The Evolution of Animation and VFX
The Evolution of Animation and VFX
The Evolution of Animation and VFX
A N I M AT I O N A N D
VISUAL EFFECTS: A
JOURNEY THROUGH
HISTORY
INTRODUCTION
Animation is the process of
creating the illusion of
motion by assembling a
sequence of still images.
These sequences are
slightly different from
each other so that when
played in rapid succession
they create motion based
on the principle of
persistence of vision.
PERSISTENCE OF
VISION
It is the core principle
behind animation.
The persistence of vision is the
phenomena of human eye to keep
an impression of an object for
1/ 16th of
a second even after it is removed.
If we see another object before this
time the impression of the two
merge to give us a sense of
continuity.
It was discovered by Peter
Mark Roget in the 1800s.
PHI
PH E N O M E N O N
The term phi phenomenon
is used in a narrow sense
for an apparent motion
that is observed if two
nearby optical stimuli are
presented in alternation
with a relatively high
frequency.
C A M E R A OBSCURA
(1604)
The camera obscura, Latin for “dark chamber,” is an
early optical device that dates back to ancient
times. It is essentially a dark room or box with a
small hole on one side.
Light entering through the small hole projects an
inverted image of the external scene onto the
opposite wall or surface inside the dark chamber. This
occurs due to the basic principles of optics.
The camera obscura was used by artists to trace and
study scenes, aiding in realistic representation. It
also
played a role in scientific observations, contributing to
the understanding of light and optics.
The camera obscura is considered a precursor to
the invention of photography. The concept of
capturing
an image through a small aperture laid the
foundation for the development of photographic
MAGIC LANTERN
The magic lantern is an early optical device
used for projecting images, dating back to the
17th century.
It typically consists of a light source, a lens
system, and slides with hand-painted or
photographic
images. The light passes through the slide,
projecting the image onto a screen or wall.
The magic lantern was widely used for both
educational and entertainment purposes. It
became a popular tool for lectures,
storytelling,
and visual presentations before the invention of
cinema.
The magic lantern is considered a precursor to
modern cinematic projection technology. Its use in
public entertainment venues laid the groundwork
for the later development of motion pictures.
THAU M ATRO PE
(1825)
The thaumatrope, a simple optical toy, was
invented in 1825 by John Ayrton Paris.
It consists of a small disc or card with
d i f f erent images on each side and strings
attached to its edges. When spun quickly,
the images blend, creating the illusion of a
single image.
The thaumatrope relies on the concept of
persistence of vision, where our eyes retain
an image for a brief moment after it
disappears. This phenomenon allows the
separate images on the thaumatrope to
merge.
PHENAKISTOSCOPE
(1832)
The phenakistoscope was invented in 1832 by
Joseph Plateau and Simon Stampfer independently.
It consists of a rotating disc with evenly spaced slots
around the edge. Sequence images are placed on
one side of the disc, and a series of mirrors or
stationary slits allow the viewer to observe a rapid
succession of images when the disc spins.
Similar to the thaumatrope, the
phenakistoscope relies on persistence of vision.
As the viewer looks through the slots while the
disc spins, the brain blends the images, creating
the illusion of motion.
ZOETROPE
(1834)
The zoetrope was invented in 1834 by
William George Horner.
Unlike its predecessors, the zoetrope uses a
cylindrical drum with vertical slits evenly
spaced around its circumference. Illustrated
images are placed inside the drum.
When the drum spins and the viewer peers
through the slits, the sequence of images
appears to come to life due to the persistence
of vision.
The speed of rotation determines the
smoothness of the animation.
It became a popular entertainment device in
the 19th century.
PRAX IN O S C O PE
(1877)
The praxinoscope was invented in 1877 by
Charles- Émile Reynaud, a French inventor.
The praxinoscope used a series of mirrors arranged
in a circle inside a drum, allowing for a more
refined and brighter animation.
Unlike the zoetrope, the praxinoscope had multiple
mirrors placed in the center of the drum, reflecting a
clearer and brighter image. This design
improvement enhanced the visual quality of the
animated sequences.
Reynaud extended the praxinoscope concept to
create the Théâtre Optique, a device capable of
projecting colorful animated scenes. This marked a
significant step toward the development of early
motion pictures.
KIN EO G RAPH
(1868)
• The kineograph, also known as the flip book, was first
conceptualized by John Barnes Linnett in 1868.
A N I M ATION
Keyframe animation is a technique where animators create
keyframes representing critical moments in the animation.
These keyframes serve as the foundation for defining the
motion and appearance of objects or characters.
In keyframe animation, artists create significant frames,
known as keyframes, and software generates in-between
frames to smoothly transition between them. This method
helps streamline the animation process.
Keyframe animation provides animators with precise control
over the movement, timing, and positioning of elements in a
scene. By strategically placing keyframes, animators can
achieve realistic and expressive motion.
Keyframe animation became particularly influential with the
rise of digital animation tools. Software like Adobe After
E ects, Autodesk Maya, and others allow animators to
e ciently work with keyframes, revolutionizing the animation
industry.
JOHN R A N D O L P H
BRAY
J ohn Randolph Bray was an American animator and
producer, born on August 25, 1879, and passed away
on October 10, 1978.
Bray was the founder of Bray Studios, one of the
earliest animation studios in the United States. The
studio played a significant role in the development of
the animation industry.
Bray is known for producing the “Colonel Heeza Liar”
series, featuring a comical character known for his
tall tales. This series was among the first recurring
characters in animation.
Bray is often credited with introducing innovative
production techniques, including the use of assembly-line
methods for animation. This approach helped increase
e ciency in the animation production process.
THE POWER OF IMAGINATION
In conclusion, the journey of animation and visual effects reflects
the enduring power of imagination to transport audiences to
new worlds, evoke emotions, and inspire creativity across
generations.
TH A N KS
!