Discussion:
1990s CGI
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Lawrence D'Oliveiro
2024-08-23 03:20:22 UTC
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I think that the 1990s were, in some ways, a “golden age” of computer
graphics imagery. On the one hand, the technology was still a bit short of
full photorealism, but on the other hand, the novelty of the effects
hadn’t worn off. You knew CGI when you saw it. And it was cool. (Well,
some of us thought it was cool...)

There is a brightness and clarity to the scanline-based renderings of the
time, with their high-contrast, inky-black shadows (Diffuse bounces? What
are those?) and overuse of elaborate patterning to try to distract from
the smoothness of their surfaces (were bump maps that difficult to
compute?). Things looked just a little too clean, of course; later,
artists learned how to grunge things up, and break up perfect, geometric
shapes with rougher geometry, to make them look more real and used and
dirty and worn. But in the meantime, we had this view of a synthetic world
with its own “hyperreal” beauty.

While the pros used RISC-based Unix workstations, the humble consumer-
level PCs were getting powerful enough to do some useful work, too--if you
were patient enough. Though relying on a whole swarm of Commodore Amigas
to render out the graphics for “Babylon 5” was perhaps just a bit
extreme ... (I understand they did see sense and switch to DEC Alphas
later).

One app that I think sums up this era (others might disagree) is KPT
Bryce. It came from the same whimsical, yet stylish UI tradition as the
earlier Kai’s Power Tools (see where the “KPT” came from?). Just start up
the app, open a dialog box or two and you are already looking at a work of
art. Why don’t we see apps designed like this any more?

There are quite a few YouTube videos showing Bryce in action. Here
is a nice little walkthrough
of how to use the app, and the kinds of results it would typically
produce.
f6k
2024-08-23 06:22:16 UTC
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Post by Lawrence D'Oliveiro
There are quite a few YouTube videos showing Bryce in action. Here
http://youtu.be/EGIwcPA1_34 is a nice little walkthrough
of how to use the app, and the kinds of results it would typically
produce.
Nice video thanks. Brings back memories!

-f6k
--
~{,_,"> huld.re <",_,}~
Lawrence D'Oliveiro
2024-08-26 21:46:18 UTC
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Post by f6k
Brings back memories!
I wonder what kind of memories this would bring back (from 1989):


That might be the first attempt to do detailed animation on a human model.
I wouldn’t say it put you in the “Uncanny Valley”, more like pushed you
kicking and screaming into the “Uncanny Abyss” ...
Peter Flass
2024-08-29 18:31:03 UTC
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Post by Lawrence D'Oliveiro
Post by f6k
Brings back memories!
http://youtu.be/8ovn8qRezPA
That might be the first attempt to do detailed animation on a human model.
I wouldn’t say it put you in the “Uncanny Valley”, more like pushed you
kicking and screaming into the “Uncanny Abyss” ...
Creepy!
--
Pete
George Musk
2024-08-23 10:30:06 UTC
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Post by Lawrence D'Oliveiro
While the pros used RISC-based Unix workstations, the humble consumer-
level PCs were getting powerful enough to do some useful work, too--if you
were patient enough. Though relying on a whole swarm of Commodore Amigas
Healthy person's 1990s CGI
https://en.wikipedia.org/wiki/Mind%27s_Eye_(film_series)

https://archive.org/details/mindseyevhs

https://archive.org/details/beyondthemindseyedvd

Smoker's 1990s CGI :)

(I have a theory that a lot of DOS point and click adventure games had
backgrounds done in 3D Studio...)
f6k
2024-08-23 12:34:54 UTC
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Post by George Musk
Post by Lawrence D'Oliveiro
While the pros used RISC-based Unix workstations, the humble consumer-
level PCs were getting powerful enough to do some useful work, too--if you
were patient enough. Though relying on a whole swarm of Commodore Amigas
Healthy person's 1990s CGI
https://en.wikipedia.org/wiki/Mind%27s_Eye_(film_series)
http://youtu.be/cmE4IWPaULE
https://archive.org/details/mindseyevhs
http://youtu.be/wHllSEYSYcU
https://archive.org/details/beyondthemindseyedvd
I remember seeing videos like this in the 1990s, thinking that one
day video games would look like this!

