In Which the First Digital Morphing of a Human Face Was Made!

In Which the First Digital Morphing of a Human Face Was Made!

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In the early days of digital artistry, the pioneering work of Charles Csuri and James Shaffer laid the foundation for what would become a revolutionary technique in computer graphics: digital morphing.

Building on Csuri's early experiments with blending line-drawn images, such as the iconic "Hummingbird," Mark Gillenson took these concepts further in his development of "WhatsIsFace" in the late 1960s.

This system utilized key frame animation techniques to blend images, creating facial drawings that garnered significant interest from law enforcement and investigative communities for its potential in identifying suspects.

Collaborating with James Shaffer from the Department of Mathematics, Gillenson used a sine curve mapping and the IBM 360 mainframe computer to create a series of images.

Due to the lack of suitable output media for recording this early animation, the intermediate frames were plotted on paper using an IBM plotter. This method produced a haunting and effective blend of images that showcased the potential of digital morphing.

One of the most famous early uses of this effect was in Michael Jackson's 1991 music video for "Black or White." This video brought digital morphing into the mainstream, captivating audiences with seamless transformations of faces from different races and backgrounds, highlighting the unity and diversity of humanity.

The work of Csuri, Shaffer, and Gillenson was crucial in establishing the basic techniques and demonstrating the practical applications of morphing technology. Their innovative approaches paved the way for the sophisticated digital morphing effects that would become commonplace in movies, television, and other media throughout the following decades.

In the 1980s and 1990s, companies like Omnibus and Industrial Light & Magic (ILM) pushed the boundaries of what was possible with digital morphing. Omnibus used this technique for commercials and films, such as the 1986 "Flight of the Navigator" and the 1988 "Willow," where they showcased intricate transformations of characters and objects. ILM further advanced the technology with memorable scenes in "Terminator 2: Judgment Day" and "Star Trek VI: The Undiscovered Country," solidifying morphing as a vital tool in the visual effects arsenal.

Today, morphing technology is not only a staple in the entertainment industry but also finds applications in various fields such as education, advertising, and scientific visualization. The pioneering efforts of early digital artists and programmers have left a lasting legacy, demonstrating that the fusion of art and technology can lead to groundbreaking and enduring innovations.