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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">The Advanced Visualizer</span></span>
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<p><b>The Advanced Visualizer</b> (<b>TAV</b>), a 3D graphics software package, was the flagship product of <a href="Wavefront_Technologies" title="Wavefront Technologies">Wavefront Technologies</a> from the mid 1980s until the late 1990s.
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p>The Advanced Visualizer was a package famous for its use in the production of numerous <a href="Academy_Awards" title="Academy Awards">Oscar</a>-winning movies such as <i><a href="The_Abyss" title="The Abyss">The Abyss</a></i>, <i><a href="Terminator_2%3A_Judgment_Day" title="Terminator 2: Judgment Day">Terminator 2: Judgment Day</a></i> and <i><a href="Jurassic_Park_(film)" title="Jurassic Park (film)">Jurassic Park</a></i>.
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<div class="mw-heading mw-heading3"><h3 id="Alias|Wavefront_Merger">Alias|Wavefront Merger</h3></div>
<p>This merger was widely seen as the result of <a href="Microsoft" title="Microsoft">Microsoft</a> purchasing <a href="Softimage_(company)" title="Softimage (company)">Softimage</a> in an attempt to take over the <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> market. <a href="Silicon_Graphics" title="Silicon Graphics">Silicon Graphics</a> responded by purchasing <a href="Alias_Systems_Corporation" title="Alias Systems Corporation">Alias Systems Corporation</a>, and their two major competitors, Wavefront, and the French company TDI (Thomson Digital Images) for their Explore, IPR, and GUI technologies on February 7, 1995. Thus SGI created the super-company <i>Alias|Wavefront</i>.
</p><p>Wavefront's programmers continued to reside in California but the management of the company was carried out in Toronto, Canada.
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<div class="mw-heading mw-heading3"><h3 id="Autodesk_Era">Autodesk Era</h3></div>
<p>In 1996 Alias|Wavefront announced the release of <a href="Autodesk_Maya" title="Autodesk Maya">Maya</a> which incorporated aspects of all 3 software suites, which released in February 1998.
</p><p>Wavefront was renamed to <a href="Alias_Systems_Corporation" title="Alias Systems Corporation">Alias Technologies</a> in 2003 and was acquired by Autodesk in 2005.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
Some of the technology under Autodesk's ownership is still sold today as part of <a href="Autodesk_Maya" title="Autodesk Maya">Maya</a>.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Architecture">Architecture</h2></div>
<p>In contrast to many modern day (2011) computer graphics animation software, TAV was a set of independent programs that each focused on one aspect of image synthesis as opposed to a monolithic product. The collection of these smaller programs formed the entire suite based on simple interchange of mostly ASCII file formats such as <a href="Wavefront_.obj_file" title="Wavefront .obj file">OBJ</a>.
</p><p>The major components of the TAV software suite included: Model, Paint, Dynamation, Kinemation, Preview, and fcheck. Composer was also available as an add-on for compositing of imagery. Many primitive utility programs such as graphics conversion were included in the toolkit and were frequently employed for batch processing via shell scripts.
</p><p>The modular nature allowed these loosely coupled lightweight programs to start-up quickly with relatively small <a href="Memory_footprint" title="Memory footprint">memory footprints</a>. It was not uncommon to run several instances of the Model or Preview package, each working on different aspects of the same project.
</p><p>As TAV only ran on the Silicon Graphics platform it enjoyed significant performance advantages over software-only based solutions due to its use of SGI's specialized graphics hardware supporting <a href="IrisGL" class="mw-redirect" title="IrisGL">IrisGL</a>, a precursor to <a href="OpenGL" title="OpenGL">OpenGL</a>.
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<div class="mw-heading mw-heading3"><h3 id="Component_programs">Component programs</h3></div>
<p><b>fcheck</b> - or 'Frame Check' is an image sequence viewer. fcheck loaded image files from disk into RAM and played them back at monitor synced frame rates for real time playback evaluation. It features the ability to view the RGBA (and Z-depth in the case of RLA) channels independently, variable frame rate and the ability to draw directly into the buffer. This program still ships with <a href="Autodesk_Maya" title="Autodesk Maya">Maya</a>.
