A History of Computer Graphics

“The best way to predict the future is to invent it.” Alan Kay, Xerox PARC, 1971

Computer graphics is one of several fields that turn one kind of input into another, and it serves design, film, games, medicine, science and training. Each of its techniques began as an unsolved problem: how to represent objects and model a scene, how to tell which surface is in front, how to make a faceted mesh look smooth, how to define moving scenes and simulate physical interactions between objects, how to define lighting, and how to compute lighting effects such as shadows, reflections and caustics. The hardware that ran these techniques changed from decade to decade, from special-purpose display processors to programmable graphics processors and the neural networks of recent years.

A timeline from 1950 to 2025 with one row per problem family, each named solution placed as a dot at its year.
135 named solutions in 25 problem families, each at the year of its paper or product (from 1950; the motion-capture precursors of 1878 and 1917 fall before the axis).
Contents
  1. What computer graphics is
  2. Where it is used
  3. Early machines, 1963 to 1972
  4. Problems and solutions, 1959 to 1980
  5. Frame buffers and their price, 1968 to 2025
  6. Problems and solutions, 1980 to 2023
  7. The pipeline, period by period
  8. Price and performance
  9. How a film frame is made, briefly
  10. CGI studios and films
  11. Learned graphics
  12. Two patterns
  13. Organizations
  14. Reading and resources
  15. Exercises

1 · What computer graphics is

The standard textbook of the 1980s and 1990s defined the field: “Computer graphics concerns the pictorial synthesis of real or imaginary objects from their computer-based models, whereas the related field of image processing (also called picture processing) treats the converse process: the analysis of scenes, or the reconstruction of models of 2D or 3D objects from their pictures” (Foley, van Dam, Feiner and Hughes, Computer Graphics: Principles and Practice, 2nd ed., 1990, p. 2; nearly the same words already appear in Foley and van Dam’s 1982 Fundamentals of Interactive Computer Graphics). The same book called interactive computer graphics “the most important means of producing pictures since the invention of photography and television.” Its third edition (Hughes, van Dam, McGuire, Sklar, Foley, Feiner and Akeley, 2014) widened the definition to include the person at the screen: computer graphics is “the science and art of communicating visually via a computer’s display and its interaction devices.” The field’s society carries both halves in its name: ACM SIGGRAPH, the Association for Computing Machinery’s Special Interest Group on Computer Graphics and Interactive Techniques.

Computer graphics (CG) maps a model to an image. Each neighboring field maps a different input to a different output.

A grid of fields by input and output: graphics takes a model to an image; vision takes an image to a model; image processing takes an image to an image; image analysis takes an image to attributes; visualization takes data to an image; human-computer interaction connects a person and a system; computational photography takes light to an image.
Neighboring fields by input and output. Each cell follows the field’s definition in Foley et al. (1990), Gonzalez and Woods (2008), Szeliski (2022), Munzner (2014), Hewett et al. (1992) and Raskar and Tumblin (2007).

Computer vision runs the arrow backwards. In Szeliski’s words: “In computer vision, we are trying to do the inverse, i.e., to describe the world that we see in one or more images and to reconstruct its properties, such as shape, illumination, and color distributions.” Vision is hard, he writes, “in part, because it is an inverse problem, in which we seek to recover some unknowns given insufficient information to fully specify the solution,” and the forward models vision inverts “are usually developed in physics (radiometry, optics, and sensor design) and in computer graphics” (Szeliski, Computer Vision: Algorithms and Applications, 2nd ed., 2022, sec. 1.1; free PDF from the author). The idea that seeing is the inverse of rendering has a long line in vision research, from the “analysis by synthesis” tradition (Yuille and Kersten, “Vision as Bayesian inference: analysis by synthesis?” 2006) to networks trained as “inverse graphics” (Kulkarni, Whitney, Kohli and Tenenbaum, 2015).

Image processing keeps the image on both sides. Gonzalez and Woods (Digital Image Processing, 3rd ed., 2008, ch. 1) describe a continuum: low-level processes whose inputs and outputs are both images, mid-level image analysis whose outputs are “attributes extracted from those images (e.g., edges, contours, and the identity of individual objects),” and computer vision beyond, with “no clear-cut boundaries in the continuum.” They also note where graphics meets them: 3D modeling “provides an important intersection between image processing and computer graphics and is the basis for many 3-D visualization systems (e.g., flight simulators).”

