Pixar wins 'Nobel Prize' for Leading Computing behind Toy Story Animation

In the opening scene of 1995's Toy Story, a piece of box is scattered in a child's bedroom. The sun streams into the room as Mr. Potato Head Dolls and demands money from a seemingly kidney of plastic and plush toys outside the cardboard bank.


In the picture comes the hero - a shepherd sheriff made of plastic and cloth with a pull-string to make him speak. The sheriff casts a shadow over the villain Potato who runs away from the law.

It is a scene full of imagination of a child. It was also the culmination of decades of development in computer animation.

This year, two of those Advance men, Ed Catmull and Pat Hanran, are recipients of the Turing Award. The award recognizes "sustainable and major" contributions to the field of computing and is considered the "Nobel Prize" of computer science.

The award is given by the Association for Computing Machinery and comes with a $ 1m (£ 800,000) cash prize split between the winners.

computer animation
Dr. Catmool was the founder of Pixar, the studio behind Toy Story. One of Pixar's early employees was Drs. There were haranas.

The pair were informed of their victory in early March.

This gave two old friends and former colleagues enough time to meet for a festive meal before measures for coronovirus lockdown were made in California, where they both live.

David Price, author of the book "Pixar Touch", says, "The digital revolution, which we've seen in all kinds of movies, television, games - probably didn't matter to Ed and Pat then."

To make Toy Story and other computer-animated films possible, Drs. Catmool, Dr. Hanrahan and his teams had to develop ways to obtain computers to visualize three-dimensional objects.

During his postdoctoral studies, Drs. Catmool created a way to identify a curved surface to make a computer. Once developers have a mathematically defined curved surface, they can start adding more features to it - such as texture and depth.

"Step by step you figure out what kind of lighting should be installed. Then you start applying it in physics, because plastic reflects light in one way and metal represents it in a very different way," Dr. Catmool explains.

Dr. Catmool was always interested in animation and film.

After earning his doctorate and working in a graphics lab in New York, he eventually became head of Lucasfilm's computer division, founded by George Lucas. The producers of Star Wars and Jurassic Park saw the potential of computer animation in films.

But Dr. Catalum says his dream of making a feature-length computer-animated film was still seen as "wildly impractical".

"Most people dismissed the idea as an irrelevant pipe dream."

Pixar is born
In 1986, Apple founder Steve Jobs came along. He bought Lucasfilm's computer division and turned it into a standalone company, Pixar.

At first, the firm tried to sell computer hardware. When he failed to land, Pixar refocused on computer imagery.

Dr. Hanhan was one of the company's early employees. The way they use computer code was imposed to create a minimal standard for describing images.

"Pixar was a magic place," Dr. Says Hannahan, who now teaches at Stanford University.

He oversees the creation of Renderman - the software Pixar uses to create its 3D animations - working with teams in the industry.

Shading and lighting
Critically, Drs. Harhan explained how light reflects a different surface. On surfaces such as human skin, some light passes through or is absorbed.

Fixing this level of light and shadow gives images a more realistic look.

Renderman has been used to make animated films including Toy Story and Pixar's A Bug's Life. It was also required for visual effects in live-action films including Terminator 2, Titanic and Jurassic Park.

Developments in computer animation led to advances in the video gaming industry as well as virtual and augmented reality. And its progress has been closely linked with advances in machine learning.

Waiting for computer to catch

Dr. According to Catmool, major breakthroughs involve sharing work in industry and with other sectors, particularly for processing power.

Computers of the 1980s and 1990s today had some parts of the processing of laptops and smartphones.

"The lack of processing power] was definitely a limiting factor," Dr. Catmool explains.

"You almost had to spend your time working on algorithms for compute power to capture those ideas."

But even today, computer-animated films depend on small armies of animators.

"It's a very labor-intensive process, we still have to do a lot of things manually," Dr. it is said.

"If you want a character to move around the world and have a human-like pace that you think is natural, that's a big problem ... we don't know how to do it."

The development of robotics has helped improve the field, showing how important it is to still share learning across fields.

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