disney himself wanted to get his 
company back into feature animation in the right way, and 
this was seen (wisely) as an investment in the future 
technology of 2D animation production.
	Ed Catmull and Pixar soon realized however that the 2D 
image processing power of the Image Computer was not a money 
maker, and indeed its days were numbered because of the ever 
increasing power and low cost of new general purpose PCs. Ed 
chose however not to drop the hardware development business 
right away, mainly because the CAPS deal with Disney was 
entirely based on the Pixar Image Computer and he did not 
want to leave them ³high and dry². Ed also know it was only a 
matter of a short time before they could port the CAPS 
development to the new SGI platform, it was just a matter of 
waiting it out while they continued to loose money. Just 
then, Ed received a call from one of their chief competitors 
in the image processing market, a company called Vicom. Vicom 
was taking the position that in order to make that market 
more successful, all the competitors should join forces with 
one product. ³Would Pixar be willing to SELL their hardware 
outright to Vicom?² Ed: ³Let me think about that and get back 
to you on thatв (Ed smiles to himself). Edwin happily sold 
the Pixar Imaging Computer hardware business to Vicom for $2 
million, hoping that they could keep it as a viable product 
just long enough for the Disney CAPS system to transition 
over to SGI; which is exactly what happened.
	Pixar was still a struggling company, with small profit 
margins and occasional layoffs during particular hard times. 
It is a testament to the belief of the key partners and 
employees of Pixar that they hung on during the hard times 
without giving up their hope to make CG animated movies. John 
Lasseter himself turned down several offers from Disney to 
come back and direct a film for them.
	About this same time, 1990 or so, the commercial 
division was started to cut some teeth on real production 
experience. The Listerene, Life Savers and Tropicana spots 
immediately stood out as being in a creative class by 
themselves. Produced in conjunction with Colossal Pictures, 
they blended what was (and continues to be) Pixar¹s trademark 
realistic rendering ³look² with outstanding character 
animation and humor. It was at this time that Andrew Stanton 
and Pete Doctor joined the company as animators. The hope was 
to get the hang of commercial production and then step up to 
make a half our television short film based on Tinny from the 
Tin Toy short film. Then in 1991 Ed Catmull made the 3 
picture deal with Disney to create fully CG animated films. 
Disney¹s point of view was that if Pixar was ready to commit 
to a half hour show, than doing an 85 minute feature film 
really shouldn¹t be that much of a stretch. (Yeh Š.sure!). 
The first film, to be called Toy Story was given a budget of 
only $17 million. While the final cost was considerably more 
than that, it was still however considerably LESS than the 
cost of a traditionally animated Disney feature film.
	[SIDEBAR TRIVIA] Toy Story was rendered with a render 
farm consisting of some 300 Sun computers, each roughly the 
processing power of one original Cray 1 Supercomputer (XX? 
MIPS). A Bugs Life used 1400 Sun computers, each with a 
processor upgrade that was 3 to 4 times faster than the ones 
used on Toy Story! 
	Today, Pixar is overhauling the very foundations of 
their production environment: the Marionette animation 
software, Renderman, and their film recording. The software 
tool sets will be rebuilt from the ground-up into the next 
generation of animation and rendering software. David 
DiFransisco has culminated his twenty years of pioneering 
film recording technology knowledge into ³Pixar Vision². The 
new laser based recording system is meant to be the finest 
and fastest in the world, operating with 35mm, 65mm and Vista 
Vision film stocks at between 4 and 8 seconds a frame. The 
system was tested on Bugs, but should see full use on Pixar¹s 
next film, Toy Story II, due out in the fall of 1999. (Early 
problems with the ³Pixar Vision² laser film recorder were 
eventually tracked down to the air-conditioning system that 
keeps Pixar¹s vast render farm cool. The AC system was so 
large, that the vibrations caused the whole building to 
vibrate just enough to throw the delicate film recorder¹s 
quality off!) 
In 1998 Eben Ostby, Bill Reeves, Sam Leffler and Tom 
Duff were awarded a Scientific and Engineering Academy 
Award  for the development of the Marionette Three-
Dimensional Computer Animation System.
Pixar is looking to relocate their company south a dozen 
miles to ?????? sometime around 2001.
Point Richmond, CA.	www.pixar.com 
(198? To present) 
Protozoa is a pioneering "performance animation" company 
that provides complete systems, production, and Web based 
animation content.
Founder Brad deGraf (along with then partner Michael 
Wharman of Degraf/Wharman) created the first real-time 
character performance, Mike the Talking Head, at Siggraph 
1988. Brad was also part of the team that Jim Henson 
contracted at Digital Productions in 1988 to digitize 
Kermit the Frog as the first attempt at . Protozoa and its 
founders have been leaders in the medium ever since. 
