Photo: Billaday, via Flickr. I think the label says something about Blu-ray being awesome, and don’t stare into the laser, and go buy a PlayStation 3 because you really need one.
During the high-definition wars, your feelings about new higher-capacity storage discs may have ranged from ambivalence to dread to simple disinterest. (Well, that’s how I felt, anyway.) But with Blu-ray triumphant comes this realization: "hey, brain, we’ve suddenly got increasingly-affordable ways of burning high-capacity media!" Drive upgrades on the PC side cost what DVD burners once did, and if you’re hooked up to a TV, the writer can be your player, too. (There’s already a Lite-On internal drive for around US$350, and I expect these prices will plummet as production ramps up.)
That’s burning, anyway — authoring is obviously essential.
For those who haven’t been paying attention: The latest iteration in Robert’s wonderfully evolving Magnetosphere series was designed for the AniBoom Radiohead video contest:
This just in from pixel-burninators and soon-to-be-purveyors of fine realtime 3D visual performance software, artificialeyes: VJ Loop Century seem to be claiming that 3L is their “home made realtime visual software”, which is “available as a freeware for unlimited downloads !”.
They then go on to, erm, reproduce without attribution, Peter’s “How awesome is 2008 (3L! Whoo!)” post, even though it explicitly names artificialeyes as the creators of 3L.
I’m not sure what else to say about this. Michael has plenty more though.
A bank of faders, a touchpad, and then … it just does anything you want. Even today, the idea of a fully-integrated visual instrument is a pretty profound concept. Ableton’s creators thought about the design of the Synclavier digital synth (the rival of the CVI’s music sibling, the CMI) when designing their software. At least a couple of you have some strong ideas about the future of "visual instruments" and live visualism in general. Certainly, I’ll be thinking about the CVI as I look at the setup of my live visual rig. The effects themselves on the CVI don’t all date well, especially after the CVI itself popularized their use (and overuse) in the 80s. But the elegance of the design as interface can still inspire.
Co-creator Peter Vogel has kept satisfying our appetite for gems from his VHS library. Thanks, Peter, for saving these from permanent deterioration. Top: watch a BBC host get a kick out of turning herself into a video star. Bottom: the original demo video, which gives a good overview of the effects capabilities. (Especially interesting, as students and artists learn to recreate some of the same effects from scratch in tools like Max/MSP/Jitter and Processing.) Tomorrow’s world, indeed.
Our friend Richard Lainhart sends this lovely "swirly thing" (to use technical terms). His description:
An abstract HD film animated in After Effects. The soundtrack, "The Beautiful Blue Sky", is a realtime electronic synthesizer improvisation for Buchla 200e and Haken Continuum.
My description:
Mmmm…
Oh, sorry. Forgot what I was saying: staring into swirly thing. Hey, it’s the weekend. Enjoy!
This brief video, uploaded to YouTube by Fairlight co-founder and designer Peter Vogel himself, gives a brief history of the development of Fairlight’s legendary video hardware, the CVI. The CVI was a theoretical (in name, at least) visual counterpart to the ground-breaking CMI digital sampler instrument. And, like the CMI, the CVI had a major impact on artists and produced some of the best digital creation of the 80s — and some of its most-repeated cliches.
But here’s an important difference: has the evolution of visual hardware and software really equaled what’s happened since the CMI on the sound side? Music hardware and software has evolved and exploded since the CMI. The only real visual hardware today available to consumers that’s not a mixer is Roland’s CG-8, and it’s arguably narrower in scope than the CVI, despite being two decades newer. Even in software, the idea of a visual instrument you can play is still evolving. Now, I suppose you could argue visualists have more to play with — powerful 3D capabilities, for one — but perhaps that’s why visual gear has been slow to catch up.
