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!
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