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    The Machineries of Joy


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      Bear, Greg - The Machineries of Joy.txt

      ********************************************************

      Author: Greg Bear

      Title: The Machineries of Joy

      Original copyright year: 1984

      Genre: short story

      Version:

      Date of e-text:

      Source:

      Prepared by:

      Comments: Please correct the errors s you find in this e-text,

      update the version number and redistribute

      ********************************************************

      THE MACHINERIES OF JOY

      © 1984 by Greg Bear. All rights reserved.

      Introduction:

      In October of 1983, I traveled from San Diego to Los Angeles and San Francisco,

      researching a proposed article for OMNI Magazine. What I saw astonished me....

      and influenced me heavily when I went on to write the novel-length Blood Music

      and Eon. Here was not the beginning of the computer graphics revolution, which

      had occurred decades earlier, but the beginning of the flowering of that

      revolution. I could hardly restrain my enthusiasm. I suspect the last few pages

      of this piece will date badly as time goes by, but they show my frame of mind.

      And the frames of mind of dozens of other authors, as well; the information age

      has taken science fiction by storm.

      OMNI never used this piece, although they paid me for it. Nor did they use the

      hundreds of pictures I gathered, a selection from which would have accompanied

      it. Many people gave generously of their time, yet never saw their names or

      ideas in print. I hope this publication pays them back in some small measure.

      The circumstances described below have, of course, changed considerably. Digital

      Productions has changed hands and management; Robert Abel and Associates is no

      longer an independent company. The revolution has become even more stimulating

      and promising. Its effects are everywhere.

      This article was completed in early 1984.

      THE MACHINERIES OF JOY

      "Dinosaurs!" The artist spreads his arms as if to embrace them. "I need the

      exact specifications--gridwork layouts of bones, muscles, scale patterns." The

      artist's office is covered with drawings of spaceships and alien beings, strange

      landscapes and mechanical diagrams. "If I have those, I can put them into the

      computer. We can program each muscle, make the skin ripple over the muscles.

      Tell the computer how they took a step, how they fought..."

      And once again, dinosaurs will walk and fight. The artist is living a childhood

      daydream: he has the power to bring dead creatures to life. Even more

      remarkable, he has the power-- with the aid of dozens of technicians,

      programmers and fellow artists--to film objects that have never existed in any

      material form and make them interact with live actors.

      But dinosaurs are a future project. The matter immediately at hand is a space

      battle. At night, within a stark white-walled enclave, the artist, director and

      technician sit before a video monitor, examining the progressive stages of a

      nonexistent spaceship's destruction. Highly detailed ships-- complete with

      crew--are dueling to the finish. One spaceship is destined not to survive; its

      hull is disassembled in the first of six boxes on the monitor. The early stages

      of an expanding blast are overlaid in subsequent boxes.

      The artist describes an explosion in space. "I'd like the whole screen to flash

      white for one frame. Next we see an opaque fireball--fuzzy at the

      edges--surrounding the debris." He demonstrates an expanding sphere with hand

      gestures. "Then we ramp it down to transparency as the fireball grows." (To

      "ramp" is to smoothly increase or decrease any function.) "When the shockwave

      passes, all the little stuff--gases and tiny fragments- -fly past and then we

      see the big scraps, a little slower, not as much energy." His grin is gleeful

      now. The director nods in agreement; this is, indeed, an explosion in space, not

      your usual smoke-and-fireworks exhibit.

      The stages of the explosion are being fed into powerful computers, isolated

      beyond glass walls at the opposite end of the studio in a pristine white-floored

      Page 1

      Bear, Greg - The Machineries of Joy.txt

      environment. Artist, director and technician are playing god games in an unreal

      universe.

      Ultimately, it is all numbers, points charted in a space of three dimensions

      within a computer. Each number represents part of the position of a pixel, or

      picture element, millions of which go together to form a shape. It is the

      computer's duty to keep track of the numbers, and the shapes they represent.

      Perspective, color, shadow, motion, must all be processed with scrupulous

      accuracy or the apparent reality will collapse.

      The numbers are then converted to signals which can be displayed on a monitor.

      The pixels assemble, and a spaceship is destroyed, frame by frame. When the

      result is printed onto film, it will be indistinguishable from very high-grade

      special effects accomplished with painstaking model work.

      It will look as real as anything else in the finished motion picture. The

      artist, director and technician are, of course, fictitious, and the scenario is

      a technological fantasy, not to be realized for years, perhaps decades to come--

      And if you believe that, you haven't been keeping track of recent advances in

      the incredible field of computer graphics.

      It is happening now.

      The artist is veteran production designer Ron Cobb, (ALIEN, CONAN THE

      BARBARIAN); the director is Nick Castle (TAG, SKATETOWN U.S.A.) and the motion

      picture is THE LAST STARFIGHTER, a joint Universal-Lorimar production. Under the

      auspices of Los Angeles-based Digital Productions, headed by John Whitney Jr.,

      all of the special effects for THE LAST STARFIGHTER are being done by digital

      scene simulation--computer graphics designed to match reality. Using two

      powerful Cray super-computers and a phalanx of other machines, Digital

      Productions is taking a gamble--some say a big gamble--by committing itself

      wholeheartedly to the future.

      The future of computer graphics will be extraordinary. Most of the experts in

      the field--the best can still be numbered on two hands--agree that we are on the

      verge of a revolution perhaps more basic and disruptive than Gutenberg's movable

      type. Communications and education will be fundamentally reshaped. The

      entertainment industry will experience changes far more drastic than the

      transition from silent movies to talkies, and talkies to TV.

      The power that presently resides in the hands of a knowledgable few, will soon

      be available to all.

      But first, back to the numbers.

      The world of the computer is a very simple one. Everything is broken down into

      bits, a bit being the information required to answer any question with yes or

      no; in binary, yes equals 1, and no equals 0. Binary numbers consist of chains

      of ones and zeros. (In binary, 01 equals one, but 10 equals two.) More ela
    borate

      codes have been created to relate letters and symbols to certain numbers--thus

      allowing computers to display both numbers and text. Other codes relate the

      positions of glowing dots on a video screen using coordinates much like those on

      a map. A picture can be "digitized"--broken down into these numbered

      positions--and put into a computer, which can then manipulate the picture in a

      wide variety of ways.

      A picture can also be formed within the computer by charting key elements on a

      graph, feeding the computer coordinates and instructing it to draw lines or

      curves between the points. Mathematical equations which determine fixed

      geometric figures or curves can simplify the process; the computer can be

      instructed to draw a circle of a certain diameter around a point, or an ellipse;

      to trace out a square and expand it into a cube, and so on.

      In fact, a "space" is determined within the computer, having three or more

      dimensions, and any object can be described within that space, given

      sufficiently detailed coordinates. If the object is simple, like a cone, a

      "lathe" program can rotate a triangle around an axis to form a cone, or a circle

      can be turned around any diameter to create a sphere, much as a shape is spun

      from a block of wood on a lathe. More complex, irregular shapes take more

      complicated instructions, and much more time. Once the object is constructed in

      a simple line drawing, or "wireframe," additional programs can add a light

      source to give it highlight and cast a shadow. Colors and textures can be

      "mapped" on its surface. A point of view can be established, and what is not

      seen from that point of view--the back of the object--can be clipped, making it

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      Bear, Greg - The Machineries of Joy.txt

      appear opaque and solid.

      The process seems simple enough, but in reality the work involved in creating

      real-seeming objects on today's machines is extensive. The most complicated

      methods of creating objects in a computer--such as a technique called "ray

      tracing"-- can take weeks of computer time. Simpler techniques can reduce the

      time to fractions of a second, but with a corresponding loss of color, shadow

      and detail.

      Once the object's numbers have been fed into the computer, the computer knows

      what the object looks like from all sides, at any distance, in relation to any

      other object or perspective within the machine's memory. A nonexistent spaceship

      can be made to zoom past a simulated planet, approach a much larger "mother

      ship" and dock inside a highly detailed landing bay, all in perfect perspective.

      The computer can then display the objects in two dimensions on a video screen,

      or send signals to a printer to transfer images to film. Since the object has

      actually been mapped in more than two dimensions, the computer can be instructed

      to project two points of view, creating a parallax similar to that between our

      two eyes. The slightly separated images can be combined stereoscopically for a

      realistic feeling of depth.

      If the film image needs to be "squeezed" anamorphically onto 35mm stock for

      later projection on a wide screen, the computer can do that, as well. Any

      required lens can be simulated within the machine. In the 1950s, artists and

      programmers began to pioneer the techniques still being elaborated upon today.

      John Whitney Sr. was among the earliest, starting in the late 1940s. He later

      received the first IBM grant to study computer graphics in detail, and was

      installed in a ground-floor corner window of the IBM building in New York,

      displaying images for passers-by.

      Bill Fetter began exploring the possibilities of wireframe animation at Boeing

      in the late l950s, and assembled the first computer generated commercial in the

      late 1960s.

      In the early seventies, Ken Knowlton and Michael Noll came on the

      scene--Knowlton working for Bell Labs, and Noll arranging for the first gallery

      showing of computer art. Noll's specialty was simulating "clay paintings"--made

      with plasticine-- using computer images. Many viewers couldn't tell which were

      pictures of real clay paintings, and which were simulated.

