This book, the first full history of CG, for we see idea seems right Sutherland developed into a multi-billion dollar industry. Move over, Tom Sito-itself a cartoon and in the industry for over thirty years-describing the development of the CG. The history of the traditional film technology is a pretty straight from Lumière to MGM. Written history of CG, Sito map of accomplishments in many locales-academia, the complex military-industrial, special effects, video games, film, corporate, research and commercial animation.
Table of Contents
Chapter 1 Film and Television at the Dawn of the Digital Revolution Chapter 2 Analog Dreams: Bohemians, Beatniks, and the Whitneys Chapter 3 Spook Work: The Government and the Military Chapter 4 Academia Chapter 5 Xerox PARC and Corporate Culture Chapter 6 Hackers Chapter 7 Nolan Bushnell and the Games People Play Chapter 8 To Dream the Impossible Dream: The New York Institute of Technology, 1974–1986 Chapter 9 Motion Picture Visual Effects and Tron Chapter 10 Bob Abel, Whitney-Demos, and the Eighties: The Wild West of CG Chapter 11 Motion Capture: The Uncanny Hybrid Chapter 12 The Cartoon Animation Industry Chapter 13 Pixar Chapter 14 The Conquest of Hollywood
Appendix 1: Dramatis Personae Appendix 2: Glossary Appendix 3: Alphabet Soup: CG Acronyms and Abbreviations
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