Moxy, the first ever live 3D character for television, 
was created and originally produced by Protozoa¹s founders 
while at Colossal Pictures in 1993 (and later by Turner 
Productions). Turner also licensed ALIVE, for the Cartoon 
Network. 
Ziff-Davis Television bought ALIVE and Dev Null (recent 
Emmy) from Protozoa to co-host The Site on MSNBC. They 
produced more than 20 minutes a week for a year, viewed by 55 
million homes worldwide, making Dev easily the most widely 
seen virtual character in the world.
Protozoa also created Floops, the first live 3D 
episodic cartoon, published twice weekly on the Web for over 
six months using VRML 2.0 (Virtual Reality Modeling 
Language). Floops won Best of Show at the 1997 VRML 
Excellence Awards.
Others successful projects include:
· Dilbert in 3D - 47 episodes in VRML, sponsored by 
Intel for their Mediadome website.
· The BBC is has licensed ALIVE for production of a 
series in CQ2¹98.
· MTV premiered Virtual Bill, the digital President, 
during the State of the Union address 1998
· Sinbad performs Soulman, his digital alter ego, live 
on his late night talk show, VIBE.
· The Blue Man Group commissioned Protozoa to create 
Virtual Blue Man for live shows.
· The Disney Channel commissioned a pilot, designed by 
Protozoa, for a series for 1998.
The company has numerous international licensees 
(Germany (2), Spain (site license)  Italy (site license), 
South Africa (2), Britain (2), a growing 
reseller/representative network, and a full sales pipeline.
Protozoa is located in SanFransisco, CA.  
www.protozoa.com 
(1987 To present) 
Founded by Paul Sidlo and Evan Ricks.
Paul Sidlo was Creative Director for Cranston/Csuri 
Productions from 1982 to 1987.
(1987 to present) 
	While working at Robert Abel¹s company, Randy Roberts 
suggested to John Hughes that they spin off a new company. 
Once the venture got going (as six people in John¹s living 
room with one SGI) Randy actually ended up Directing 
independently for a few years, ultimately joining R&H in 
1993.
Founded in a former dental office in Santa Monica by 
John Hughes, Charles Gibson, Pauline T¹So and Keith 
Goldfarb.(from Bob Abel¹s) along with Larry Wienberg and wife 
Cathy White from Omnibus.
	Other early employees included Frank Wuts, Cliff Boule 
and Peter Farson (from Digital Productions)
	Their very first job (on April 23rd, 1987) was a film 
project, to realize the MGM/UA logo for that studio. This was 
especially unusual at a time when virtually all the work was 
for broadcast television. The following years were spent 
creating many different commercial and logo projects, 
starting with their second job for a New Zealand station.
	1990 saw some incredible breakthrough work for the 
feature film ³Flight of the Intruder². Remember at the 
time, the Abyss had just come out a year before and T2 was 
still a year away (1991). R&H created over 30 shots of photo-
realistic aircraft, cluster bombs, and smoke in full daylight 
..all with proprietary software. This was truly breakthrough 
work that unfortunately was not as recognized as it should 
have been when the film itself did poorly. With four out of 
the six original employees code writers, the in-house 
software effort had began from day one. Eventually four main 
components would be written: animation, modeling, rendering 
and compositing. Before all the code was production ready 
however, Wavefront software was used, based on an agreement 
John had made earlier with the company started by his former 
co-worker Bill Kovaks. While working at Bob Abel¹s on and off 
from 1976 to 1987, John had his own company called ³Motion 
Control Systems² (MCS) with partner Jim Keating. Jim at that 
time wrote the ³model² component of the Wavefront code, and 
in exchange for sole rights to that software Wavefront gave a 
number of licences to John¹s new company R&H. Bill Kovacs 
actually wrote his ³preview² code while consulting for John¹s 
earlier MCS company, but retained sole ownership of that 
software for himself.
Rhythm and Hues¹ work on ³Babe² won an Academy Award 
best Visual Effects in 199? (VFX Supervised by Scott Anderson 
and VFX Produced by Nancy St.John.)
In March of 1999 R&H bought the visual effects CG 
company VIFX (which was located just two blocks away in 
Hollywood). Richard Hollander¹s new position is as head of 
the film effects group, bringing some 80 of VIFX¹s employees 
with the purchase. Bill Kroyer has also recently joined the 
company as a Director, and Richard Taylor is there still 
today also. R&H in total now employs over 300 people.