Now I'm happy that kind of scene still exist nowadays:
https://64k-scene.github.io/

-f6k
--
~{,_,"> huld.re <",_,}~
Schlomo Goldberg
2024-10-11 05:05:59 UTC
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Post by f6k
https://64k-scene.github.io/
You probably also should check
https://www.pouet.net
Kerr-Mudd, John
2024-10-11 08:28:06 UTC
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On Fri, 11 Oct 2024 05:05:59 -0000 (UTC)
Post by Schlomo Goldberg
Post by f6k
https://64k-scene.github.io/
You probably also should check
https://www.pouet.net
you want Small? some demos weigh in at 32 bytes!
--
Bah, and indeed Humbug.
Schlomo Goldberg
2024-10-11 19:47:01 UTC
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Post by Kerr-Mudd, John
On Fri, 11 Oct 2024 05:05:59 -0000 (UTC)
Post by Schlomo Goldberg
Post by f6k
https://64k-scene.github.io/
You probably also should check
https://www.pouet.net
you want Small? some demos weigh in at 32 bytes!
Most impressive I saw was 256 bytes:

https://www.pouet.net/prod.php?which=3397

I think it's in top 10 of all times on Pouet.
Kerr-Mudd, John
2024-10-12 09:02:51 UTC
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On Fri, 11 Oct 2024 19:47:01 -0000 (UTC)
Post by Schlomo Goldberg
Post by Kerr-Mudd, John
On Fri, 11 Oct 2024 05:05:59 -0000 (UTC)
Post by Schlomo Goldberg
Post by f6k
https://64k-scene.github.io/
You probably also should check
https://www.pouet.net
you want Small? some demos weigh in at 32 bytes!
https://www.pouet.net/prod.php?which=3397
I think it's in top 10 of all times on Pouet.
Meh - uses fp, a demo in pure 8086 is what it's all about!
--
Bah, and indeed Humbug.
Lawrence D'Oliveiro
2024-08-23 23:27:58 UTC
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Post by George Musk
Smoker's 1990s CGI :)
Speaking of smokers, I remember seeing these ads when they first popped up
on Malaysian TV
They’re
from the 1980s, which makes them pretty groundbreaking.

Notice how indirect they are. Cigarette advertising was officially banned
by this point, so you saw odd things like ads supposedly promoting travel
agencies, which just happened to have the same names as cigarette brands.

Did they still work? Dunno.
Lawrence D'Oliveiro
2024-08-27 09:26:06 UTC
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Post by George Musk
Healthy person's 1990s CGI
While searching for “Vintage CG” on YouTube, I came across this:


It’s called “Caught Between Worlds: A Computer Animated Vision”: it’s over
40 minutes long, and it’s largely the product of one mind: a certain Beny
Tchaicovsky.

Even among a surfeit of 1990s-era CGI, this one is outstanding. Seems he
did some other works along similar lines, too. Sadly, he died young.
Charlie Gibbs
2024-08-23 17:49:41 UTC
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Post by Lawrence D'Oliveiro
While the pros used RISC-based Unix workstations, the humble consumer-
level PCs were getting powerful enough to do some useful work, too--if you
were patient enough. Though relying on a whole swarm of Commodore Amigas
to render out the graphics for “Babylon 5” was perhaps just a bit
extreme ... (I understand they did see sense and switch to DEC Alphas
later).
Todd Rundgren did his video "Change Myself" on a bank of 10 Amigas.

There was a nice ray-traced video available for the Amiga which
depicted a robot-like creature created of spheres, juggling
large mirror balls - and of course, the reflections in them
were perfect.

