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
- NC: Numerical Control.
- CAM: Computer-Aided Manufacturing.
- CAD: Computer-Aided Design.
- Gui: Graphical User Interface.
- VFX: Visual Effects.
- S3D: Stereo 3D.
- WS: Work Station.
- PC: Personal Computer.
- HDD: Hard Disk Drive.
- DTP: Desk Top Publishing.
- ARPA: Advanced Research Projects Agency.
- ILM: Industrial Light & Magic.
- PARC: Palo Alto Research Center.
- VP: Vanishing Point.
- EL: Eye Level.
- fps: frame per second
- RGB: Red, Green, Blue
- CMY: Cyan, Magenta, Yellow
- CMYK: Cyan, Magenta, Yellow, Black
- HSV: Hue, Saturation, Value
- SDRAM: Synchronous Dynamic Random-Access Memory
- DDR: Double Data Rate
- HD: High Definition
- HD−SDI: High Definition Serial Digital Interface
- DLP: Digital Light Processing
- LCOS: Liquid Crystal on Silicon
- HMD: Head Mounted Display
- dpi: dots per inch
- ppi: pixels per inch