Design & Digital Arts Codexery

Computer-generated imagery

Computer graphics for images, animation, and simulation.

Last updated

Computer-generated imagery (CGI) is a branch of computer graphics used to create or enhance images across art, print media, simulators, videos, and video games. These images can be still or moving. CGI commonly refers to 3D computer graphics, though it also includes 2D work, and is used to design characters, virtual worlds, scenes, and special effects for films, TV, commercials, and similar media. When CGI is used specifically for animation, it is called computer animation.

History

The first feature film to use CGI and combine it with live-action footage was Vertigo, which featured abstract computer graphics by John Whitney in its opening credits. The first feature film to integrate CGI with live action as part of its storyline was Westworld in 1973. The first feature film to include a fully CGI character was Young Sherlock Holmes in 1985, which featured a fully animated stained glass knight.

Other early films using CGI include Demon Seed (1977), Star Wars (1977), Tron (1982), Star Trek II: The Wrath of Khan (1982), Golgo 13: The Professional (1983), The Last Starfighter (1984), The Return of Godzilla (1984), The Abyss (1989), Terminator 2: Judgement Day (1991), and Jurassic Park (1993). The first music video to use CGI was Will Powers' "Adventures in Success" in 1983. In 1995, Pixar's Toy Story became the first entirely CGI feature film, a landmark for both animation and filmmaking.

Before CGI became common in film, virtual reality, personal computing, and gaming, one of its earliest practical uses was in aviation and military training, particularly flight simulators. The visual systems developed for these simulators were important precursors to modern 3D computer graphics and CGI systems. Flight simulation aimed to reproduce an aircraft's behavior on the ground, which required believable visual synthesis that mimicked reality. The Link Digital Image Generator (DIG) by the Singer Company (Singer-Link) is considered one of the world's first CGI systems.

It was a real-time, 3D-capable system that operated in day, dusk, and night modes, and was used by NASA Space Shuttles, F-111s, Black Hawk helicopters, and the B-52. The DIG's architecture included a scene manager, geometric processor, video processor, and display, designed to produce a visual system that realistically matched a pilot's view. Subsequent improvements added realistic texture, shading, translucency, and anti-aliasing.

Because flight simulation required pairing virtual synthesis with military-level training, CGI technologies in this field were often years ahead of what was available in commercial computing or high-budget film. Early CGI systems could only depict objects made of planar polygons. Advances in algorithms and electronics during the 1970s and 1980s in flight simulator visual systems and CGI influenced many modern CGI techniques, including the ability to overlay texture on surfaces and smoothly transition between levels of detail.

The evolution of CGI led to virtual cinematography in the 1990s, where simulated cameras are not bound by physical laws. The availability of CGI software and faster computers have enabled individual artists and small companies to produce professional-grade films, games, and fine art from home computers.

Static images and landscapes

Computer-generated imagery also includes static images and landscapes, such as fractal landscapes created by algorithms. A simple method for generating fractal surfaces extends the triangular mesh approach, using a special case of a de Rham curve like midpoint displacement. For example, an algorithm might start with a large triangle, recursively subdivide it into four smaller Sierpinski triangles, and interpolate the height of each point from its nearest neighbors. A Brownian surface can be created by adding noise at new nodes and at multiple mesh levels.

This allows topographical maps with varying heights to be generated with straightforward fractal algorithms. Common easy-to-program fractals in CGI include the plasma fractal and the more dramatic fault fractal. Specific techniques have also been developed to model effects like the chemical weathering of stone, simulating erosion to give stone surfaces an aged appearance.

Architectural scenes

Modern architects use computer graphics firms to create 3D models for clients and builders. These computer-generated models can be more accurate than traditional drawings. Architectural animation—animated movies of buildings rather than interactive images—can also show how a building might relate to its environment and surrounding structures. Designing architectural spaces without paper and pencil is now a widely accepted practice, supported by various computer tools.

Quick Facts

Field
  • Computer graphics
  • film
  • animation
  • simulation

Facts from the source article.