Visualization takes data that has no shape of its own and gives it one. Munzner’s text (Visualization Analysis and Design, 2014) defines it by its purpose: visual representations of datasets that help people carry out tasks more effectively. The 1987 report to the US National Science Foundation (NSF) that founded scientific visualization as a field, Visualization in Scientific Computing (ViSC; McCormick, DeFanti and Brown), described it as a method of computing that “transforms the symbolic into the geometric” (as quoted in later surveys). Information visualization applies the same idea to abstract data rather than to simulations.

Human-computer interaction (HCI) is “a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (Hewett et al., ACM SIGCHI Curricula for Human-Computer Interaction, 1992), and the International Organization for Standardization (ISO) defines user experience (UX) as a “user’s perceptions and responses that result from the use and/or anticipated use of a system, product or service” (ISO 9241-210:2019). Sketchpad (Section 3) belongs to both graphics and HCI.

Computational geometry has two meanings. Preparata and Shamos (Computational Geometry: An Introduction, 1985, sec. 1.1) say the discipline was “christened ‘Computational Geometry’ in a paper by M. I. Shamos (1975)” and set out to recast classical geometry as algorithms; but they also note that the phrase had already been used for spline curve and surface modeling, by Forrest (1971), Bézier (1972) and Riesenfeld (1973), and as the subtitle of Minsky and Papert’s Perceptrons (1969). The first computational geometry was computer-aided design.

Three newer fields overlap graphics. Computational photography “combines plentiful computing, digital sensors, modern optics, actuators, probes and smart lights to escape the limitations of traditional film cameras” (Raskar and Tumblin, 2007). Neural rendering, in the definition of a 2020 Eurographics survey, means “deep image or video generation approaches that enable explicit or implicit control of scene properties such as illumination, camera parameters, pose, geometry, appearance, and semantic structure” and “combines generative machine learning techniques with physical knowledge from computer graphics” (Tewari et al., “State of the Art on Neural Rendering,” 2020). Inverse graphics (above) trains a vision network with a graphics model as its target.

A bracket of photographs of the same scene at different exposures, with a mirrored light probe sphere, used to recover high-dynamic-range light.
An exposure bracket with a light probe, the input for recovering high-dynamic-range (HDR) radiance (Section 6). HDR exposure bracket with a light probe, 2006 · Imroy · CC BY-SA 2.5 · via Wikimedia Commons

In the ACM Computing Classification System of 2012 (CCS), computer graphics sits under Computing methodologies, with children Animation, Rendering, Image manipulation, Graphics systems and interfaces, Image compression and Shape modeling. Computer vision sits under Artificial intelligence; image processing is filed inside computer graphics, under Image manipulation; visualization belongs to Human-centered computing; computational geometry to the Theory of computation. Three subjects are listed twice: computational photography (under graphics and under vision), virtual and augmented reality (under graphics and under HCI) and scientific visualization (under visualization and under simulation) (ACM CCS 2012). The 2012 tree predates neural rendering and has no node for it.

In this text: the image as a signal is the image-space chapter; the interactive loop is the interactive-systems chapter; vision as the inverse of rendering returns in the learned-scenes chapter.

2 · Where it is used

The first funders of graphics were air defense, aircraft and car design, flight training and film.

Design and manufacturing. Computer-aided design (CAD) is the oldest civil application (Section 3). Boeing describes the 777 as “the first jetliner to be 100 percent digitally designed using three-dimensional computer graphics,” preassembled on the computer, “eliminating the need for a costly, full-scale mock-up”; it entered service with United in June 1995. The software was CATIA; Dassault Systèmes was spun off from Dassault Aviation in 1981, the year CATIA was released and marketed through an agreement with International Business Machines (IBM).

A rendered CAD model of a quasi-poloidal stellarator: twisted coils around a toroidal plasma vessel.
Quasi-poloidal stellarator CAD render, about 2000 · U.S. Government · public domain

Architecture and construction. Building information modeling (BIM) made the 3D model the legal record of a building. The US General Services Administration (GSA) established its National 3D-4D-BIM Program in 2003 and required a spatial-program BIM for design projects from fiscal year 2007; the UK government’s 2011 construction strategy required “fully collaborative 3D BIM ... as a minimum by 2016”; ISO 19650-1:2018 made the practice an international standard.