What do you think? Is there a visual - musical cap in digital tech? Or am I trying to compare two things that really can’t be compared, whether Australian designers gave them parallel acronyms or not?
artificialeyes are keeping us updated on the impending release of 3L (current status: Soon), and while I’m still in “getting my studio in order” mode in the lead-up to the “2008 massive VJ geek-out and CDMoFest” and unable to play with new toys, CyberPatrolUnit has posted some great demo videos (and followup), showing us some of the places that 3L may be able to take us.
Exciting? Maybe a little. I still have lots of 3L video to edit from Perth last year, and I’ve promised Michael that I’ll have some videos ready for the official launch. Stay tuned!
Open and wide: It’s open, and supported by multiple hosts (the creators of VJamm, Resolume, and Salvation all contributed to the 1.5 team)
GPU, go! It gives you GPU-powered goodness, meaning more flexibility, power, and speed for 2D and 3D effects alike
More pixels, more frames: It runs at higher resolutions and frame rates
Third Dimension: It supports 3D functions and pixel shaders for joyous new eye candy
Timing: A timing function allows time-dependent visual effects like particle systems and physical simulations (tasty!)
Developer-friendly: Sample projects (Microsoft Visual Studio, Delphi, Xcode) and source should help get coders up and running — and the coders then turn out goodness for you non-coders
User-friendly: If you don’t want to code, you can expect lots more awesome plug-ins for your VJ app of choice.
Join us in CDM Labs: If you’re interested in joining a special CDMotion team working on additional documentation and sample projects, give me a holler. Otherwise, stay tuned.
Pictured: one of the Resolume team’s plug-ins in development.
How do you make a computer-animated sequence of 3D wireframe visuals of fancy, Empire-built battle stations — in 1977? Very, very slowly. Our friend James at Retro Thing, aside from being a electronic-sonic inventor, is a fan of vintage visuals and was already teaching the history of computer animation in the mid 80s. (Hint: prepping that class didn’t take quite as long then as it would now.)
James explains the origins of the famous Death Star briefing room sequence:
The wizard behind the early Star Wars CG was Larry Cuba, who worked out of the Electronic Visualization Lab (EVL) at the University of Illinois. Legend has it that he was pushing the hardware so hard to create the simple wireframe images that he constantly had to adjust the air conditioning in the computer room to avoid system crashes. Cuba used a vector graphics scripting language called GRASS (GRAphics Symbiosis System), written by Tom DeFanti at Ohio State in 1974. The system he used incorporated a Vector General CRT, DEC PDP-11 minicomputer, along with various cameras and recorders.
I have a special place in my heart for the original film Star Wars because — James will appreciate this — I initially experienced it as a kid only on sound Super 8 film, cut down to a svelte 17 minutes. (My understanding of narrative was never quite the same.)
But to me, these graphics don’t look primitive; they look elemental, much in the same way that you don’t get tired of ancient Egyptian art. (And in the timeline of computer graphics, it wouldn’t be a stretch to imagine thousands of years of art history happening in a few decades.)
The real star, though, is the film Cuba used to pitch computer graphics to George Lucas, Arabesque, made with John Whitney. If this 1975 film doesn’t inspire you as a visualist, nothing will. Correction: Evidently it wasn’t Arabesque, but the movie First Fig. Larry Cuba himself writes in comments:
Thank you for the appreciation of “Arabesque.” The film I screened for Lucas was actually my first CG film, “First Fig.”
(And you can connect the historical dots here, too: without Arabesque First Fig, no CG in Star Wars, no ILM CG, no Pixar.)
Well, George Lucas may or may not have seen Arabesque, but you can, below, and it’s still inspiring:
And for another Larry Cuba film, here’s the 1985 Calculated Movements:
As visualists we tend to spend most of our time working with digital processes. So it’s good to step back occasionally and remember that computers don’t need to do all of the work:
1154 stills taken over 2-3 weeks. The lighting and setting is kept remarkably consistent, although I’m guessing someone with a little more production knowledge (or spare time) would have removed the tripod-bump in post.