Comprehensive Notes on CG Design and Production

Introduction to CG Design

CG Production Basics

  • This book serves as an introductory textbook for CG (Computer Graphics) design and production.
  • It is designed for learners preparing for the CG Creator Certification Basic exam, offered by the CG-ARTS Association.
  • The book aims to help learners grasp fundamental knowledge, assess their understanding, and aid in academic or career pursuits.

Contents Overview

  • Chapter 1: What is CG? - Explores the characteristics, history, industrial applications, and workflow of CG.
  • Chapter 2: Basics of Expression - Covers the relationship between drawing and CG, fundamental properties of color and motion, and typography.
  • Chapter 3: 2D CG and Photography - Discusses 2D CG fundamentals, digital camera photography, and photo retouching.
  • Chapter 4: 3D CG Production - Explains the production of 3D CG video works.
  • Chapter 5: Fundamentals of Technology - Covers hardware, software, and digital data basics for CG production.
  • Chapter 6: Intellectual Property Rights - Focuses on understanding copyright among intellectual property rights.

Chapter 1: What is CG?

Overview
  • CG (Computer Graphics) refers to the technology of generating images and videos on displays using computers, as well as the images and videos produced this way.
  • CG has evolved with contributions from military, academic research, industrial applications, and entertainment fields.
1-1 What is CG?
  • 2D CG includes real-life images taken with digital cameras, retouched images, and illustrations drawn directly on computers.
  • 3D CG refers to three-dimensional images often used in video games and movies.
  • Characteristics of CG:
    • Accurate and high-quality images can be obtained.
    • Images can be edited freely (e.g., deformation, addition, deletion, copying, color change).
    • Clear and understandable representation is possible (e.g., visualizing internal organs, surface temperatures).
    • Formalized tasks can be aided (e.g., DTP, model production).
    • Images can be transmitted easily as digital data.
1-2 History of CG
  • CG emerged with the development of computers and has evolved alongside them.
  • Developed with military, academic research, industrial applications, and entertainment backgrounds.
  • Early developments include the SAGE system, which laid the conceptual groundwork for GUI.
  • Numerical Control (NC) machine tools enabled the automated processing of complex 3D shapes.
  • ARPA played a significant role in the development, research and utilization of computers, leading to various applications in industry, art and entertainment.
  • Establishment of 3D CG Basic Technology:
    • Research on surface processing such as hidden surface removal, shading, and texture mapping.
    • Ray casting method devised by A. Appel.
    • Ray tracing method developed by D. Kay and T. Whitted.
  • High Performance of Computers and Industrial Application of CG:
    • The 1970s and 1980s saw remarkable advancements in computer performance and miniaturization, making the industrial application of CG a reality.
    • The introduction of workstations (WS) allowed many research institutions and companies to introduce small, inexpensive, high-performance computers.
    • J. Clark developed the world's first graphics processor, and Silicon Graphics sold IRIS 1400 as GWS (Graphic Work Station).
    • This created an environment where 3D CG could be created in real time on the desktop.
    • The digitalization of animation and the use of CG in the film industry, realized by E. Catmull, became widespread.
    • In the 1990s, cheaper and more powerful computers made CG indispensable.
    • High-performance integrated 3D CG software for PCs was also released.
  • Evolution of CG in movies and animation:
    • G. Lucas established a computer division within Lucasfilm in 1980, creating three project teams: sound, editing, and CG.
    • Lucasfilm's CG project director was E. Catmull.
    • CG utilization in films included compositing (adding CG parts without any sense of incongruity to live-action parts) and full 3D CG production.
    • Digitalization of video editing (non-linear editing system) developed by this computer division has become essential in later video production.
    • Having achieved great success with "Terminator 2" (1991) and "Jurassic Park" (1993), ILM set up a CG development group within Lucasdigital's VFX division, ILM.
    • Lucasfilm's computer division was dissolved in 1985, and the CG team became independent and established Pixar.
  • Popularization of 2D CG:
    • Xerox PARC made significant research achievements related to computers and CG.
    • J.E. Warnock et al. developed the page description language Interpress in 1978.
    • Warnock et al. then founded Adobe Systems and completed PostScript in 1985.
    • Adobe Illustrator, a draw-based software for describing illustrations in PostScript, was released in 1987.
    • Adobe Systems released the high-performance paint-based software Adobe Photoshop in 1990, and Illustrator and Photoshop became widely used among graphic designers and illustrators as image software running on PCs.
    • With the development of a digital printing system using PostScript and the spread of high-performance and inexpensive PCs, the use of 2D CG in printed materials became widespread.
1-3 Industrial Applications of CG
  • CG is utilized across various industries and is integral to modern life.
  • Entertainment:
    • TV programs, movies, animation, and games.
    • Theme parks, exhibitions, and museums.
    • Program titles, station IDs, commercials, and motion graphics use CG extensively.
    • Virtual sets replace studio sets in education, variety, and news programs.
    • Virtual characters interact with real-time.
    • News and weather forecasts incorporate CG for maps, reconstructions, and data visualization.
    • Movies and TV dramas use CG for VFX (visual effects), replacing traditional techniques.
    • Animation uses CG for both digitizing traditional cel animation and creating full 3D animated works.
    • Documentaries utilize CG to depict space, the microscopic world, prehistoric creatures, and historical reconstructions.
    • Games employ CG for realistic and stylized visuals, pushing the boundaries of real-time graphics.
    • Theme parks, events, exhibitions, and museums use CG for immersive attractions, simulations, and displays.
    • Music uses CG in promotional videos and concert visuals, with VJs creating live performances using real-time CG.
    • Projection mapping is an expression technology that projects images onto existing buildings and objects using high-brightness projectors..
    • CG is used in pachinko and pachislot machines to enhance visuals and create engaging experiences.
  • Simulation and Visualization:
    • Training simulators for vehicles (aircraft, cars, ships, trains) use CG for realistic environments and scenarios.
    • Physics simulations are used for weather forecasting, disaster prediction, and scientific research.
    • Medicine utilizes CG for visualizing medical images, surgical simulations, and creating custom prosthetics.
    • Map information services provide 3D cityscapes and interactive navigation.
  • Design:
    • Architecture uses CG for design visualization, simulations, and walk-throughs.
    • Product design uses CG to create realistic renderings and prototypes.
    • CG is used to create web, graphic and illustration designs.
1-4 CG Video Production Workflow
  • The CG video production process consists of pre-production, production, and post-production.
  • Pre-production involves:
    • Planning and design.
    • Script development.
    • Character and environment design.
    • Storyboarding.
    • Pre-visualization (pre-viz).
  • Production includes:
    • Layout and scene composition.
    • Modeling.
    • Material creation.
    • Animation.
    • Camera work and lighting.
    • Rendering.
  • Post-production includes:
    • Compositing.
    • Sound design (dialogue, sound effects, BGM).
    • Editing.