Film and visual effects. The Computer History Museum (CHM) dates the first feature-film uses to 1982: Tron, “one of the first movies to use such graphics,” and the Genesis Effect sequence in Star Trek II, “one of the earliest completely computer-generated” film sequences. Young Sherlock Holmes was nominated for the visual-effects Oscar at the 1986 ceremony; Terminator 2 won it at the 1992 ceremony and Jurassic Park at the 1994 one (Academy of Motion Picture Arts and Sciences records).

A performer’s motion-capture suit covered in small reflective markers, on museum display.
Motion-capture suit, about 2010 · Mbrickn · CC0 · via Wikimedia Commons

Animation. In the CHM’s words, “feature length computer-animated movies didn’t exist before Pixar made history with its release of Toy Story in 1995.” With Disney, Pixar built software on the Pixar Image Computer (Section 13) to color hand-drawn animation digitally (the Computer Animation Production System, CAPS).

A frame from the open animated short Big Buck Bunny: a large rabbit in a sunlit forest clearing.
An open animated short, made in Blender. Big Buck Bunny (still), 2008 · Blender Foundation · CC BY 3.0

Games. Spacewar!, conceived in 1961 at the Massachusetts Institute of Technology (MIT) and improved in spring 1962, was the first widely distributed computer game (Section 3). Computer Space (1971) put a game in an arcade cabinet, and the CHM notes that NVIDIA’s GeForce 256 (1999) “is often thought of as the first consumer GPU” (graphics processing unit). Games paid for the consumer GPU, and the GPU in turn paid for much of the rest of computing (Section 6).

The fiberglass cabinet of the 1971 arcade game Computer Space on display.
Computer Space cabinet, 1971 · Mbrickn · CC0 · via Wikimedia Commons

Medicine. Hounsfield described computed tomography (CT) in 1973 (British Journal of Radiology 46:1016); a CT or magnetic resonance imaging (MRI) scan is a 3D grid of scalar values, made visible by rendering. The US National Library of Medicine’s Visible Human data set followed: the male in 1994 (1,871 cross-sections at 1 mm, about 15 GB), the female in 1995 (5,189 images at 0.33 mm, about 40 GB). Marching cubes (1987) and volume rendering (1988) render such grids (Section 6).

Two renderings of one whole-body CT scan side by side: a classic volume rendering and a cinematic rendering with realistic lighting.
One CT scan rendered two ways. Volume vs cinematic rendering of a CT scan, 2016 · Franz A. Fellner · CC BY 4.0 · via Wikimedia Commons

Science. Landmarks besides the ViSC report of 1987: Levinthal’s interactive molecular model-building at MIT (Scientific American, June 1966); the Protein Data Bank, founded at Brookhaven in 1971 with seven structures; the Scientific Visualization Studio of the National Aeronautics and Space Administration (NASA) at the Goddard Space Flight Center, founded by Jim Strong in 1990.

A ray-traced supermassive black hole with a bright accretion disk bent by gravity into a halo.
Ray tracing through curved spacetime. NASA black hole visualization, 2024 · NASA’s Scientific Visualization Studio · public domain

Simulation and training. The flight simulator is older than the computer: the Link trainer dates from 1929, was patented in 1930, and trained more than 500,000 pilots in the Second World War (American Society of Mechanical Engineers (ASME) landmark citation). Its computer successors were the image generators of Evans & Sutherland (E&S), the company founded by David Evans and Ivan Sutherland (Section 13), and networked military simulation followed with the Defense Advanced Research Projects Agency’s SIMNET (Cosby, “SIMNET: an insider’s perspective,” 1995).

Virtual and augmented reality. Sutherland’s head-mounted display of 1968 (Section 3) was followed by NASA Ames’s VIEW system (Fisher et al., 1986) and by the CAVE, a room of projected walls (Cruz-Neira et al., Communications of the ACM (CACM) 1992; SIGGRAPH 1993). The term “augmented reality” appears in print in January 1992, in a Boeing paper by Caudell and Mizell on wiring assembly (25th Hawaii International Conference on System Sciences (HICSS-25)). The market research firm International Data Corporation (IDC) counted about 2.25 million smart glasses shipped in the first quarter of 2026.