Too bad Commodore management was so clueless - and, even worse, greedy.
--
/~\ Charlie Gibbs | We'll go down in history as the
\ / <***@kltpzyxm.invalid> | first society that wouldn't save
X I'm really at ac.dekanfrus | itself because it wasn't cost-
/ \ if you read it the right way. | effective. -- Kurt Vonnegut
Ahem A Rivet's Shot
2024-08-23 18:09:54 UTC
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On Fri, 23 Aug 2024 17:49:41 GMT
Post by Charlie Gibbs
There was a nice ray-traced video available for the Amiga which
depicted a robot-like creature created of spheres, juggling
large mirror balls - and of course, the reflections in them
were perfect.
I recall the competition that got Pixar hooked up with Disney, the
one they one with the anglepoise lamps. Every other entrant in that
competition was like the above description - technically perfect and chock
full of things to show off just how technically perfect it was.

Pixar's entry told a story, with characters! It was also technically
perfect but nobody noticed that because it didn't make a point of showing
it off.
--
Steve O'Hara-Smith
Odds and Ends at http://www.sohara.org/
For forms of government let fools contest
Whate're is best administered is best - Alexander Pope
Lawrence D'Oliveiro
2024-08-23 23:21:08 UTC
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Post by Ahem A Rivet's Shot
Pixar's entry told a story, with characters! It was also
technically perfect but nobody noticed that because it didn't make a
point of showing it off.
Pixar had actual animators calling the shots, which is what made them
different from most other CG shops. Having the necessary mix of technical
and artistic skills was rare then, and I think still unusual now.
Charlie Gibbs
2024-08-24 00:13:26 UTC
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Post by Lawrence D'Oliveiro
Post by Ahem A Rivet's Shot
Pixar's entry told a story, with characters! It was also
technically perfect but nobody noticed that because it didn't make a
point of showing it off.
Pixar had actual animators calling the shots, which is what made them
different from most other CG shops. Having the necessary mix of technical
and artistic skills was rare then, and I think still unusual now.
Indeed. This is how I distinguish Pixar films from DreamWorks:
Pixar films have an original plot with lots of depth and humanity.
Other Hollywood animation houses can't match them. (Still, the
Despicable Me franchise is lots of fun...)
--
/~\ Charlie Gibbs | We'll go down in history as the
\ / <***@kltpzyxm.invalid> | first society that wouldn't save
X I'm really at ac.dekanfrus | itself because it wasn't cost-
/ \ if you read it the right way. | effective. -- Kurt Vonnegut
Andreas Eder
2024-08-24 09:19:44 UTC
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Post by Ahem A Rivet's Shot
On Fri, 23 Aug 2024 17:49:41 GMT
Post by Charlie Gibbs
There was a nice ray-traced video available for the Amiga which
depicted a robot-like creature created of spheres, juggling
large mirror balls - and of course, the reflections in them
were perfect.
I recall the competition that got Pixar hooked up with Disney, the
one they one with the anglepoise lamps. Every other entrant in that
competition was like the above description - technically perfect and chock
full of things to show off just how technically perfect it was.
Pixar's entry told a story, with characters! It was also technically
perfect but nobody noticed that because it didn't make a point of showing
it off.
Yes, that - in my eyes - was never surpassed.

'Andreas
--
ceterum censeo redmondinem esse delendam
Lawrence D'Oliveiro
2024-08-25 03:40:06 UTC
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Post by Ahem A Rivet's Shot
Every other entrant in that
competition was like the above description - technically perfect and chock
full of things to show off just how technically perfect it was.
Pixar's entry told a story, with characters!
Actually, there were a few exceptions from the early days.



Amazing how much of a story you can tell with so little.
Lawrence D'Oliveiro
2024-08-23 23:19:08 UTC
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There was a nice ray-traced video available for the Amiga which depicted
a robot-like creature created of spheres, juggling large mirror balls -
and of course, the reflections in them were perfect.
That was the 1980s for you. Once ray-tracing was invented, you got a
veritable deluge of perfect mirrors showing, not just reflections, but
reflections of reflections, and beautiful transparent materials in among
them with accurately-computed refraction effects. Of course, it took
serious computer grunt to do such renders at the time, so it was a way to
say “look at me, I’ve got expensive hardware”.

For fun, look up “Absolutely No Chrome Spheres Over Checkerboards
Permitted In This Room” ...
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