</p><p><b>Model</b> - a polygon and patch 3d modeler. It read and wrote OBJ files. It also had the ability to manipulate <a href="UV_mapping" title="UV mapping">UVs</a>, Normals and assign material associations saved in the MTL file format. Included a command language for automation in the form of scripts, or aliases. Since there was no 'undo' feature, a common automated sequence would copy data to a spare place before modifying it - in essence, the users made their own 'undo'. Alongside direct manipulation of the vertex data, procedural deformers were available to sculpt the surfaces using common geometric transformations such as 'bend'.
</p><p><b>Paint</b> was an image editing program for manipulation of bitmap graphics - its texture map support focused on the RLA, SGI, Cineon (now DPX) and TIFF file formats. Support for 16 bit integer textures, sequencing capabilities for rotoscoping in addition to paint cloning from adjacent frames in the timeline.
</p><p><b><a href="Dynamation_(software)" title="Dynamation (software)">Dynamation</a></b> was a particle animation and rendering program capable of importing an OBJ to interact with. It accomplished native rendering using a hardware render buffer featuring a z-buffer. It drove the animations using a combination of predefined field objects & programmatic 'expressions' as well as rigid body mesh collision support. This technology is still being used in the Maya product today.
</p><p><b>Preview</b> was animation package that referenced OBJ files from disk, managed hierarchies and assigned animated channel data to attributes such as translation and rotation. It allowed association of primitive non-linear deformations such as bends and waves to geometry. It lacked a native undo feature. Like Model, included a command language that allowed for alias, or script development to automate tasks such as 'undo'. Other features included placement and preview of lights, manipulation of OBJ MTL files, and facilitation of scanline or wire frame rendering via an external render module. A unique feature to draw every Nth polygon of a model, was essential for visualizing animation of 'heavy' scenes during manipulation.
</p><p><b>Render</b> featured raytraced-shadows, raytraced <a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">reflections</a>, transparency, <a href="Texture_map" class="mw-redirect" title="Texture map">texture maps</a>, <a href="Bump_mapping" title="Bump mapping">bump mapping</a>, Lambert and Phong shading models.
</p><p><b>Kinemation</b> - an 'advanced' animation system that allowed for the manipulation of geometry using Inverse Kinematics (IK), geometric skinning to 'bones' featuring lattice based deformations. The deformed meshes were exported a series of OBJ's read into preview for assembly with other scene components. In 1995, <a href="Wired_(magazine)" title="Wired (magazine)">Wired</a> described Kinemation as "a huge breakthrough in motion animation".<sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> It was used in the mid-1990s by companies such as Kleiser-Walczak Construction Company (<a href="Judge_Dredd_(film)" title="Judge Dredd (film)">Judge Dredd</a>). Portions of Kinemation were disassembled and re-assembled into <a href="Alias_Systems_Corporation" title="Alias Systems Corporation">Alias|Wavefront</a>'s flagship product Maya in 1997.
</p><p><b>Composer</b>, though not an initial member of the family, is a time-line based (similar to after effects) compositing and editing system with color corrections, keying, convolution filters, and animation capabilities. It supported 8 and 16 bit file formats as well as Cineon and early 'movie' file formats such as SGI movie, Indeo, MPEG video and QuickTime.