 
(1971-1987) 
Among Abel¹s early associates were Richard Hollander, 
John Hughes, Richard Taylor and Wayne Kimall. By 1979 Abel¹s 
was a full service effects company with a miniature shop and 
6 different motion control rigs to augment live action 
footage.  A real breakthrough came when they wanted to have a 
way to preview motion control moves. To this end, Bill Kovacs 
was hired to modify an E&S realtime vector PS-2 flight 
simulation computer. A deal was made to acquire the source 
code for the $100k machine in exchange for promising to E&S 
that they would not go into the flight simulator business. 
Eventually, with new employee Ray Feeney¹s help, the 
resulting ³Abel/Kovaks box² would drive six axes of movement 
in both the camera and the motion controlled object for 
virtually unlimited range of motion combinations.
RAA sold it¹s own software under the division Abel 
Image Research. Bill Kovacs went away to found Wavefront 
and Frank Vitz took over his job as head of R&D. (Frank ended 
up as VP of Production while they produced the Gold Series 
for Benson and Hedges and the "Brilliance" commercial for the 
Canned Food Council or "Sexy Robot" as it was called. 
 
Robert Abel himself went on to explore other varied 
independent projects in various interactive multimedia. He 
continues to work actively today, speaking frequently at many 
CG and visual effects related conferences.
(1981 To present) 
Chris Woods set up a computer graphics department in 
1981. Early on some folks from Hanna Barbara did some 
research, but not until 1985 did the CG department really get 
off the ground. The initial crew were all from 
MAGI/Synthavision: Josh Pines and Ken Perlin wrote the RGA 
rendering code, Jan Carlee and Christine Chang were also 
joined later by Tom Miller. 
[FACTOID] The first film project (of many) that Ken 
Perlins noise function code was applied to was the film Weird 
Science in 1985. (Now there¹s an obscure factoid for you!).
 Integral to RGA up to that point was a world class 
optical and motion control effects department headed by Joel 
Hynek and Stuart Robertson.
The Los Angeles production office, run by George Joblove 
(Technology/ILM) and Ellen Summers (Producer/Boss Film) and  
RG/LA operated from 19?? To 199?.
(1990 to present) 
Santa Barbara Studios was founded in 1990 by John 
Grower, and began specializing in procedural natural 
phenomenon effects using Wavefront Technologies Dynamation 
software. Employees included Bill Kovacs, Will Rivera, Eric 
Guagliani, Bruce Jones, Phil Brock, Eric DeJong, Mark, 
Wendell, Diane Holland and Matt Rhodes. Programmer named 
Axel?
Large format work has included the the 70mm 3D film 
Shooting Star and IMAX space films Destiny In Space and 
Cosmic Voyage. 
Television series contributions included Other Worlds: 
A Tour of the Solar System and two collaborations with the 
Kleiser-Walczak Company on The Astronomers and 500 
Nations (which depicted beautifully realistic re-
constructions of Native American cultures.) 
Recent feature film work has included An American 
Werewolf in Paris, Spawn, Star Trek: Generations, and 
Star Trek: Insurrection.
(1987 to present) 
Makers of the procedurally based 3D systems PRISMS and 
its modern version Houdini. Founded by Kim Davidson and 
partner Greg Hermanovic after the demise of Omnibus Toronto. 
Greg was Director of Research at Omnibus and Kim programmed 
and was the Director of Animation. 
When Omnibus went under in 1987, Greg and Kim bought the 
rights to the PRISMS software they had developed from the 
Royal Bank of Canada (the majority dept holder of Omnibus at 
the time of it¹s collapse). They started up a production 
house called Side Effects that later split into two: Side 
Effects Production and Side Effects Software. (The 
production side eventually was renamed ³Spin Productions² to 
reduce confusion. 
Greg Hermanovic, Kim Davidson, Mark Elendt and Paul 
Breslin were presented with a 1998 Academy Scientific and 
Technical Achievement Award for the development of 
procedural modeling and animation componants of the Prisms 
software package. Prisms has been used in dozens of major 
feature films such as Apollo 13, Titanic, Contact, 
Independence Day, Fifth Element and Ghost in the Shell.
Side Effects is thriving today, having renamed PRISMS in 
September of 1996 as their new updated Houdini software. 
Houdini also has recently been made available for the Windows 
NT platform, and has been ported to Linex. Side Effects 
presently has offices in Santa Monica, CA and Toronto, 
Canada. 416-504-9876 www.sidefx.com 
(1982 to present) 
Founded in 1982 by Dr. Jim Clark (Ph.D. University of 
Utah 1974). Manufacturer of RISC processor based IRIS 
graphics workstations. SGI IRIS (Integrated Raster Imaging 
System) Jim Clark, while at Stanford University, invented the 
"Graphics Engine" the first VLSI (Very Large Scale 
Integration) graphics chip.
(1986 to present) 
Formed by Daniel Langlois in 1986 and based in Montreal. 
