Larry Cuba, Star Wars’ Death Star CG, Arabesque, and the Dawn of Computer Animation

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.

Star Wars: Prehistoric Computer Graphics [Retro Thing, via Boing Boing Gadgets]

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:

For Whitney’s 1960s work, see previously:

Videos from the Dawn of Video: Mechanical Effects and Oscilloscope Games

And for more on Larry Cuba, see:

Larry’s personal site

Larry Cuba on the Star Wars “Wookipedia”

Maybe it’s time to re-write that history of computer animation.

Visualism at Yuri’s Night Bay Area: The Rave for Space at NASA

Art and science meet in a NASA hangar. Photo: jasonunbound, via Flickr.

Yuri + CDMSpace exploration has had a deep impact on the way a lot of us see the world and think about our art. So I can’t wait for this Saturday’s Yuri’s Night Bay Area, which will bring a convergence of bleeding-edge music, art, technology, science, and visualism to a 12 hour-long party on NASA’s airfield outside San Francisco. We’ll be bringing some of the best of this event to you all around the world. Read or subscribe to RSS for our special minisite to make sure you don’t miss a thing, wherever you are on the planet; updates will continue live through the event and in the couple of weeks afterward:

yuricdm.com: Yuri + CDM + music + motion
yuricdm.com RSS feed

If you’re near the Bay Area, let us know if you’re coming to the event. We’d love help with photos, video, and coverage. And if you’re involved in a Yuri’s Night somewhere else in the world, let us know about that, too.

Here’s just a sample of the visualist angle at Yuri’s Bay Area:

read more

From the Comments: Sanch TV’s Generative Visuals in vvvv

By Jaymis

Cat hit up the Amoeba Dance comments with a link to Sanch TV’s work in vvvv.

Apart from some smooth motion and subtly textured shapes, Sanch is also collaborating on an AV act “Va”, with quad-screen visuals:

read more

Quartz Composer and GLSL in VDMX: Memo’s Amoeba Dance

By Jaymis

I’m sure I’m not the only visualist to have been inspired by Autechre’s Gantz Graf video, nor the only person to have watched it and though “some day, we will be able to do that in realtime”:

I think we’re still quite a way off, but the latest project to set my mind thinking along these lines is Amoeba Dance - Caliper Remote (and the followup, Amoeba Dance with Mad Girls,) by CDMo reader Memo:

This is created realtime in VDMX from a quartz composer generator, controlled by 9-band audio analysis, and topped off with a very nice little effects chain.

A few people have mentioned they don’t get the same look when they use the QTZ file, this is because the QTZ file renders with very basic shading and there is quite a bit of post done in VDMX. The Effects I’m using (from top to bottom) are:
Serpia Tone (100%, Source Atop)
Shaded Material (0-40% tied to audio analysis, Soft Light)
City Lights (100%, Source Atop)
Bloom (100%, Screen)

I’ve also got a 9-band audio analysis going on, with different frequencies driving all the parameters of QTZ. You can just setup the frequencies randomly and it will do pretty cool stuff to almost any song (see http://www.memo.tv/amoeba_dance_v1_5 for an example!!), but it is best to taylor the frequencies to the specific song…

Memo shares the GLSL code and the QTZ file on his site, which contains some interesting nuggets of QC, Actionscript, Processing and other codey goodness. PK: Because this uses GLSL which runs in any OpenGL environment, you could also port the geometry stuff to Processing, Max/MSP/Jitter, Pd/GEM, or (with some adjustments) even things like vvvv, etc. — no need for Quartz Composer per se.

He also maintains a VDMX and Quartz Composer repository: http://vdmx.memo.tv/.

Awesome work, and more to come it seems.

For all of the other CDMo readers who are doing cool things, don’t wait for us to find you: Hit the comments or the contact page and tell us what you’re up to!

Bjork’s New Music Video Does 3D the Old-Fashioned Way: With Glasses

Bjork lays on the spectacle in a new music video for “Wanderlust,” and the results are quite gorgeous, even in advance of a promised 3D version. If you had the misfortune of trying to watch it in Yahoo’s world-premiere, horribly-overcompressed video early this week, give it another go. (I’m glad I waited to post this rather than have to show that! Yikes!)

As of press time, Motionographer has a high-quality QuickTime file so you can watch this in all its glory.

The results are a real multimedia extravaganza. The painterly wonderland in the surrounding world is clever digital graphics and computer 3D, though made to look organic, while foreground beasties, costumes, and prosthetics are all real-for-real. Here’s the timelapse of it all coming together:

The cast of thousands includes:

  • Directors Encyclopedia Pictura (Isaiah Saxon and Sean Hellfritsch), who got the music vid world buzzing earlier with their video “Knife” for Grizzly Bear; see further commentary from blog Shots Ring Out
  • NYC motion graphics firm UVPHACTORY, seen before working on My Chemical Romance’s “I Don’t Love You.”
  • Damijan Saccio led the CG team from UVPHACTORY. I don’t know who he is, not that that means much. Damijan, say hi if you’re out there…
  • John Weissberger and Vanessa Waring did the puppetry; Circus Minimus member Jessica Scott was lead pupeteer
  • Chris Elam, whom I do happen to know personally, was choreographer

… to say nothing of the stereography work which we’ll be seeing soon.

Now, the odds of any of us ascending to Bjork-like budgets tend on the slim side, but I do like the convergence of the pro digital motion scene with the artsy puppetry - making physical stuff crowd. I know at least a couple of the people on the dance/puppetry side of this project, and I also know making that convergence work is a tremendous challenge, artistically and technically. The challenge remains making it come together in lower-budget projects and with the often more-challenging realm of live performance.

