History of Visual Effects

Author(s):  
Abhishek Kumar
Keyword(s):  
Author(s):  
Jan Kruse

The development of software to produce Visual Effects is based on a unique model. The majority of large companies across the film industry have taken a distinctive approach for three decades, which might explain their ongoing business success, despite the same tough conditions that other technology companies have to face in light of shrinking margins and several financial crises. This chapter examines the model and proposes an Artist-Driven Software Development Framework for visual effects studios. A brief insight into the recent history of successful applications of this model is discussed and suggestions on how to employ this framework and improve on it are given.


Author(s):  
Jan Kruse

The development of software to produce Visual Effects is based on a unique model. The majority of large companies across the film industry have taken a distinctive approach for three decades, which might explain their ongoing business success, despite the same tough conditions that other technology companies have to face in light of shrinking margins and several financial crises. This chapter examines the model and proposes an Artist-Driven Software Development Framework for visual effects studios. A brief insight into the recent history of successful applications of this model is discussed and suggestions on how to employ this framework and improve on it are given.


2021 ◽  
pp. 1329878X2110401
Author(s):  
James Douglas

This article analyses the case of the short-lived Australian visual effects and animation enterprise Dr D Studios, which was co-founded by Australian film director, George Miller. Although Miller is an important figure in the history of the contemporary Australian screen industries, he has only rarely been the focus of significant scholarly analysis. Using the emerging scholarly concept of creative entrepreneurship, I analyse Dr D Studios as an instrument for Miller's navigation of the Australian screen industries, and as a strategy for adapting his filmmaking career to emerging industrial conditions and thereby manage and enhance his artistic practice, generate social value for the Australian creative sector, and secure economic value for his filmmaking operation. My analysis develops a new understanding of the career and practice of this significant Australian media figure and demonstrates the effectiveness of the creative entrepreneurship rubric for the future study of Australian screen producers.


Leonardo ◽  
2013 ◽  
Vol 46 (4) ◽  
pp. 376-385 ◽  
Author(s):  
Cécile Welker

This paper provides an historical summary of the emergence of computer graphics research and creation in France between 1970 and 1990, a period of innovation that transformed artistic practice and French visual media. The paper shows the role of these developments in the history of art, the evolution of digital technology, and the expansion of animation and visual effects in the film industry.


2015 ◽  
Vol 39 (2) ◽  
pp. 167-183
Author(s):  
Sarah Hibberd

The Cyclorama opened in London in 1848 with a representation of the 1755 Lisbon earthquake that reportedly terrified audiences with its realistic aural and visual effects. During the first half of the century Londoners had been confronted with a rapid succession of revolutions in scientific thought, which needed to be assimilated into the emotional as well as the intellectual structures of public life. The geologist Charles Lyell had recently explained earthquakes and volcanic activity in a manner that fundamentally changed public understanding of the history of the earth, and in so doing challenged the religious narratives that had formerly underpinned it. The Cyclorama invited the spectator to confront such destruction in this new light: the frighteningly immersive visual and aural effects and the comforting narratives offered by accompanying musical excerpts (from works by Auber, Beethoven, and Rossini) were crucial to the shaping of the experience, and can be understood in the context of other artistic and poetic responses to Lyell's proposals. The music helped to articulate something of the competing perspectives on the crisis of faith that was exercising the intelligentsia at mid-century and offered a conduit for both emotional and intellectual responses.


Author(s):  
Jordan Gowanlock

AbstractThe conclusion to Animating Unpredictable Effects argues for the importance of understanding engineering and R&D as a part of animation and visual effects production, in opposition to critics who dismiss these as mere tools for hyperrealism. This provides for a better understanding of a diverse range of contemporary digital media production practices that involve extensive technical work, but it also sheds light on film production practices going back a century. Using the example of practical special effects, like puffs of smoke or splashing waves in a studio water tank, which create unpredictable motion under artificial conditions, the conclusion draws a long history of practices that represent the world by making artificial mechanisms rather than capturing or drawing images.


2018 ◽  
Vol 22 (2) ◽  
pp. 148-167 ◽  
Author(s):  
Lisa Purse

The digital surface in cinema has, throughout its relatively brief history, been subject to a familiar “iconophobic” tendency, documented by Rosalind Galt (2011) , to denigrate surface decoration as “empty spectacle” (p. 2). In early scholarship on computer generated (CG) images in cinema, the digital surface's alleged seamlessness and “new depthlessness” frequently became an overdetermined nexus of loss: of material presence, of an indexical relation to the world and lived experience, and of the continuation of older traditions of narrative cinema. Today, digital visual effects sequences in mainstream cinema continue to be framed by film reviewers in negative terms: as variously lacking imagination, realism, narrative depth, and affective power. Digital visual effects and digital media scholarship have done much to reclaim the cultural significance of mainstream digital visual effects sequences and their capacity to speak to a rapidly evolving and increasingly encompassing digital media ecology. Yet the formal heterogeneity of this evolving period of mainstream aesthetic consolidation and experimentation with digital images, surfaces and spaces has yet to be fully acknowledged. This article seeks to contribute to this broader task by focussing on the mainstream cinematic history of the digital composite, and specifically those moments where it displays a particularly self-reflexive character. If the digital composite has traditionally been characterised by its attempt to totally erase signs of its composite nature, across the period of CG images' proliferation in cinema an occasional figure emerges that seeks to do the opposite: a digital composite that formally fragments, foregrounds, and scrutinises the digital surfaces that constitute it. Drawing on scholarship on the computer image, digital media and the post-cinematic, this article will argue that these returns of the self-conscious digital composite speak meaningfully to their historical context.


2018 ◽  
Author(s):  
Robert Furberg ◽  
Alexa M Ortiz ◽  
Michelle McCombs ◽  
Margaret Cress ◽  
Jonathan Thornburg ◽  
...  

BACKGROUND The number of adolescents and adults using e-cigarettes, referred to as vaping, has dramatically increased. E-cigarettes can be used to perform vape tricks by inhaling and exhaling the e-cigarette aerosol in patterns to create visual effects or large clouds. To create these effects, the puffing patterns associated with vape tricks may be different than standard ad-lib e-cigarette usage. The prevalence of vape tricks and the harm associated with exposure to e-cigarette emissions when performing vape tricks is currently unknown. OBJECTIVE Our objectives are to characterize duration, heart rate, respiratory rate, tidal volume, minute volume, and physical activity metrics associated with the performance of vape tricks and to characterize the emission of e-cigarettes when performing vape tricks in a manner suitable to inform novel exposure modeling. METHODS The study will recruit e-cigarette users with a history of performing vape tricks. Data collection will occur in two different sessions. In the first session, participants will be asked to puff on their e-cigarette as they normally would for 20 minutes. The second session will be a vape tricks session, where users will be asked to perform a series of up to five different vape tricks with their e-cigarette. Data will be collected through screener surveys, in-person interviews, video recordings, a personal exposure monitor, and a biometric garment. RESULTS Data analysis is pending and scheduled to take place in the fall of 2019. CONCLUSIONS This study will be used to assess the feasibility of using a biometric garment to complement environmental and observational data. The approach may provide greater insight into the health risks of performing vape tricks compared to typical e-cigarette use. INTERNATIONAL REGISTERED REPOR DERR1-10.2196/12304


Sign in / Sign up

Export Citation Format

Share Document