A person wearing the NASA Ames VIEW head-mounted display and a data glove.
NASA Ames VIEW head-mounted display, about 1990 · NASA Ames Research Center · public domain

Robots and self-driving cars. Simulators now train and test machines. CARLA, an open driving simulator, was published in 2017 (Dosovitskiy et al.); Waymo reported in April 2020 “over 15 billion miles in simulation”; and frames from a commercial video game, 25,000 of them with pixel labels, were shown to train a street-scene segmenter (Richter et al., “Playing for Data,” 2016).

A lidar point cloud of a San Francisco street intersection: buildings, cars and road as colored points.
What a car’s sensor sees. Lidar point cloud, San Francisco, 2019 · Daniel L. Lu · CC BY 4.0 · via Wikimedia Commons

Digital twins, shops, heritage, news, fashion, forensics. NASA’s 2010 technology roadmap defined a digital twin as “an integrated multiphysics, multiscale simulation of a vehicle or system” that mirrors its physical twin; Grieves dates his version of the concept to a 2003 course at the University of Michigan. In 2014 IKEA’s 3D lead said that “around 60-75%” of its product images were computer-generated. Stanford’s Digital Michelangelo Project scanned the David into about two billion polygons of raw data (Levoy et al., SIGGRAPH 2000), and the Smithsonian’s Open Access release of 2020 placed nearly three million 2D and 3D items under a CC0 dedication. Data graphics are older than computers (Playfair’s bar and line charts of 1786; Minard’s map of Napoleon’s march, 1869). Garment software reports the first virtual dressing room in 2000 (Browzwear, self-reported); the US National Institute of Justice surveyed 3D crime-scene scanners in 2016.

An ambient-occlusion texture baked from a laser scan of a carved stone Buddha, showing relief figures in grey.
Cultural heritage as data. Smithsonian Cosmic Buddha scan texture, 2016 (the statue is 550 to 577 CE) · Smithsonian Institution · CC0

In this text: CAD’s curves and surfaces are the curves chapter; the film and game techniques are spread over the whole text; simulators and their timing are the interactive-systems chapter.

3 · Early machines, 1963 to 1972 1963–1972

Computer graphics began as the display end of machines built for other purposes. Air defense needed the returns of hundreds of radars fused into aircraft tracks that an operator could see and point at; aircraft makers needed the shape of every part as numbers for machine tools under numerical control (NC); car makers wanted body shapes defined in the computer instead of in clay. Whirlwind, the Semi-Automatic Ground Environment (SAGE) and its light guns, the TX-0 and TX-2, and General Motors’ DAC-1 answered those needs between 1945 and 1962: Earlier machines (1945 to 1962).

Prices in the cost boxes are converted to 2026 dollars: nominal price × 321.943 / CPI-U of the year (US Consumer Price Index for All Urban Consumers, annual averages; 321.943 is the 2025 average), rounded to three significant figures. Further detail on each machine below is in Machines, 1963 to 1972.

Sketchpad (Ivan Sutherland, MIT, 1963)

The TX-2, an experimental transistor computer that MIT Lincoln Laboratory commissioned in 1958, had a 36-bit word, 65,536 words of core memory and a cathode-ray tube (CRT) display that plotted points under program control, with a light pen (TX-0 and TX-2).

Sketchpad was Ivan Sutherland’s PhD thesis at MIT, run on the TX-2 (Sutherland, Sketchpad: A man-machine graphical communication system, 1963; facsimile as Cambridge Computer Laboratory report UCAM-CL-TR-574; conference version American Federation of Information Processing Societies (AFIPS) Spring Joint Computer Conference 1963). With a light pen and push buttons a person drew on the screen; the drawing was stored as a “ring structure” that recorded its topology; atomic constraints (two lines parallel, two segments equal) were kept true by the machine, which relaxed each constraint’s error; a master drawing could be placed as instances, including “instances within instances,” so that changing the master changed every copy; and a drawn truss bridge could be analyzed for its forces. The thesis dates the work: begun in the fall of 1961, a first light-pen drawing program working in early November 1961, the ring structure in use by February 1962.

Ivan Sutherland seated at the TX-2 console operating Sketchpad, holding the light pen to the round display.
Sutherland at the TX-2 running Sketchpad (thesis figure 1.2), 1963 · Ivan Sutherland (scan: Kerry Rodden) · CC BY-SA 3.0 · via Wikimedia Commons

The light pen. Sketchpad’s pen is “a photodiode and transistor preamplifier mounted in the pen housing,” sensitive “only to the bright blue flash of the first intensification of a display spot and not to the dim yellow afterglow.” When the pen sees a spot, the TX-2 interrupts the display sequence, so the program does not have to poll. To follow the pen, Sketchpad redraws a tracking cross “about 100 times per second, taking 1 millisecond per display”; the pen can move at about 20 inches per second before the cross loses it, and losing it is itself used as a command (all from the thesis).

The TX-2 light pen, a pen-shaped housing on a cable, from Sutherland’s thesis.
Sketchpad thesis figure 4.1: the TX-2 light pen, 1963 · Ivan Sutherland (scan: Kerry Rodden) · CC BY-SA 3.0 · via Wikimedia Commons

The display file and the flicker budget. The TX-2 display had no memory of its own. Sketchpad kept a display file in core: one spot per 36-bit word, 20 bits of coordinates and 16 bits naming the drawing element that owns the spot, up to 32,000 words, each spot taking 20 µs to show. To refresh 30 times a second without flicker, the display can show \(\tfrac{1}{30}\,\text{s} / 20\,\mu\text{s} \approx 1{,}667\) spots; a full 32,000-spot file takes 0.64 s per pass. Sutherland’s two fixes, both on toggle switches, were to interlace (show every eighth spot per pass) and to show the spots in random order, which “resulted in a twinkling picture ... which is pleasing to the eye and avoids flicker entirely.” He also noted that “a secretary designed and drew an alphabet with the aid of a 10 × 10 raster of points,” and drew the lesson that “now that we know what drawing on a computer is like, much smaller machines can be used for practical applications.”

A figure from the 1963 Sketchpad conference paper showing drawings made with the system.
Sketchpad (Sutherland), thesis Fig. 1.6, MIT, 1963 · Used under fair use for teaching and commentary.
Cost · Sketchpad Not stated. Machine time: about 600 hours on the TX-2.

IBM 2250 (1964)

IBM announced the 2250 Display Unit in April 1964 as a peripheral of the System/360: a vector CRT with 1,024 by 1,024 addressable positions that refreshed itself from a local buffer, with a light pen and keyboards. In 1972 Machover called the 2250 series “probably the most widely used graphic terminals over the past five years” (more).

A person using an IBM 2250 display console with a light pen at Brown University, 1969.
An IBM 2250 console in use for the Hypertext Editing System at Brown University, 1969 · Gregory Lloyd · CC BY 2.0 · via Wikimedia Commons
Cost · IBM 2250 Improved model: $76,800 each (1966) = $763,000 in 2026 $ (×9.937) (Wall Street Journal via Weisberg). A complete 2250 Model III with controller: reportedly about $280,000 (1970) = about $2.32 million (×8.297) (a 1970 industry directory). Running cost: $80 to $150 per console hour for a refreshed graphics CRT, against $10 for a teletype, about 1971 = $616 to $1,155 an hour (×7.702 at 1972 prices) (Machover).
Today: a 16 GB laptop holds about 2.1 million times the 2250’s 8,192-byte buffer.

DEC PDP-1, the Type 30 display, and Spacewar! (1960 to 1962)

The Digital Equipment Corporation (DEC) delivered its first PDP-1 in 1960: an 18-bit minicomputer with 4,096 words of core, sold with the Type 30, a CRT that plotted random points at 20,000 a second. On the PDP-1 at MIT, Spacewar! was conceived in 1961 and improved in spring 1962 (more).

The restored PDP-1 at the Computer History Museum with Spacewar! on its round Type 30 display.
Spacewar! on the restored PDP-1 at the Computer History Museum (game of 1962) · Joi Ito · CC BY 2.0 · via Wikimedia Commons
Cost · PDP-1 Base system (processor, 4,096 words, paper tape, typewriter): $110,000 (1961, the 1961 Ballistic Research Laboratories (BRL) survey) and $120,000 (DEC price list, 1 February 1963) = $1.26 million in 2026 $ (×10.521). Type 30A display: $14,300 (1963) = $150,000 (price list). A 4,096-word core module: $30,000 (1963) = $316,000, about $4.28 per bit in 2026 $.
Today: a 16 GB Raspberry Pi 5, $305, has about 1.86 million times the memory for about 1/4,100 of the price, and its memory costs about 1.9 billion times less per bit.

