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Mirror (vid8)

This rotating 3D computer-animated face (and hand) was not actually created for the movie.

Instead, the filmmakers licensed groundbreaking footage from experimental university short films titled

and

These sequences represent the first-ever use of 3D computer-generated imagery (CGI) in a live-action feature film.

The face was pioneered by computer scientist Fred Parke, while the accompanying hand was created by Ed Catmull (who later co-founded Pixar).

To render the groundbreaking 3D face seen in Futureworld, the creators relied on a powerhouse setup of early 1970s hardware and custom, hand-coded software.

Because commercial animation software did not exist, everything had to be built from scratch at the University of Utah.

The Mainframe Hardware

  • The Computer: The heavy lifting was done on a PDP-10 (Programmed Data Processor-10) mainframe computer manufactured by Digital Equipment Corporation (DEC). It occupied an entire room and boasted less processing power than a basic modern digital watch.

  • Data Input: The 3D coordinate data of the face's polygons was manually typed into the machine using a mechanical Teletype keyboard.

  • The Display: The computer rendered the data onto a high-resolution, monochrome Cathode-Ray Tube (CRT) monitor.

The Custom Software

Instead of a program with a user interface, the "software" was thousands of lines of raw code written in languages like FORTRAN and assembly code.

  • The Facial Animation Code: Fred Parke wrote custom software designed specifically to handle facial topology. His program calculated how approximately 250 to 300 polygons and 400 data points (vertices) would shift in 3D space.

  • The Rendering Code: Ed Catmull wrote a proprietary 3D animation program to output the solid shapes. He integrated Gouraud shading algorithms (pioneered by classmate Henri Gouraud) to blend the color across the polygons, giving the face a smooth, organic, "half-tone" look rather than a jagged, blocky appearance.

  • The Motion Code: To animate the facial movement fluidly between expressions, Parke coded a cosine interpolation scheme. This mathematical formula automatically filled in the transitional frames so the face shifted smoothly from one look to another.

The "Render Farm" (A 35mm Camera)

The hardware could not output video or show the fully shaded face in real-time. To check their work, Catmull and Parke had to take a long-exposure Polaroid photograph of the CRT screen to see a single completed frame. Once a sequence was ready, they used a custom-rigged 35mm film camera pointed directly at the monitor to automatically photograph the images frame-by-frame, creating the final film reel used in the movie.

  • Advanced Research Projects Agency (DARPA) was behind the grants that funded this University of Utah computer lab.

  • Ed Catmull's developed the hidden-surface Z-buffer algorithm kept the back of the head from showing through the front.

[Mirror](https://vid8.poal.co/user/AOU/0f2fx6h) **This rotating 3D computer-animated face (and hand) was not actually created for the movie.** Instead, the filmmakers licensed groundbreaking footage from experimental university short films titled * [A Computer Animated Hand (1972)](https://www.youtube.com/watch?v=naGntYNTSQM) * [Mirror](https://vid8.poal.co/user/AOU/pnLyL1O) and * [Faces and Body Parts (1974) - First talking polygonal human](https://www.youtube.com/watch?v=_kElpJjW8Yk) * [Mirror](https://vid8.poal.co/user/AOU/shtQlcb) **These sequences represent the first-ever use of 3D computer-generated imagery (CGI) in a live-action feature film.** The face was pioneered by computer scientist **Fred Parke**, while the accompanying hand was created by **Ed Catmull (who later co-founded Pixar)**. To render the groundbreaking 3D face seen in Futureworld, the creators relied on a powerhouse setup of early 1970s hardware and custom, hand-coded software. Because commercial animation software did not exist, everything had to be built from scratch at the University of Utah. ### **The Mainframe Hardware** * **The Computer:** The heavy lifting was done on a **PDP-10** (Programmed Data Processor-10) mainframe computer manufactured by Digital Equipment Corporation (DEC). It occupied an entire room and boasted less processing power than a basic modern digital watch. * **Data Input:** The 3D coordinate data of the face's polygons was manually typed into the machine using a mechanical **Teletype keyboard**. * **The Display:** The computer rendered the data onto a high-resolution, monochrome Cathode-Ray Tube (CRT) monitor. ### **The Custom Software** Instead of a program with a user interface, the "software" was thousands of lines of raw code written in languages like **FORTRAN** and **assembly code**. * **The Facial Animation Code:** Fred Parke wrote custom software designed specifically to handle facial topology. His program calculated how approximately 250 to 300 polygons and 400 data points (vertices) would shift in 3D space. * **The Rendering Code:** Ed Catmull wrote a proprietary 3D animation program to output the solid shapes. He integrated **Gouraud shading** algorithms (pioneered by classmate Henri Gouraud) to blend the color across the polygons, giving the face a smooth, organic, "half-tone" look rather than a jagged, blocky appearance. * **The Motion Code:** To animate the facial movement fluidly between expressions, Parke coded a **cosine interpolation** scheme. This mathematical formula automatically filled in the transitional frames so the face shifted smoothly from one look to another. ### **The "Render Farm" (A 35mm Camera)** The hardware could not output video or show the fully shaded face in real-time. To check their work, Catmull and Parke had to take a **long-exposure Polaroid photograph** of the CRT screen to see a single completed frame. Once a sequence was ready, they used a custom-rigged **35mm film camera** pointed directly at the monitor to automatically photograph the images frame-by-frame, creating the final film reel used in the movie. * Advanced Research Projects Agency (**DARPA**) was behind the grants that funded this **University of Utah computer lab**. * Ed Catmull's developed the hidden-surface **Z-buffer algorithm** kept the back of the head from showing through the front.

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