Its first interactive 3D software product ³Creative 
Environment 1.0² debut at the 1988 Siggraph in Atlanta. 
SoftImage led the way in advanced IK character animation 
tools for high end 3D users with the Actor module. The work 
on Actor started late 1990 and was first shown in public at 
Siggraph 1991 in LasVegas, and first released in version 2.51 
of the Softimage Creative Environment in early 1992.
Dominique Boisvert, Rejean Gagne, Daniel Langlois, and 
Richard Laperriere were awarded a Scientific and 
Engineering Award from the Academy of Motion Picture Arts 
and Sciences in 1998 for the development of the "Actor" 
animation component of the SoftImage computer animation 
system.
The company did well by being promoted at a time when 
industry leader Alias was floundering due to management and 
marketing troubles. SoftImage was acquired by Microsoft in 
1994, and sold to Avid in June of 1998 for $285 million. 
Current products include ³Toonz² 2D cell animation production 
software, and Softimage|DS which runs on SGI, NT and 
Integraph platforms. Proposed next generation products 
include Sumatra for 3D animation and Twister for rendering. 
3510 St. Laurent Blvd., Ste.400. Montreal, Quebec H2X 
2V2 Canada. 800-576-3846 or 514-840-0324 www.softimage.com 
The Ministere de la Culture, managed by Jack Lang, gave 
some funds to start new CG technologies in France. Sogitec is 
a big industrial group that act mainly in the military field 
as part of Dassault Electronic. The Sogitec CG department was 
created in 1982/83 By Xavier Nicolas with Daniel Poiroux and 
Alain Grach to try to create images using a customized 
version of a flight simulator software. The first short 
animated film they created was called "Maison Vole".
Early employees included Veronique Damian, and David 
Salesin. Sogitec became a subsidiary of Dassault Aviation in 
France, and is now involved in simulation, but not in CGI 
directly.
Nicolas joined with TDI¹s production unit in 1989 to 
form Ex Machina.
The Stanford Computer Graphics Laboratory can be found 
online at http://www-graphics.stanford.edu
	(1981 To 1992) 
In 1980, Symbolics, Inc. was formed, headed by Russell 
Noftsker and his right hand man & CTO Jack Holloway (both 
from Triple-I). Hardware architecture was based upon work by 
researchers at the M.I.T. Artificial Intelligence Laboratory 
and the Lisp Machine project in 1974 (Thanks to the close 
proximity of the Symbolics Cambridge Research Center). 
The Symbolics LM-2 was introduced in 1981, the 3600 in 
1982, followed by the Symbolics 3640 and 3670 (1984), and the 
3675 and 3645 systems (1985). At its peak in 1985 Symbolics 
had over 650 employees and 35 sales offices in North America, 
Europe, Japan, and the Middle East. Symbolics had over 1500 
systems installed around the world. Color graphics system 
hardware included 8-bit or 24-bit high-resolution frame 
buffers, 32-bit broadcast resolution frame buffer, CAD 
buffer, Digitizing frame grabber, Genlock option (for 
synchronization to video), Color monitors (standard, premium, 
NTSC-resolution, and CAD buffer monitors), Graphics tablet, 
NTSC encoders and decoders. 
	The Symbolics Graphics Division (SGB) was created by 
former members of Triple-I when that company ceased computer 
graphics production work in about 1981. Founded initially by 
Tom McMahon (General Manager from Triple-I), he was soon 
joined by Craig Reynolds, Dave Dyer, Larry Malone, Jeremy 
Schwartz, Larry Stein(hardware) and Bob Coyne(software). Matt 
Elson, Jay Sloat and Ken Brain were artists, TD¹s and 
trainers.. Tom first worked out of the small Woodland hills 
office, commuting often to the Massachusetts research center. 
Chatsworth was home for a short while before finally locating 
to Westwood, CA. In 1983. 
SGD¹s first general Manager was Howard Cannon from the 
Cambridge office; followed by Sheila Madsen, John Kulp and 
then Tom McMahon. Tom went on to design most of the hardware 
and video systems for the company, including all of the 
framegrabbing, genlock and High Definition Capabilities that 
SGD pioneered with Sony and others. 
	-See MAGI
(1977 To 1988) 
John Lansdown founded System Simulation in London with 
his colleague George Mallen and others from the Computer 
Arts Society. Through it, he developed major innovations in 
computer animation, such as special effects for 
advertisements and television titles, the feature films Alien 
(1979), Saturn III and Heavy Metal and the realization of 
the original animated Channel 4 logo. John created what was 
then the world's largest computer generated mural. (Reviewed 
in 'Building Design' as a 'waste of electricity', although 
few today would question the bright power of his creative 
output.