Input: the RAND Tablet and Engelbart’s mouse (1964 to 1968)

M. R. Davis and T. O. Ellis at the RAND Corporation, under funding from the Advanced Research Projects Agency (ARPA), described the RAND Tablet in 1964 (RAND RM-4122-ARPA), a surface that reported the position of a stylus to the computer. At the Stanford Research Institute (SRI), Douglas Engelbart’s group built NLS (the oN-Line System) and the mouse, two perpendicular wheels driving potentiometers, and showed both to the Fall Joint Computer Conference on 9 December 1968 (Engelbart and English, “A research center for augmenting human intellect,” AFIPS 1968) (more).

The RAND Tablet with its stylus.
RAND Tablet, 1964 · RAND Corporation · Used under fair use for teaching and commentary.
Engelbart’s prototype mouse: a wooden box with one button and a cable.
Engelbart’s prototype mouse at the Computer History Museum, 1964 · Michael Hicks · CC BY 2.0 · via Wikimedia Commons
Douglas Engelbart at a console during the 1968 demonstration.
Engelbart at the 1968 demonstration · SRI International · CC BY-SA 3.0 · via Wikimedia Commons
Cost · tablets and pens RAND Tablet: reportedly $18,000 (1964) = about $187,000 in 2026 $ (×10.385). Commercial tablets “such as the Rand Tablet (supplied by BBN)”: about $10,000 to $15,000, 1967 assumed = $96,000 to $145,000; a light pen about $1,500 (1972) = $11,600; two tablets under $3,000 by 1972 (Machover). BBN is the research firm Bolt Beranek and Newman. The cost of NLS and its center was not found.

The head-mounted display (Harvard, 1968)

Sutherland’s head-mounted display, built at Harvard with support from ARPA, the Office of Naval Research (ONR) and Bell Telephone Laboratories (Bell Labs), showed the computer’s own drawing in front of the eyes (Sutherland, “A head-mounted three dimensional display,” AFIPS Fall Joint Computer Conference 1968). It was a pipeline of special-purpose units: a matrix multiplier, a clipping divider that also did the perspective division, an analog line generator and two miniature CRTs on a tracked headset, drawing “3000 lines at 30 frames per second.” The paper names the next problem: showing “opaque” objects with hidden lines removed was “beyond our present capability” (Section 4) (more).

The 1968 head-mounted display: a headset with small CRTs hanging from a ceiling-mounted mechanical arm.
The head-mounted display, 1968 (later nicknamed the Sword of Damocles) · ACM (AFIPS proceedings), photo by Sutherland’s Harvard group · Used under fair use for teaching and commentary.
Lag: 1968 paper to consumer headsets in 2016, 48 years.
Cost · head-mounted display Not found. The paper gives no cost.

Evans & Sutherland LDS-1 (1969)

E&S turned the head-mounted display’s pipeline into a product: the Line Drawing System-1 (LDS-1), reported to have shipped first in August 1969, transformed homogeneous vertices by 4 by 4 matrices in hardware to drive a vector display, at “10 microseconds typical for processing each line” (1970 advertisement) (more).

The Evans and Sutherland LDS-1 display processor cabinet on museum display.
Evans & Sutherland LDS-1, 1969 · vonguard · CC BY-SA 2.0 · via Wikimedia Commons
Cost · LDS-1 Not found. Proxy: in 1972, digital 3D rotation hardware added about $40,000 to $70,000 to a terminal, against about $5,000 for doing the same in software and memory, and E&S was among the vendors offering it = $308,000 to $539,000 in 2026 $ (×7.702) (Machover).
Today: the graphics processor inside a $305 Raspberry Pi 5 does this work for about 1/1,000 to 1/1,800 of that price.