Lore & Background

The first feature film to use CGI as well as the composition of live-action film with CGI was Vertigo, which used abstract computer graphics by John Whitney in the opening credits.

Early Cinematic Milestones

CGI's journey through cinema began with modest but groundbreaking steps. A wave of subsequent productions—including Demon Seed, Star Wars, Tron, The Abyss, Terminator 2, and Jurassic Park—progressively wove digital imagery into mainstream storytelling.

Flight Simulators and Military Roots

Long before CGI dazzled moviegoers, its most demanding applications lived in aviation and military training. The primary goal of flight simulation was to replicate, on the ground, the visual experience of a pilot in flight, requiring convincing visual synthesis that mimicked real-world conditions. The Link Digital Image Generator, developed by the Singer Company, stood as one of the earliest generation CGI systems. It operated in real time, handled three-dimensional rendering, and supported day, dusk, and night scenarios.

Its architecture flowed from a scene manager through geometric and video processors to the display, aiming for realistic texture, shading, translucency, and freedom from aliasing. Because military training demanded performance far beyond what commercial computing or even high-budget film could offer, these systems often ran years ahead of civilian technology. Early CGI could only render flat polygonal objects, but algorithmic and electronic advances during the 1970s and 1980s introduced surface texturing and smooth transitions between levels of detail—capabilities that still underpin modern CGI pipelines.

Procedural Landscapes and Surface Detail

Beyond moving images, CGI encompasses the generation of static, natural-looking environments through mathematical algorithms. A common approach to creating fractal terrain extends the triangular mesh method using a special case of de Rham curves, such as midpoint displacement. The process might begin with a single large triangle, then recursively subdivide it into four smaller Sierpinski triangles, interpolating the height of each vertex from its nearest neighbors.

To produce a Brownian surface, noise is not merely added at new nodes but layered across multiple levels of the mesh, yielding a topographical map with varied elevation. Among the simplest fractals to program for CGI are the plasma fractal and the more dramatic fault fractal. Beyond terrain, researchers have developed targeted techniques for specific visual effects—for example, mathematical models that simulate the chemical weathering of stone, producing a convincing aged appearance on rock-based surfaces without any manual sculpting.

Architecture and Spatial Design

In the built environment, CGI has become an essential tool for architects and their clients. Computer graphic firms now produce three-dimensional models that can surpass the accuracy of traditional hand-drawn plans. Architectural animation goes a step further, generating animated sequences of buildings rather than static or interactive images, allowing stakeholders to observe how a structure relates to its surroundings and neighboring buildings. Interactive walk-through tools let designers navigate a virtual space in real time, exploring both urban-scale and building-scale environments.

These systems also simulate the behavior of light, showing how sunlight will interact with a specific design at various times of day. While many of these tools have migrated to internet-based platforms, their quality still trails behind the more sophisticated in-house modeling systems used by large firms. The shift away from paper and pencil toward computer-assisted design has become so widespread that it is now a standard practice across the architectural profession.

Reader's Guide

Prior to CGI being prevalent in film, virtual reality, personal computing, and gaming, one of the early practical applications of CGI was for aviation and military training, namely the flight simulator. Visual systems developed in flight simulators were an important precursor to three-dimensional computer graphics and CGI systems today. The Link Digital Image Generator (DIG) by the Singer Company was considered one of the world's first generation CGI systems, used by NASA Space Shuttles, F-111s, Black Hawk, and the B-52. Early CGI systems could depict only objects consisting of planar polygons.

Advances in algorithms and electronics in flight simulator visual systems and CGI in the 1970s and 1980s influenced many technologies still used in modern CGI, adding the ability to superimpose texture over surfaces and transition imagery from one level of detail to the next smoothly. The evolution of CGI led to the emergence of virtual cinematography in the 1990s, where the vision of the simulated camera is not constrained by the laws of physics. Availability of CGI software and increased computer speeds have allowed individual artists and small companies to produce professional-grade films, games, and fine art from their home computers.

More in Design & Digital Arts

Sources

Compiled from Wikipedia and the sources listed below. Text from Wikipedia is available under CC BY-SA 4.0; this entry is adapted from it.

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →