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Thoughts on the State of 3D CG in Film and Video
Buxton B. IEEE Computer Graphics and Applications25 (3):80-83,2005.Type:Article
Date Reviewed: Dec 20 2005

This paper puts forth the argument that the three-dimensional (3D) computer graphics (CG) field needs to make itself relevant to the film industry in order to survive and grow. This thesis is supported by a number of observations, including the fact that the 3D CG market has been stagnant for many years, and that there is spare capacity in the film industry to absorb a massive amount of 3D work, as only five to ten percent of feature films currently make significant use of 3D CG.

I had an indifferent reaction to such an obvious statement. However, the more one thinks about it, the clearer the implications of such a strategy become. Massive growth can be achieved if we can determine what the film industry really wants in order to be able to convert a script into animated imagery. Can we find similar requirements for the games and television industries? These industries were conspicuously omitted in the paper. My view is that these industries must be viewed together, since they can all use 3D CG tools that will allow them to visually tell their stories fast and efficiently.

Overall, the paper contains interesting thoughts for the 3D CG industry, as well as a warning that the market does not simply want a better modeler. It is up to those of us involved in the 3D CG field to focus more on the entertainment industry’s requirements.

Reviewer:  Marcos Rodrigues Review #: CR132183 (0607-0757)
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  Reviewer Selected
 
 
3D/ Stereo Scene Analysis (I.2.10 ... )
 
 
Animation (I.3.7 ... )
 
 
Three-Dimensional Graphics And Realism (I.3.7 )
 
 
The Computer Industry (K.1 )
 
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