John Lansdown chaired the company until 1988. For a full 
biography of John Lansdown by Huw Jones, please see online 
here: 
http://www.cea.mdx.ac.uk/CEA/External/Staff96/John/obit.html
(1984 to 1993) 
The INA ( Institut national de l'audiovisuel ) was 
interested in computer graphics, and associated themselves 
with the French defense contractor Thompson CSF to create the 
Paris based Thomson Digital Image. Managed by Pascal Bap and 
Jean Charles Hourcade, TDI developed the 3D animation 
software Explore and also did production work.
Known particularly for their Explore IPR (Interactive 
Photo-realistic Renderer) interface, TDI even opened a sales 
branch called "Rainbow Images" in San Jose. The production 
division merged in 1989 with Sogitec to form Ex Machina. 
TDI (the software company) was also at one time half owned by 
IBM. 
TDI released in 1990 the first versions of their 
Software for the PC. The software division was then bought by 
Wavefront in 1993. Wavefront in turn was bought by SGI and 
merged with Alias.
-submitted by Phil Willis. Eurographics Professional Board 
chair and current Department Head of Mathematical Sciences at 
the University of Bath. http://www.maths.bath.ac.uk 
In the mid 1970s, we developed the ZMP parallel 
processor for real-time display (25 frames per second) of 
colour scenes for aircraft flight simulation. This 
architecture was patented. 
In the early 1980s, we developed the colour Quad-encoded 
display, for instantaneous pan and detail-revealing zoom into 
images of 4k by 4k resolution, displayed on a 512 line 
monitor. Overviews correctly showed sub-pixel data as anti-
aliased averages. The same system could also be used to 
reveal different symbology at different levels of zoom. As 
far as we ar aware, it was the first display system to 
achieve either of these. The hardware required to do this was
carefully chosen and designed but quite modest.
We have a long history of working with pictures of very 
high resolution. In 1983 we completed a paint program for the 
binary Perq display, which offered a roamable drawing area of 
approximately 7000 by 7000, displaying a 640 by 640 subset.
We moved on to use the HLH Orion Unix workstation's new 
colour display (the design of which was in part influenced by 
us: we later took delivery of the pre-production prototype). 
With our own software, we produced what we believe to be the 
first colour picture with a resolution of a billion pixels 
(32k by 32k)in about 1986.
The EVL started its life in 1973 as Circle Graphics 
Habitat, part of the effort by then Vice Chancellor, Joe 
Lipson, to utilize interactive computer graphics and low cost 
video (which had just become available) to make an impact on 
undergraduate education. This reflected a commitment to using 
technology in education, and a belief in its transformative 
power, which have again become important in the 90s.  The 
Lab's earliest home was in the Chemistry department, which 
already boasted the most advanced computer graphics available 
for state-of-the -art chemical modeling - a Vector General 
Calligraphic Display (PDP 11/45). The earliest goal was to 
develop computer-based introductory material for the 
chemistry curriculum, with the basic premise that this would 
constitute a self-paced learning environment specifically 
designed for the varying entry levels of students at an urban 
university. 
Circle Graphics Habitat brought together Tom DeFanti and 
Dan Sandin. The media development system they designed used 
DeFanti's Graphics Symbiosis System and the Sandin Image 
Processor. The Graphics Symbiosis System (GRASS) was a 
computer graphics language that DeFanti had developed for his 
PhD thesis. The Sandin Image Processor was a patch-
programmable analog video synthesizer. A combination of the 
two systems was the basis of a video production facility for 
the generation of educational materials. Sandin was a faculty 
member of the sculpture department where he taught video and 
was involved with the making of electronically-based, 
interactive, kinetic sculpture. Circle Graphics therefore 
also brought together chemists, engineers and artists. An 
equally important early goal for the Lab was to use the 
systems created to make art. The GRASS and Image Processor 
systems were used to make real-time animations that were 
distributed on the experimental video circuit. The Lab also 
organized a series of Real Time Interactive Installations and 
Performances - performance in the music tradition  rather 
than in the newer sense of performance art. 
  
Electronic Visualization Events 1-3 The first EVE 
(1973) event was actually an IEVE - Interactive Electronic 
Visualization Event. The performers were faculty and students 
of Chicago Circle (UIC) and of the School of the Art 
Institute. The performances took place in the rotunda of the 
Science and Engineering South building. In the evenings 
images, manipulated using the GRASS system and analogue 
processor, were projected onto large video screens and shown 
on monitors to the accompaniment of live music. 
"Real time", with respect to these performances, 
meant that the images changed instantaneously as the controls 
were manipulated. In effect, the performers "played" both 
musical instruments and visuals. The performances were 
improvisational, in a a variety of musical styles. 