Symbols and Equations Used

  • NCNC: Numerical Control.
  • CAMCAM: Computer-Aided Manufacturing.
  • CADCAD: Computer-Aided Design.
  • GuiGui: Graphical User Interface.
  • VFXVFX: Visual Effects.
  • S3DS3D: Stereo 3D.
  • WSWS: Work Station.
  • PCPC: Personal Computer.
  • HDDHDD: Hard Disk Drive.
  • DTPDTP: Desk Top Publishing.
  • ARPAARPA: Advanced Research Projects Agency.
  • ILMILM: Industrial Light & Magic.
  • PARCPARC: Palo Alto Research Center.
  • VPVP: Vanishing Point.
  • ELEL: Eye Level.
  • fpsfps: frame per second
  • RGBRGB: Red, Green, Blue
  • CMYCMY: Cyan, Magenta, Yellow
  • CMYKCMYK: Cyan, Magenta, Yellow, Black
  • HSVHSV: Hue, Saturation, Value
  • SDRAMSDRAM: Synchronous Dynamic Random-Access Memory
  • DDRDDR: Double Data Rate
  • HDHD: High Definition
  • HDSDIHD-SDI: High Definition Serial Digital Interface
  • DLPDLP: Digital Light Processing
  • LCOSLCOS: Liquid Crystal on Silicon
  • HMDHMD: Head Mounted Display
  • dpidpi: dots per inch
  • ppippi: pixels per inch