Karen A. Frenkel

Feature: The New York Times' CyberTimes Toy Story: Origin of a Species

Excerpt

For the launch of CyberTimes: The New York Times on the Web, January 15, 1996

John Lasseter was a new Disney animator back in 1981 when two friends working on “Tron,” the first feature-length movie to employ computer animation, showed him dailies of a sequence in which motor cycles zoomed around a video game inside a computer. Lasseter was dazzled.

“I did not get excited about what I saw,” he recalled in a recent interview, “I got excited by the potential of what I saw.”

That potential was not fully realized until November, when Walt Disney Pictures released “Toy Story,” the movie industry’s first feature-length computer-animation film. Lasseter directed the movie, employing computer technology developed by the Pixar Animation studio, where he is Vice President of Creative Development.

Perhaps no scene in “Toy Story” says more about the evolution of computer animation since those early “Tron” days than the climax, a frantic six-block chase scene through a virtual neighborhood in which two toys––a space-ranger action hero name Buzz Lightyear and a pull-string talking cowboy named Woody––conjure fantastic schemes to catch up with a moving van. If they fail, they will be abandoned by their owner, a boy named Andy. The action is set on a sunny residential street lined with pleasant suburban homes and trees that each have precisely 1.2 million leaves.

As they race through this virtual neighborhood, Buzz and Woody, digitally controlled at 700 points each, move more realistically than they would if they had been rendered with traditional animation techniques. Even more important, they move the audience with complex facial expressions that evoke a full range of emotions. More than any other scene in the movie, the chase sequence––which took four terabytes (the equivalent of 957,855 floppy disks or 167 CD-ROMS) to realize––represents the cutting edge of computer animation technology.

“Toy Story” is a technological feat not only because at 77 minutes, it is the first completely synthetic feature-length cartoon, but because of its three-dimensional look and feel. In traditional animation, the characters and backgrounds are flat, but here they are volumetric––that is, they exist as computer-generated three-dimensional objects that animators are free to explore from an almost infinite variety of angles and attitudes. The Pixar technology has, in effect, made high-tech cartoons-in-the-round possible.

But beyond satisfying the urge of computer wizards to demonstrate a new technology, why tell a story with computer animation? What can it offer an audience that hand-drawn animation cannot?

Filmmakers have long adapted new technologies––or in many cases invented them––to enhance their visions...

Selected Works

ScientificAmerican.com
The Wisdom of the Hive
Is the Web a Threat to Creativity and Cultural values? One Cyber Pioneer Thinks So.
Therapists Use Virtual Worlds to Address Real Problems
Troubled teens benefit from role-play in virtual worlds with their therapists.
Flying on a Wing and an Isotope
Resuscitating the Atomic Airplane
Blogs
Sustainability: How Computer Scientists can Help: Blog@CACM
The First Conference on Computational Sustainability
Magazines
Scientific American MIND
The answer is surprisingly elusive and the subject of intense debate.
Scientific American
A New Algorithim Could Soon Vanquish Go Pros
Scientific American MIND
A gene that controls human sleep habits can transform the rodents into "early birds"
Scientific American MIND
A review of the literature shows that developing brains are vulnerable to a host of poisons.
Medical Spare Parts
NYSE Magazine
Catching the Customer
How online merchants gain buyers' trust
Battling CyberFraud
Jewerly Etailers and Customer Trust
Computers in Court
Technology Review
Women and Computing
Communications of the ACM
The Village Voice
Unwelcome Science
New York's Newest Science Magnet School and its Pioneering Principal, Jose Maldonado-Rivera
Your Brain on 9/11
Three neurological studies reveal that traumatic memories of those near the site and bereaved children affect functioning of parts of their brains.
Other Articles Online
Womens eNews Mentor Programs Help Girls Engineer Their Futures
Women continue to lag behind men in engineering, but mentorship programs help attract girls.
Oral History
Oral history Interviews with Geneva Overholser
Three two audio sessions and one videotaped session with the former editor of the DeMoines Register.
Pew Biomedical Scholars Interviews
Oral History
Summary and indeces
Book Reviews
Book Review/Essay Scientific American Why Aren't More Women Physicists?
Two books look for answers in the lives of a few who succeeded.
Book Review Scientific American MIND Play = Learning
Cognitive scientists describe decades of research on play by which children learn. The authors claim that No Child Left Behind over-emphasizes test scores, and ignores data on how kids learn best.
Books - Children's
Looking at Light
Fourth graders explore what makes rainbows, why there are colors, why lights add up to white and paints add up to black.
Listening to Sound
Fourth graders learn about sound waves, echoes, and music.
Light and Sound Technology
How we capture light and sound so that we can see and hear them any time we want.
The New York Times
Feature: The New York Times and International Herald Tribune
Why online shoppers abandon their shopping carts.
CyberTimes Toy Story: Origin of a Species
The making of the first fully computer-generated cartoon feature film.
Book
Public Television Documentaries
net.LEARNING
The Pros and Cons of Learning Online
Minerva's Machine: Women and Computing
How women overcome barriers in school and the industry