      In the last ten years, the progress has been astonishing; around the world,

      computers are helping to create images for scientific research, education, fine

      art and entertainment.

      Sometimes the divisions between these categories are erased; the enchanting

      beauty of a moving computer image can turn a prosaic enterprise--such as stress

      analysis of pipe joins--into art. The most extensive use of computer animation

      has been in advertising. Already familiar to TV viewers are the plethora of

      "neon"-look commercials for banks, airlines and automobile manufacturers.

      Generically, computer animation relying on line graphics is known as "vector"

      animation. Using various animation techniques--inside and outside the

      computer--the lines of these "wireframe" drawings can be made to glow like neon

      tubes. This look has become so widespread that within the industry it is

      becoming a cliche, to be avoided if possible. Filling in a wireframe object with

      color, shadow and texture is called "raster graphics" or "raster" animation.

      This requires a more powerful computer, such as the Evans and Sutherland, or the

      Digital Equipment Corporation VAX machines commonly found in commercial studios.

      Some interesting effects can be obtained by fudging (not a technical term). The

      surface of an object to be vector- animated can be covered with

      "cross-thatching," using more lines instead of full raster graphics. This is

      known as "psuedo-raster" animation and can be charming, even though it falls in

      a middle range likely to be used less often as equipment and programming

      improve.

      Crude raster graphics can be judged by "aliasing"--the appearance of the

      "jaggies" along an object's edges. Each pixel stands out against a contrasting

      color, and when the object moves, the pixels can appear to march along the edge.

      These can be eliminated by coloring alternating edge pixels in shades that

      mediate between the contrasting colors. The border is softened slightly, and the

      graphics are said to be "anti-aliased."

      The most powerful computers available to animators-- the Cray series (the Cray

      Page 3

      Bear, Greg - The Machineries of Joy.txt

      1, an expanded version called the Cray XMP, and a much smaller, even faster Cray

      2) usually reside in defense establishments and major research laboratories.

      Digital Productions is the only private effects studio that owns Crays. The Cray

      corporation is reluctant to release the locations of all its machines, but it is

      well known that the Sandia Labs and Lawrence Livermore National Laboratory have

      a number on hand.

      By time-sharing--having the computers process their work when not otherwise

      busy--researchers in several such establishments have done important work

      programming computers to "understand" and draw transparent objects, lenses and

      realistic landscapes.

      Two of the most prolific of these researchers are James F. Blinn at the Jet

      Propulsion Laboratory in Pasadena, and Nelson Max at Lawrence Livermore National

      Laboratori
    es. Blinn's group at JPL animated the striking computer simulations of

      the Voyager probes' journeys to the outer planets, widely shown on network and

      public television in 1980-81. Nelson Max has worked largely on graphic

      representation of biological processes. Using his graphics programs, he has been

      able to predict how molecules will interact before lab tests have been made. Max

      has also investigated the effects of mutagens on DNA, and modeled the structure

      of very tiny viruses.

      After months or years of painstaking labor, computer artists display their wares

      at annual SIGGRAPH conventions. (SIGGRAPH stands for Special Interest Group,

      Graphics, a division of the Association of Computing Machinery, or ACM.) Private

      individuals, employees of giant research establishments and commercial film

      studios gather to compare notes and keep up on the latest developments.

      C.P. Snow's "Two Cultures" are inevitably wedded in computer graphics.

      Not since Leonardo da Vinci have so many technical disciplines been required of

      working artists. Not only must they have basic drawing and drafting skills, but

      they must know at least the rudiments of programming. They must understand how

      light reflects, refracts and diffuses--and be able to translate their knowledge

      into terms the computer can digest. The artist can no longer stand aloof from

      science and math. New techniques can take him to the frontiers of theory. Recent

      work in the texturing of surfaces has used fractals, mathematical entities

      capable of generating very complex patterns. Perhaps the most familiar example

      of computer animation with fractal-generated landscapes is the "Genesis"

      sequence from STAR TREK II: THE WRATH OF KHAN, made for Paramount Pictures by

      Sprockets, the computer division of Lucasfilm's Industrial Light and Magic.

      One of the focal points for computer animators was the Walt Disney production of

      TRON. Information International, Inc., (known as triple-I), Mathematical

      Applications Group, Inc. (MAGI) Robert Abel and Associates and Digital Effects

      all contributed their expertise; yet TRON contained only ten to fifteen minutes

      of full computer animation. The rest was accomplished with conventional special

      effects and animation techniques.

      A great many of the people who worked on TRON have now moved on to positions in

      companies around the country. A few, such as Richard Taylor, are still involved

     

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