Preparation involved not only   technical and programming 
issues, but extensive jamming. The interactivity of 
Interactive Electronic Visualization Event was supplied 
during the day when the audience could come and play with the 
equipment. Subsequently the "I" was dropped, EVE2 and EVE3 
continued as performances, which were interactive for the 
performers but not for the audience. 
EVE1 was the prototype, establishing the possibility 
of such an event. EVE2 (1975) involved a lot more planning 
and quality control of content but was also held in the 
rotunda with live musical accompaniment. EVE3, in 1977, still 
emphasised the Real Time possibilities of this medium. 
However, the performers felt that the logistics of organizing 
a complicated live performance and a large-scale physical 
event, were beginning to interfere with aesthetic goals. 
Therefore, the performances were recorded in front of a small 
studio audience and edited on a 3/4" deck. The finished show 
took place in the auditorium of the First National Bank, the 
computer graphics and sound were played back on a light-valve 
projector. By the end of the '70s calligraphic systems were 
being replaced by raster graphics systems with frame
buffering. Except in the video games industry, computer 
graphics became very static. The possibility of interacting 
in real-time with graphics is only becoming a possibility in 
the 90s. 
  In 1976, Larry Cuba came to the lab to create his wireframe 
Death Star Simulation for George Lucas¹ Star Wars film. 
(Please see the Milestones chapter for all the details.)
The EVL is current actively working on new projects, 
information about which can be found online here:  
http://www.evl.uic.edu/EVL/index.html . Tom Defanti¹s home 
page is http://www.eecs.uic.edu/eecspeople/defanti.htm 
	Dr. David Evans founds the Computer Science Department 
at the University of Utah in 1968, started in part by Bob 
Taylors ARPA funding a $5 million grant. 
The number one problem of the day (according to Ed 
Catmull at least) was hidden surfaces. Many continually 
evolving algorithms, such as Watkin¹s algorithm (which 
subdivided the picture) were never actually implemented but 
served as inspiration for more practical solutions, such as 
Catmull¹s more expensive techniques that actually subdivided 
surfaces. (This work was presented in his thesis work 
³Characteristics of 10 hidden surface Algorythms.² in 1974). 
At the time Ivan Sutherland did not like Catmull¹s 
³brute-force² approach, but the advent of much cheaper memory 
and storage made it an extremely effective, and increasingly 
practical. Indeed it is just such a technique that is used as 
the basis for most all CG systems today. Catmull, as part of 
his interest in solving curved surface problems, had briefly 
attempted techniques of bending polygons before making his 
discovering of how to very efficiently and quickly subdivide 
cubic patches. 
	Employees included Rod Paul(Omnibus NY, R&H, 
Dreamworks), Floyd Gillis, Dave Gordon, Carl Frederick 
(OMNIBUS NY, then ILM), Matt Arrott, Nancy St John. 
Vertigo: a brief history written by Rick Stringfellow
Starting Up 
Vertigo started developing in the early 80¹s in 
Vancouver BC, Canada. Its exact starting date and who had the 
original idea is not known. The team that started the product 
gained funding from the Canadian government. The system was 
designed largely by animators for animators seemingly looking 
to solve the problem of creating the best animation system 
without much too much regard for the final cost. 
Cubicomps Vertigo system
In the later part of the 80¹s when Vertigo International 
had sold few systems, Cubicomp stepped in and purchased the 
whole venture. Cubicomp¹s reason for purchasing was 
speculated to be that it¹s own workstation development was 
falling behind and it need to acquire Vertigo to keep up with 
the success of other workstation products such as Wavefront 
and TDI.  The acquisition saw Cubicomp take the Vertigo 
development to the next phase. 
In 1990 Cubicomp collapsed, leaving Vertigo in 
Vancouver. At this point the system was just poised to really 
take some leaps forward; however without the marketing 
support of Cubicomp, Vertigo seemed doomed.
Vertigo Technology Inc.
In 1990, out of the ashes of Cubicomp a couple of ex-
vertigo employees and a group of investors purchased the 
code. With little money and little experience this team 
managed to finish the next release of code, which sold well. 
Existing Vertigo users, fearing that this would be the last 
cut bought up the software. Surprised by success the team 
then continued to expand and rebuilt the company. For a 
number of years the successes continued, as did the releases 
of versions. New features were added and the team grew back 
to the size that it was in the early days. In 1993 the 
decision was taken to ditch the old renderer in favor of 
supporting the industry standard RenderMan. The team 
undertook to do this directly creating a seamless link to 
RenderMan. An interface was created to allow easy interactive 
editing of shaders and renders to RenderMan without writing 
out RIBs.