Storage tubes: the cheap terminal (1968 to 1972)

A refreshed display needs memory to refresh from; a storage tube keeps the picture on the screen itself and needs none. Tektronix built terminals on its Model 611 storage tube that Machover says were “originally introduced in the $12,000 to $15,000 range ... now selling for about $8000”; its T4002 of 1969 drew 1,024 by 1,024 on an 11-inch screen for about $10,000 (Weisberg); and the Tektronix 4010, announced in 1971 or 1972 (sources differ), showed 1,024 by 780 for $3,950. A storage tube could not erase one line, only the whole screen.

Cost · storage-tube terminals Early Tektronix-based terminals: $12,000 to $15,000, 1968 assumed = $111,000 to $139,000 in 2026 $ (×9.251). Tektronix 4010: $3,950 at 1972 prices = $30,400 (×7.702).
Today: a 13-inch laptop at $1,299 costs about 1/23 of the 4010.

Then and now

Memory has fallen in price by a factor of about a billion per bit since the PDP-1, and a whole computer with a graphics processor now costs less than one hour of IBM 2250 console time did in 1972.

A chart on a logarithmic price axis in 2026 dollars: Whirlwind, SAGE, one AN/FSQ-7, PDP-1, Type 30A, a core module, the IBM 2250, the RAND Tablet, the Tektronix 4010 and rotation hardware, each paired with a current device and its price.
The early machines priced in 2026 dollars, each against a current device (Raspberry Pi Pico 2, Raspberry Pi 5, a 13-inch laptop) whose price was read from the vendor on 2026-10-02.

In this text: Sketchpad’s loop and light pen are the interactive-systems chapter; its instances are the scene-graph chapter’s instancing; the head-mounted display’s matrix multiplier and clipping divider are homogeneous transforms, projection and clipping.

4 · Problems and solutions, 1959 to 1980 1959–1980

Interactive drawing and line rasterization (1963 to 1965)

Problem. No system let a user create and edit a drawing interactively while the machine maintained its geometric constraints, and a line on a plotter or raster device must be approximated by discrete steps, which 1960s machines could not afford to choose with floating-point arithmetic.

Sketchpad (1963, Ivan Sutherland, MIT, on the TX-2 at Lincoln Laboratory; Section 3): interactive drawing with a light pen, constraints kept by the machine, masters with instances. Bresenham’s line algorithm (1965, Jack Bresenham, IBM) chose the steps of a line with integer additions only (Bresenham, “Algorithm for computer control of a digital plotter,” IBM Systems Journal 4(1), 1965).

MIT Lincoln Laboratory · IBM · AFIPS, IBM Systems Journal · see rasterization, lines · More on this problem

Free-form curves and surfaces (1959 to 1975)

Problem. Free-form shapes such as car bodies and aircraft skins had no mathematical representation that numerically controlled machining could use and that a designer could shape through a few control points.

De Casteljau’s curves and algorithm (1959, Paul de Faget de Casteljau, Citroën) were described in internal reports that Citroën kept secret. Bézier curves (Pierre Bézier, Renault) were used in Renault’s UNISURF system and published in his 1972 book Numerical Control: Mathematics and Applications and in a 1971 paper on UNISURF (Proc. Royal Society A 321). B-splines followed, with de Boor’s stable recurrence (1972) and Versprille’s 1975 Syracuse thesis on rational B-splines, the form later called NURBS (non-uniform rational B-splines), which holds both free-form curves and exact conics.

Citroën · Renault · Syracuse University · Proc. Royal Society A, Journal of Approximation Theory · see curves and surfaces (Bézier, B-splines, rational, patches) · More on this problem

Visibility: hidden lines and hidden surfaces (1963 to 1974)

Problem. No efficient general algorithm determined which surfaces are visible from the viewpoint, so solids could be shown only as wireframes with every edge drawn, and shaded images were impossible (the head-mounted display paper called it “beyond our present capability”).

Hidden-line removal for polyhedra (1963, Lawrence Roberts, MIT Lincoln Laboratory) produced the first hidden-line drawings of 3D solids in a thesis that also began computer vision (“Machine perception of three-dimensional solids”). The painter’s algorithm (1972, Martin Newell, Richard Newell and Tom Sancha, at Cambridge) sorted polygons back to front and painted them over each other (“A solution to the hidden surface problem,” ACM Annual Conference 1972).