How to get free 3D specs for the 3D version [bjork.com]

Making of video timelapse on Facebook

3L Beta Winners Announced: Insert “Thrill” Pun Here

By Jaymis

After a little random number generation, I have the pleasure of announcing the winners of our 3L Beta Giveaway.

  • Leon Grant Bussinger
  • Chateau Bezerra
  • eri
  • Michael Hart
  • Nek

3L Opening Interface

Soon you’ll be gaping at this interface in awe, wondering what to do next. So I hope you’ve read the manual!

Those of you who didn’t win, don’t fret! You will soon be receiving an invitation from artificialeyes to join the 3L mailing list, so you’ll be among the first to know when the commercial release happens. Stay tuned for more 3L information as the software nears release, and those lucky Beta winners, please tell us when you have some 3L output available online for others to see!

3L Beta Entries Closed: Winners Announced on Monday

By Jaymis

Thanks to everyone who ran the system spec gauntlet and proudly entered our 3L Beta Giveaway. We’ll draw and announce the winners on Monday when ExiledSurfer and I have finished our respective travel itineraries.

In the meantime, for those who would like to get a head start on the 3L interface, artificialeyes have released the manual for public consumption (Download link: 1.2MB PDF).

When you open that file, you’ll be confronted with the following image.

3L Manual RTFM

Sage advice. artificialeyes have made some very interesting interface design choices with this software, and while they’ve packed a huge amount of control and signal flow functionality into a single screen interface, few would accuse it of being intuitive. Even with Michael and Todd showing you through the system it’s still quite confusing, and takes some time for the 3L paradigm to sink in. So for those 5 new beta testers hitting the software on Monday, getting a head start on the manual will have you blasting pixels out smoother and faster.

Good luck! As the commercial release of 3L approaches I’m sure we’ll have more exciting news coming.

Hang tight — we will have that announcement here. It’s Monday in New York for another few hours. -Ed.

Faux Quartz Composer in Java, for Cross-Platform Nodal Visuals: Bean Machine

beanmachine

It’s still early in development (read: it often crashes), but The Bean Machine applies nodal, patch-based development to Java. The interface is mysteriously close to Quartz Composer, down to capabilities, UI, and even the 3D cube tutorial. Personally, I use Java because it can do things Quartz Composer can’t, but it’s interesting nonetheless — and raises, again, the question of why we don’t see more tools that try to meld the capabilities of code and patches.

The cool bit: nodes are Java Beans, so you really could use this to combine the best of both worlds if it matures. No download yet, but we’ll be watching … perhaps it will inspire other developers, as well.

The project is labeled “experimental”, but could be worth a look. Developer Jerry Huxtable has lots of other goodies for Java-heads on his page, including lots of 2D image processing stuff and a map editor — Processing lovers, might want to pop this into your del.icio.us.

Bean Machine @ JH Labs

JH Labs main page with lots o’ projects

3L Beta Giveaway: artificialeyes’ Generative Performance Tool Nearing Release

By Jaymis

It’s been 2 months since artificialeyes announced their new Mac-only visualist tool 3L ("Thrill"). The ae guys have just pushed out a new beta release, updated the 3L manuals, posted a new features page with screenshots, and the word from Michael is that the commercial release will happen as soon as they have the infrastructure in place for selling it.

To further whet your appetite, over 100 free VJ loops created with 3L have been posted to archive.org:

Free VJ LOOPS created with 3L
3L VJ Loops Series 2
Free VJ Loops created with 3L Series 3

3Lsampler01thumbs

… and leading by example, they have also released two content DVDs on VMS. These feature content generated almost entirely in 3L and are designed to be used with the VMS Video Moving Systems.

Hungry? Well, how would you like a main course of "Free 3L Private Beta" to go with that? artificialeyes have provided CDMo with five invitations to give away. The beta group is currently under 50 people, so this isn’t your average web2.0 style "put it out there and call it a beta so we don’t have to make it stable" software release.

Before you go putting up your hand, however, there are some conditions. Most importantly: You’ll need a machine which is capable of running 3L.

2.33GHz Intel based MacBook Pro or Mac Pro running:

  • OSX 10.4.1 or later (leopard included)
  • Quicktime 7.2 or later
  • Minimum screen resolution 1440 x 900 pixels
  • 2Gb RAM
  • 256Mb VRAM ATI or NVIDIA video card

If you can tick those boxes, then all you need to do is leave a comment on this post (edit: Entries are now closed. Winners will be announced on Monday). Entries will be open for 72 hours, then we will randomly select 5 people to join this exclusive group of visual visionaries beating their graphics chips into submission. Those who have been chosen will receive a beta invitation, and the others will receive an invitation to join the 3L mailing list (opt-in, of course).

If you miss out, don’t fret. The pricing for 3L - €200, €150 for students - is very competitive, and I’m sure that artificialeyes will keep us in the loop on their release progress.

Weekend Inspiration: Martin Böttger’s Ever-Changing Geometries

martin

Whether in three-dimensional videos or paper sculptures, artist Martin Böttger manipulates organic, fluid geometry like a child with blocks. An artist working with Maya, vvvv, and Processing, his work demonstrates that even simple elements can yield a variety of creative products.

“Transformer” is an intentional nod to the robots and movie — with good reason; Martin seems like the type who could design you a robot that changes into a truck:

read more