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A Not so Brief History of Computer Based 3D Rendering


The 1950's

1951

John Whitney Sr. devises his own computer assisted mechanisms to create some of his graphic artwork and short films. Meanwhile, Bill Fetter experimented with early vector graphic CAD at Boeing. The transform methods pioneered at Boeing would be the foundation of 3D graphics on computers.

1955

SAGE system at MIT Lincoln Lab marked the beginning of the age of digital computer graphics.


The 1960's

1963

Charles Csuri created an analogue computer and used it to make transformations of a drawing. These simple 2-D matrix based transforms pioneered techniques that would be used for 3D transformation for rendering applications.

1968

The very first computer graphics company was formed by two of the leading researchers of the day, Drs. David C. Evans and Ivan E. Sutherland. Aptly named Evans & Sutherland, it provided custom designed hardware and software for the graphics industry. The two would usher in the age of hardware accelerated CAD/CAM and 3D rendering technologies.

New input devices for 3D rendering and visualization came into being in the form of the URBAN5 system. A light pen allows interaction directly on the CRT, in combination with keyboard instructions. Points and symbols are added in orthographic mode with a perspective option entered after the fact in order to view structures three-dimensionally. 


The 1970's

1971

The high precision "data table" accurate to 100th of an inch for digitizing images was developed. The table used two pens to define two simultaneous points in 3D space. Programming was done in assembly code on a PDP-11 with a Picture System 1 for vector display.

1973

The first ACM/SIGGRAPH conference held with just over 1000 attendees.

Edwin Catmull (Ph.D. 1974 University of Utah) develops both the Z-buffer algorithm and the concept of texture mapping in 1973-74. Both critical technologies for the implementation of 3D-rendering

First physical structure designed entirely with computer-aided geometric modeling software: A large Easter egg which is still standing in Alberta, Canada. 3D modeling and rendering at work!

Frank Crow Developed anti-aliasing methods for edge smoothing at the university of Utah. Still today the holy grail of 3D-rendering and animation, full screen anti-aliasing is just beginning to be implement in today’s games and graphics applications.

1974

In 1979 when Ed Catmull left to start the Computer Graphics Division at Lucasfilm with his team from CGL. This is the birth of the famous Industrial Light and Magic group of Lucasfilm.

1975

After 20 years of research Dr. Benoit Mandelbrot publishes his seminal paper: "A Theory of Fractal Sets." The study of fractal geometry is revealed to the popular press. The Mandebrot algorithm would become essential for the rapid rendering of landscapes and other patterned textures.

1976

Future World: Gary Demos, John Whitey Jr and a team at Triple-I creates the first feature film appearance of 3D CG; a 3D polygonal representation of actor Peter Fondas head. was rendered and filmed out at 3000 pixel resolution. At the same time, James Blinn develops bump mapping, and environment  mapping at NASA JPL.

1977

Star Wars! The modern icon of American culture is also a milestone in 3D rendering technology. The various starships, weapons and action scenes culminating the breathtaking Death Star flying sequence filled the public with wonder and revealed the awesome potential of computer based 3D graphics.

1979

Alien: Alan Sutcliffe at Systems Simulation Ltd. Of London created a computer monitor sequence showing a 3D terrain fly-over, rendering computer-generated mountains as wire-frame images, with hidden line removal.

Raytracing rendering developed at Bell Labs & Cornell University. Turner Whitted published a paper for SIGGRAPH 79 describing raytracing techniques.


The 1980's

1982

Tom Brigham (NYIT) introduces the first full raster "morf" technique at the 1982 SIGGRAPH conference.

Autodesk formed by Dan Drake and John Walker, release Auto-CAD v1.0 at COMDEX. The company would make numerous contributions to the 3D rendering community with software such as 3D studio MAX.

sequence. First use of fractal geometry and particle systems, based on Tom Defantis work from his "Vol Libre" film (completed while at Boeing).

Tron (Disney): First extensive use of 3D CGI animation for a feature film. Robert Abel & Associates created the title sequence for the film, and the entry to the digital computer world. Digital Effects created the little bit character. Mathematical Applications Group Inc. (MAGI) created the light cycles and most of the recognizers. Information International Inc. (Triple-I) created Sarks carrier, the solar sailer, and the MCP character sequences near he end of the film.