Finally this allowed Vertigo to break into the film 
market. Disney BVVE took the system, along with a great deal 
of support from Vertigo. This relationship grew into Vertigo 
eventually producing shots for Disney movies in Vancouver. 
Even with this success and turning into a public company 
Vertigo again began to run short of cash and its lost its 
ability to compete with teams such as Softimage and 
Alias/Wavefront. In a final attempt to get out of the way of 
these bigger competitors the team started to move the entire 
development to the Mac using Apple Quickdraw3D. At the same 
time spinning off smaller components into 2D applications 
such as Photoshop and Illustrator.
Vertigo still exists and still functions on the SGI. 
(see the Animation chapter for more details.)
Rick Stringfellow was Head of Animation, Product Manager 
and Designer of versions 9.4, 9.5, 9.6 and the Mac port. Rick 
can be reached at Radical Entertainment (604  602 2664 / 
rstringfellow@radical.ca )
(1985 to 1999)
Co-founded by partners Richard Hollander, Greg McMurry, 
Rhonda Gunner and John Wash.
The companies first job was to produce video display 
graphics for the feature film 2010:Odysee Two. Virtually 
all the 3D CG in the early years was produced using Cubicomp 
equipment. Richard was inspired by a NASA/Kodak article about 
CCD technology and promptly designed and built a 1k by 1k 
input scanner for production use. The first digital 
composites it was used for were on the feature film ³Bill and 
Ted¹s Excellent Adventure² in 199?.
In about 1990, the company began creating more ambitious 
motion picture visual effects and was then known by 
VIFX/Video Image. Feature film visual effects work for 
Twentieth Century Fox production as well as other studios, 
was wide ranging and extensive. The work included Batman 
Returns, Mighty Morphin Power Rangers, Down Periscope, 
Volcano, Face Off, X-Files, Relic, Star Trek Insurrection, 
Blade, and Pushing Tin.
VIFX was sold to Twentieth Century Fox in 1996, and 
partners Greg McMurry and Rhonda Gunner left the company. 
In 1998 the Fox animation production Planet Ice was 
changed from an all 3D CG feature to being traditional cell 
animation, leaving VIFX with an opportunity to sell 
themselves yet again to Rhythm & Hues in the spring of 1999. 
About 80 people, including Richard Hollander, transferred to 
the new company following the merger.
	John Wash is no longer with the company but does 
continue to consult. Richard Hollander currently is President 
of the film effects division of Rhythm & Hues. He also co-
chairs the Motion Picture Academy of Arts & Sciences¹ Digital 
Imaging Technology Subcommittee with Ray Feeney.
(1986 to 1988) 
Founded by John Whitney Jr. and Gary Demos after their 
company Digital Productions was taken over by Omnibus. 
Funding assistance included Tom McMahon from the Symbolics 
Graphics Division and other private investors. 
Initial production was based upon the Thinking Machine¹s 
Connection Machine II fronted by a Symbolics workstation, 
along with other computer systems. Their first project was to 
team up with fellow ex-Triple-I employees from the Symbolics 
Graphics Division to produce the film Stanley and Stella: 
Breaking The Ice. Unfortunately before they could collect 
the remainder of an initail $5million loan, the majority of 
the CG production industry collapsed (thanks to the Omnibus 
fiasco), and the investors balked.
THE NAME GAME
After declaring bankruptcy in June of 1988, Gary Demos 
went on to form his own research company DemoGraFX while 
John Whitney Jr. elected to stay and take the company through 
the bankruptcy proceedings himself. John continued the 
company under various names, initially starting fresh as 
Optomystic. When another company¹s name was found to be 
similar to that of Optomystic, he changed the name to 
Digital Animation Laboratories, later selling the assets 
of the company to US Animation Labs. In December of 1996, 
that company split in two, keeping the production side as 
Virtual Magic and selling the company name and software 
side to Toom Boom Technologies. Today John runs his 
remaining original assets of Digital Animation Laboratories 
under the name Digital Editions Inc. (There will be a quiz 
on this later so I hope you paid attention to all that. 
Tman)
 
(1988 to present) 
   Founded in early 1988 by Arthur Shwartzberg and 
Michael Tolson. Arthur's strength and experience was in 
Marketing while Michael was the creative visionary.
Xaos was originally called Eidolon when they both left a 
studio in SF called Synthetic Video, where Arthur was 
Director of Marketing and Michael was a co-founder. Xaos 
began at the time of collapse for so much of the CG 
community, and made the decision to go with 100% proprietary 
tools as the basis for their work. As a small shop (10 or 11 
people) there was a conscious decision to not pursue the 
standard fare of "flying logos" which was the backbone of the 
industry at the time. Their unique design esthetic won 
instant acclaim at  places like the NCGA, BDA and SIGGRAPH.
