Moving innovation a history of computer animation
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Format: | Elektronisch E-Book |
Sprache: | English |
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Cambridge, Massachusetts
The MIT Press
[2013]
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100 | 1 | |a Sito, Tom |d 1956- |e Verfasser |4 aut | |
245 | 1 | 0 | |a Moving innovation |b a history of computer animation |c Tom Sito |
264 | 1 | |a Cambridge, Massachusetts |b The MIT Press |c [2013] | |
264 | 4 | |c 2013 | |
300 | |a 1 online resource (362 pages) | ||
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505 | 8 | |a "Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpad program drew lines that created recognizable images. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. The history of traditional cinema technology is a fairly straight path from Lumiere to MGM. Writing the history of CG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrial complex, movie special effects, video games, experimental film, corporate research, and commercial animation. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible"--Dust jacket flap | |
648 | 7 | |a Geschichte |2 gnd |9 rswk-swf | |
650 | 7 | |a ART / Film & Video |2 bisacsh | |
650 | 7 | |a PHOTOGRAPHY / Techniques / Cinematography & Videography |2 bisacsh | |
650 | 7 | |a COMPUTERS / Computer Graphics |2 bisacsh | |
650 | 7 | |a Computer animation |2 fast | |
650 | 7 | |a Computeranimation |2 gnd | |
650 | 4 | |a Computer animation |x History | |
650 | 0 | 7 | |a Computeranimation |0 (DE-588)4199710-4 |2 gnd |9 rswk-swf |
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689 | 0 | 1 | |a Geschichte |A z |
689 | 0 | |8 1\p |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe |a Sito, Tom, 1956- |t Moving innovation |d Cambridge, Massachusetts : The MIT Press, [2013] |z 9780262019095 |
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Datensatz im Suchindex
_version_ | 1819303930796965889 |
---|---|
any_adam_object | |
author | Sito, Tom 1956- |
author_facet | Sito, Tom 1956- |
author_role | aut |
author_sort | Sito, Tom 1956- |
author_variant | t s ts |
building | Verbundindex |
bvnumber | BV045350036 |
classification_rvk | AP 56900 ST 320 |
collection | ZDB-4-ITC |
contents | "Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpad program drew lines that created recognizable images. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. The history of traditional cinema technology is a fairly straight path from Lumiere to MGM. Writing the history of CG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrial complex, movie special effects, video games, experimental film, corporate research, and commercial animation. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible"--Dust jacket flap |
ctrlnum | (ZDB-4-ITC)ocn841229332 (OCoLC)841229332 (DE-599)BVBBV045350036 |
dewey-full | 777/.709 |
dewey-hundreds | 700 - The arts |
dewey-ones | 777 - Cinematography and videography |
dewey-raw | 777/.709 |
dewey-search | 777/.709 |
dewey-sort | 3777 3709 |
dewey-tens | 770 - Photography, computer art, cinematography |
discipline | Kunstgeschichte Allgemeines Informatik |
era | Geschichte gnd |
era_facet | Geschichte |
format | Electronic eBook |
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indexdate | 2024-12-24T06:57:00Z |
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language | English |
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psigel | ZDB-4-ITC |
publishDate | 2013 |
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publisher | The MIT Press |
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spelling | Sito, Tom 1956- Verfasser aut Moving innovation a history of computer animation Tom Sito Cambridge, Massachusetts The MIT Press [2013] 2013 1 online resource (362 pages) txt rdacontent c rdamedia cr rdacarrier Print version record "Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpad program drew lines that created recognizable images. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. The history of traditional cinema technology is a fairly straight path from Lumiere to MGM. Writing the history of CG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrial complex, movie special effects, video games, experimental film, corporate research, and commercial animation. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible"--Dust jacket flap Geschichte gnd rswk-swf ART / Film & Video bisacsh PHOTOGRAPHY / Techniques / Cinematography & Videography bisacsh COMPUTERS / Computer Graphics bisacsh Computer animation fast Computeranimation gnd Computer animation History Computeranimation (DE-588)4199710-4 gnd rswk-swf Computeranimation (DE-588)4199710-4 s Geschichte z 1\p DE-604 Erscheint auch als Druck-Ausgabe Sito, Tom, 1956- Moving innovation Cambridge, Massachusetts : The MIT Press, [2013] 9780262019095 1\p cgwrk 20201028 DE-101 https://d-nb.info/provenance/plan#cgwrk |
spellingShingle | Sito, Tom 1956- Moving innovation a history of computer animation "Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first true computer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpad program drew lines that created recognizable images. Sutherland noted: "Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons." This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito -- himself an animator and industry insider for more than thirty years -- describes the evolution of CG. The history of traditional cinema technology is a fairly straight path from Lumiere to MGM. Writing the history of CG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrial complex, movie special effects, video games, experimental film, corporate research, and commercial animation. His story features a memorable cast of characters -- math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible"--Dust jacket flap ART / Film & Video bisacsh PHOTOGRAPHY / Techniques / Cinematography & Videography bisacsh COMPUTERS / Computer Graphics bisacsh Computer animation fast Computeranimation gnd Computer animation History Computeranimation (DE-588)4199710-4 gnd |
subject_GND | (DE-588)4199710-4 |
title | Moving innovation a history of computer animation |
title_auth | Moving innovation a history of computer animation |
title_exact_search | Moving innovation a history of computer animation |
title_full | Moving innovation a history of computer animation Tom Sito |
title_fullStr | Moving innovation a history of computer animation Tom Sito |
title_full_unstemmed | Moving innovation a history of computer animation Tom Sito |
title_short | Moving innovation |
title_sort | moving innovation a history of computer animation |
title_sub | a history of computer animation |
topic | ART / Film & Video bisacsh PHOTOGRAPHY / Techniques / Cinematography & Videography bisacsh COMPUTERS / Computer Graphics bisacsh Computer animation fast Computeranimation gnd Computer animation History Computeranimation (DE-588)4199710-4 gnd |
topic_facet | ART / Film & Video PHOTOGRAPHY / Techniques / Cinematography & Videography COMPUTERS / Computer Graphics Computer animation Computeranimation Computer animation History |
work_keys_str_mv | AT sitotom movinginnovationahistoryofcomputeranimation |