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<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">
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</style><cite id="CITEREFPeter_Cohen2005" class="citation web cs1">Peter Cohen (October 4, 2005). <a rel="nofollow" class="external text" href="http://www.macworld.com/article/1047264/alias.html">"Autodesk acquires Alias"</a>. <i>Macworld</i><span class="reference-accessdate">. Retrieved <span class="nowrap">January 14,</span> 2018</span>.</cite></span>
</li>
<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.cc.gatech.edu/scivis/userguide/resources/software/advvis.html">"Software Guide"</a>.</cite></span>
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<li id="cite_note-3"><span class="mw-cite-backlink"><b><a href="#cite_ref-3">^</a></b></span> <span class="reference-text"><cite id="CITEREFPaula_Parisi1995" class="citation magazine cs1">Paula Parisi (December 1995). <a rel="nofollow" class="external text" href="https://www.wired.com/wired/archive/3.12/new.hollywood_pr.html">"The New Hollywood"</a>. <i>Wired</i>. Vol. 3, no. 12.</cite></span>
</li>
</ol></div></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20070204012554/http://www.oldcliche.com/movies/Thorax.mpeg">An Animation That Was made in 1995 with Kinemation, pre-Maya (mirror, original site unavailable)</a></li>
<li><a rel="nofollow" class="external text" href="http://www.vfxhq.com/houses/kleiser.html">Kleiser Walczak Studios</a></li></ul>
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</style><div id="3D_computer_graphics_software609" style="font-size:114%;margin:0 4em"><a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> software</div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Open-source_software" title="Open-source software">Open-source</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_Movie_Maker" title="3D Movie Maker">3D Movie Maker</a></li>
<li><a href="Blender_(software)" title="Blender (software)">Blender</a></li>
<li><a href="CloudCompare" title="CloudCompare">CloudCompare</a></li>
<li><a href="FreeCAD" title="FreeCAD">FreeCAD</a></li>
<li><a href="GigaMesh_Software_Framework" title="GigaMesh Software Framework">GigaMesh Software Framework</a></li>
<li><a href="LuxCoreRender" title="LuxCoreRender">LuxCoreRender</a></li>
<li><a href="MakeHuman" title="MakeHuman">MakeHuman</a></li>
<li><a href="MeshLab" title="MeshLab">MeshLab</a></li>
<li><a href="MoonRay" title="MoonRay">MoonRay</a></li>
<li><a href="OpenFX_(software)" title="OpenFX (software)">OpenFX</a></li>
<li><a href="OpenSCAD" title="OpenSCAD">OpenSCAD</a></li>
<li><a href="Point_Cloud_Library" title="Point Cloud Library">Point Cloud Library</a></li>
<li><a href="POV-Ray" title="POV-Ray">POV-Ray</a></li>
<li><a href="Seamless3d" title="Seamless3d">Seamless3d</a></li>
<li><a href="Sweet_Home_3D" title="Sweet Home 3D">Sweet Home 3D</a></li>
<li><a href="Wings_3D" title="Wings 3D">Wings 3D</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Closed-source" class="mw-redirect" title="Closed-source">Closed-source</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D-Coat" title="3D-Coat">3D-Coat</a></li>
<li><a href="AC3D" title="AC3D">AC3D</a></li>
<li><a href="Arnold_(software)" class="mw-redirect" title="Arnold (software)">Arnold</a></li>
<li><a href="Autodesk_3ds_Max" title="Autodesk 3ds Max">Autodesk 3ds Max</a></li>
<li><a href="Autodesk_Alias" title="Autodesk Alias">Autodesk Alias</a></li>
<li><a href="Autodesk_Maya" title="Autodesk Maya">Autodesk Maya</a></li>
<li><a href="Autodesk_Mudbox" title="Autodesk Mudbox">Autodesk Mudbox</a></li>
<li><a href="Blackmagic_Fusion" title="Blackmagic Fusion">Blackmagic Fusion</a></li>
<li><a href="Bryce_(software)" title="Bryce (software)">Bryce</a></li>
<li><a href="Carrara_(software)" title="Carrara (software)">Carrara</a></li>
<li><a href="Cinema_4D" title="Cinema 4D">Cinema 4D</a></li>
<li><a href="Clara.io" title="Clara.io">Clara.io</a></li>
<li><a href="Daz_Studio" title="Daz Studio">Daz Studio</a></li>
<li><a href="Electric_Image_Animation_System" title="Electric Image Animation System">Electric Image Animation System</a></li>
<li><a href="E-on_Vue" title="E-on Vue">E-on Vue</a></li>
<li><a href="Golaem_Crowd" title="Golaem Crowd">Golaem Crowd</a></li>
<li><a href="Hexagon_(software)" title="Hexagon (software)">Hexagon</a></li>