  Arthur and Michael left the company in 1991 to form 
Xaos Tools, in a hope to capitalize on the very unique 
software tools that Xaos had created. Taking over in their 
absence was Marc Malmberg who kept the company going at its 
then current state. Significant at the time was a decision to 
make a 100% change over to an NT based production pipeline, a 
situation that is still the case today. 
 Arthur left Xaos Tools in 1996, with Michael following 
in late 1998. Xaos Tools has gone threw bankruptsy but should 
continue in some form at least for a while. Arthur then 
returned to Xaos in 1998, and preceded to implement 
significant changes to it's whole business strategy and long 
term plans. Marc Malmberg left Xaos in 1998.
 Today, Xaos is in the midst of a re-birth of sorts, 
planning to roughly double in size from 25 to 50 employees in 
the next year. It is this "boutique" sensibility that is the 
intended format to carry them into the next era of creative 
content markets. Key to this plan is strengthening the 
already strong presence in the large format film market, and 
expanding their commercial presence.
Early employees included Chitra Shriram(Creative 
Director), Roberta Brandao, Henry Preston(ILM), Amelia 
Chenoweth and Hayden Landis(ILM), Eric Texier(ILM), Ken 
Pearce(PDI), Tony Lupidi(Electronic Arts). 
http://www.xaos.com
The Xerox Palo Alto Research Center (PARC) opened on 
July 1st, 1970 in Palo Alto, California; just outside the 
Stanford University campus.
[FACTIOD] PARC initially followed the pure research model of 
such facilities as IBM's Yorktown Heights research Center, 
AT&T Bell labs, MIT Lincoln Labs, and The Stanford Research 
Instutute "Augmentation Research Center" (Where Douglas C. 
Engelbart created the mouse.) PARC also spawned the follow up 
DEC Systems Research Center, founded later by Bob Taylor just 
across the Stanford campus from PARC.
Jacob Goldman, chief Scientist and founder of PARC
initially divided the facility into three separate units:
1) The Computer Science Lab (SuperPaint!) 2) Systems Science 
Lab 3) General Science lab. While computer graphics was never 
a goal of PARC per se, Bob Taylor himself was very familiar 
with this new area of computer science research. He had 
overseen the Information Processing Techniques Office of ARPA
(The Defense Departments Advanced Research Project Agency) 
which funded many early university grauduate programs, 
including Dave Evans' graduate program at Utah back in 1965.
        The person who did bring CG research to PARC under 
Taylor was Dr. Richard Shoup of Carnegie Mellon University. 
Shoup had been at the short lived BCC (Berkeley Computer 
Company) from 1968 to 1970, and was given a full year upon 
starting at PARC to explore what it was he wanted to do. What 
he ended up doing was developing Superpaint. Along with
artist Alvy Ray Smith, Shoup experimented designed and built 
the first digital paint system with a non-random access, 8-
bit frame buffer.
      [FACOID] SuperPaint records and stores it's first image 
(a picture of Dick Shoup holding a sign saying "It works, 
sort of") With assistance from Flegal, Curry and Patrick 
Beaudelaire on April 10th 1973. 486 x 640 res. 
Shoup left to form Aurora Systems and was Awarded a 
Technical Emmy Award in 1983. 
[QUOTE] ³My big technical contribution (I was really 
there as an artist) at Xerox PARC, to Shoup's Superpaint, was 
invention and implementation of the RGB to HSV transform for 
artistic selection of colors. Other than this contribution, 
all other programming of Superpaint was Dick's.² Alvy Ray 
Smith
Other CG related breakthroughs at PARC included:
       -February 1975, the first GUI is demonstrated, with 
multiple windows and pop-up menus that would be incorporated 
later as a standard in both Mac (and later Windows) operating 
desktop systems.
        -The first Alto was powered up in 1973 (displaying an 
image of Sesame Street's Cookie Monster.) It¹s bitmap display 
was a vertical format 8x11 inch screen with a resolution of 
606x808 pixels. With a maximum of 128k of main memory and 2.5 
meg disc over 2000 were manufactured by 1978 at a cost of 
about $12,000 each. Upgraded as the AltoII in 1975, and the 
AltoIII in 1976 it was actually the first PC installed in the 
White house (in 1978). Some irony perhaps as the world first 
WYSIWYG computer being used in the heart of Washington 
politics?
-The Smalltalk object oriented language by Alan Kay 
(1974) developed the WIMP (Window manager, Icons, Mice and 
Pop-up) interface concept. 
	
PARC is still an active research center today. 
http://www.parc.xerox.com/parc-go.html
Email me with comments, contributions or corrections 
please!
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