1983

Cube Quest(Simutrek Inc.): One of the first true 3D graphics video game.

Return Of The Jedi (Twentieth Century-Fox/LucasFilm Ltd.): Holographic Endor moon sequence by the LucasFilm Computer Graphics Group. Bill Reeves and John Lasseter did it using vector graphics to simulate raster graphics!

1984

Silicon Graphics releases its first commercial product, the IRIS 1000 terminal .Signaling the arrival of CG oriented workstations.

The Apple Macintosh computer is released. The first personal computer with a graphical user interface (GUI).

The Last Starfighter (Lorimar): The first CG project by the new Digital Productions formed by Gary Demos and John Whitney Jr. after having just left Triple-I.

1985

Disney’s The Black Cauldron is the first use of 3D computer graphic elements in an animated film.

Commodore introduces the Amiga color personal computer. One of the early platforms for 2D and 3D rendering for the masses.

1986

PIXAR formed by Lucasfilm Computer Graphics Division pioneers Edwin Catmull and Alvy Ray Smith along with about 35 others including John Lasseter, Ralph Guggenheim, Bill Reeves, et al. Purchased from George Lucas by Steve Jobs (Apple/NeXT) for $10 million. Luxo Jr. (PIXAR Animation Studios): First CG Short Animated Film to be nominated for an Oscar for Best Short Animated Film

1988

Jim Henson and Digital Productions create a real-time 3D digital character for the Jim Henson Hour. The first of its kind.

Tin Toy (PIXAR Animation Studios): First CG Short Animated Film to win an Oscar for Best Short Animated Film


The 1990's

1993

Jurassic Park from Universal picture is released. Featuring photo-realistic 3D Digital Dinosaurs made by ILM.

1994

Reboot: the first 100% CGI television series airs on ABC from Mainframe Entertainment Inc.

1995

Silicon Graphics, Inc. acquires both Alias and Wavefront, merging the two companies. Giving the company the technology muscle to develop a new generation of 3D software and graphic subsystems.

Toy Story (PIXAR Animation Studios): First full length CG Animated feature film. Director John Lasseter wins a Special Achievement Academy Award.

Judge Dredd (Cinergi): Early examples of fully 3D digital stunt people by the Kleiser-Walzack Construction Company for Mass-Illusion.

Batman Forever (Warner Brothers): Early example of 3D realistic digital stuntman by Warner Brother Imaging Technology (W.B.I.T.)and Pacific Data Images. Also a very realistic, fully 3D cityscape rendered by W.B.I.T.

1996

Dragonheart (Universal): Breakthrough 3D CGI character animation and lip-synch dialog.

First practical consumer oriented 3D graphic subsystems readied. Nvidia Riva chipset, Ati Thunder and 3dfx Voodoo.

First popular 3D game title Descent released. Featuring a maticuloustly tuned full 3D rendering engine.

1997

Spawn: Photo-real fully 3D creature transformations, full screen digital stunt doubles, and dynamic simulated cape. All with bone-cracking, digital-drool slinging realism.

Titanic: Large scale use of motion-capture and 3D rendered digital crowd extras.

2nd generation consumer oriented graphic systems based on 128 bit bus memory structures introduced. Nvidia Riva 128, Voodoo II and #9 Revolution.

Id software release Quake II, the landmark game that would change the computer gaming world forever.

1999

Star Wars: The Phantom Menace: Almost 2000 digital effect shots. A whole lot of digital everything! Beautiful 3D renderings of the pod-racing circuit, space battles and the underwater cities on Tatoowinne.

3rd generation high speed consumer oriented graphic technology introduced. Nvidia GeForce 256 and S3 Savage 2000 both feature 256 bit memory bus with full hardware transform and lighting GPU’s for faster than ever 3D rendering and animations. The gap between the professional workstation and home desktop is at last bridged.


The 2000's

Apple announces the official adaptation of the OpenGL standard to supplement and eventually replace the proprietary Quickdraw and Quickdraw-3D standards. 

And the Future is Bright!


                                        This site created and maintained by Jia Xu.
                                        Send mail to jxu@mbhs.edu with questions or comments about 3DCT.
                                        Last modified: January 15, 2000