<li><a href="Houdini_(software)" title="Houdini (software)">Houdini</a></li>
<li><a href="Kerkythea" title="Kerkythea">Kerkythea</a></li>
<li><a href="LightWave_3D" title="LightWave 3D">LightWave 3D</a></li>
<li><a href="MASSIVE_(software)" title="MASSIVE (software)">MASSIVE</a></li>
<li><a href="Oculus_Medium" title="Oculus Medium">Medium by Adobe</a></li>
<li><a href="Messiah_(software)" title="Messiah (software)">Messiah</a></li>
<li><a href="Nuke_(software)" title="Nuke (software)">Nuke</a></li>
<li><a href="Octane_Render" title="Octane Render">Octane Render</a></li>
<li><a href="Paint_3D" title="Paint 3D">Paint 3D</a></li>
<li><a href="Presto_(animation_software)" title="Presto (animation software)">Pixar Presto</a></li>
<li><a href="Pixar_RenderMan" title="Pixar RenderMan">Pixar RenderMan</a></li>
<li><a href="Poser_(software)" title="Poser (software)">Poser</a></li>
<li><a href="Remo_3D" title="Remo 3D">Remo 3D</a></li>
<li><a href="Rhinoceros_3D" title="Rhinoceros 3D">Rhinoceros 3D</a></li>
<li><a href="Shade_3D" title="Shade 3D">Shade 3D</a></li>
<li><a href="Shark_3D" title="Shark 3D">Shark 3D</a></li>
<li><a href="Silo_(software)" title="Silo (software)">Silo</a></li>
<li><a href="SketchUp" title="SketchUp">SketchUp</a></li>
<li><a href="Source_Filmmaker" title="Source Filmmaker">Source Filmmaker</a></li>
<li><a href="Strata_3D" title="Strata 3D">Strata 3D</a></li>
<li><a href="Terragen" title="Terragen">Terragen</a></li>
<li><a href="ZBrush" title="ZBrush">ZBrush</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Defunct</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Amapi" title="Amapi">Amapi</a></li>
<li><a href="Autodesk_Softimage" title="Autodesk Softimage">Autodesk Softimage</a></li>
<li><a href="Cyber_Studio" title="Cyber Studio">Cyber Studio CAD-3D</a></li>
<li><a href="Dynamation_(software)" title="Dynamation (software)">Dynamation</a></li>
<li><a href="Imagine_(3D_modeling_software)" title="Imagine (3D modeling software)">Imagine</a></li>
<li><a href="Modo_(software)" title="Modo (software)">Modo</a></li>
<li><a href="N-World" title="N-World">N-World</a></li>
<li><a href="PowerAnimator" title="PowerAnimator">PowerAnimator</a></li>
<li><a href="Sculpt_3D" title="Sculpt 3D">Sculpt 3D</a></li>
<li><a href="Softimage_3D" title="Softimage 3D">Softimage 3D</a></li>
<li><a href="StrataVision_3D" title="StrataVision 3D">StrataVision 3D</a></li>
<li><a href="Swift_3D" title="Swift 3D">Swift 3D</a></li>
<li><a href="TrueSpace" title="TrueSpace">TrueSpace</a></li>
<li><a href="TurboSilver" title="TurboSilver">TurboSilver</a></li>
<li><a href="VistaPro" title="VistaPro">VistaPro</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Core technologies</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="ACIS" title="ACIS">ACIS</a></li>
<li><a href="C3D_Toolkit" title="C3D Toolkit">C3D</a></li>
<li><a href="HOOPS_3D_Graphics_System" class="mw-redirect" title="HOOPS 3D Graphics System">HOOPS 3D</a></li>
<li><a href="KernelCAD" class="mw-redirect" title="KernelCAD">KernelCAD</a></li>
<li><a href="Open_Cascade_Technology" title="Open Cascade Technology">Open Cascade Technology</a></li>
<li><a href="Parasolid" title="Parasolid">Parasolid</a></li>
<li><a href="Romulus_(modelling_kernel)" title="Romulus (modelling kernel)">Romulus</a></li>
<li><a href="Russian_Geometric_Kernel" title="Russian Geometric Kernel">RGK</a></li>
<li><a href="ShapeManager" title="ShapeManager">ShapeManager</a></li>
<li><a href="Teigha" class="mw-redirect" title="Teigha">Teigha</a></li>
<li><a href="IntelliCAD" title="IntelliCAD">IntelliCAD</a></li></ul>
</div></td></tr><tr><td class="navbox-abovebelow hlist" colspan="2"><div>
<ul><li><span class="noviewer" typeof="mw:File"><span title="List-Class article"></span></span> <a href="Comparison_of_3D_computer_graphics_software" title="Comparison of 3D computer graphics software">Comparison</a></li>
<li><span class="noviewer" typeof="mw:File"><span title="Category"></span></span> Category</li>
<li><span class="noviewer" typeof="mw:File"><span title="List-Class article"></span></span> <a href="List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">List</a>
<ul><li><a href="List_of_3D_modeling_software" title="List of 3D modeling software">3D modeling</a></li>
<li><a href="List_of_3D_rendering_software" title="List of 3D rendering software">3D rendering</a></li></ul></li></ul>
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