The z-buffer (1974, Edwin Catmull, Utah) sorts nothing: it keeps a depth for every pixel and lets the nearest surface win, at the price of memory (Catmull, A Subdivision Algorithm for Computer Display of Curved Surfaces, Utah PhD thesis, UTEC-CSc-74-133, 1974). In 1974 the memory was the obstacle: a 512 by 512 depth buffer at 16 bits is 4,194,304 bits, and memory then cost about four cents a bit (the first E&S frame buffer, 256 KB, sold for $80,000 in 1975; Smith, annotations to A Biography of the Pixel), so the depth buffer alone would have cost about $168,000, about $1.1 million in 2026 dollars (Exercise 1).

A figure from Catmull’s thesis: curved patches rendered by subdivision, with an image texture mapped onto them.
Catmull: curved surfaces, texture-mapped patches, 1974 · ACM (reprint; University of Utah thesis) · Used under fair use for teaching and commentary.
Lag: z-buffer, 1974 thesis to the consumer 3D card of 1996, 22 years.
MIT Lincoln Laboratory · Cambridge · University of Utah · ACM Annual Conference, university technical reports · see the z-buffer, blending · More on this problem

Clipping (1967 to 1974)

Problem. Lines and polygons extending beyond the viewing window had to be cut at its boundary before display, because off-screen coordinates wrapped around or overloaded the display hardware, and the cut had to keep up with flight simulation.

Cohen-Sutherland line clipping is usually dated 1967 and credited to Danny Cohen and Sutherland. The clipping divider (1968, Robert Sproull and Sutherland) did clipping and the perspective division in hardware, and was part of the head-mounted display (“A clipping divider,” AFIPS Fall Joint Computer Conference 1968). Reentrant polygon clipping (1974, Sutherland and Gary Hodgman) clipped whole polygons plane by plane in a pipeline, and is the algorithm the graphics pipeline still runs (CACM 17(1), 1974).

Harvard · AFIPS, CACM · see clipping, after the view frustum · More on this problem

Smooth shading of polygon meshes (1971 to 1975)

Problem. One shade per polygon makes the facets of a mesh that approximates a curved surface visible, and a smooth alternative had to be cheap enough to evaluate at every pixel.

Gouraud shading (1971, Henri Gouraud, Utah) interpolated colors computed at the vertices (“Continuous shading of curved surfaces,” IEEE Transactions on Computers C-20(6), 1971). Phong shading and the Phong highlight (1975, Bui Tuong Phong, Utah) interpolated the normal and added a specular highlight (“Illumination for computer generated pictures,” CACM 18(6), 1975).

A figure from Phong’s 1975 paper: shaded objects with specular highlights.
Phong: illumination for computer generated pictures, 1975 · ACM · Used under fair use for teaching and commentary.
University of Utah · IEEE Transactions on Computers, CACM · see mesh shading, the highlight

Surface detail without geometry: texture and reflection mapping (1974 to 1986)

Problem. Fine surface detail (patterns, labels, wrinkles, reflections) modeled as polygons exceeded 1970s memory and time, so it had to be mapped onto surfaces from stored images or functions.

Texture mapping (1974, Catmull, Utah) glued images onto curved patches, in the same thesis as the z-buffer. Bump mapping (1978, Jim Blinn, Utah) made a surface shade as if wrinkled by perturbing its normals, not its geometry (“Simulation of wrinkled surfaces,” SIGGRAPH 1978). Mipmapping (1983, Lance Williams) stored a prefiltered pyramid of each texture so that distant textures stop shimmering (“Pyramidal parametrics,” SIGGRAPH 1983).

Figure to come: a figure from Blinn’s 1978 paper: smooth objects shaded to appear wrinkled by bump mapping.
Blinn: simulation of wrinkled surfaces, 1978 · ACM · Used under fair use for teaching and commentary.
Figure to come: a figure from Williams’s 1983 paper showing a texture and its prefiltered pyramid.
Williams: pyramidal parametrics, 1983 · ACM · Used under fair use for teaching and commentary.
Lags: texture mapping, 1974 to the consumer card of 1996, 22 years; mipmaps, 1983 to 1996, 13 years; bump mapping, 1978 to 2004, 26 years.
University of Utah · SIGGRAPH · see texture mapping (UV mapping, minification and mipmaps, bump mapping, cube maps) · More on this problem, including the Utah teapot

Computational geometry: search structures, partitions and solids (1975 to 1996)

Problem. Graphics programs keep asking geometric questions (which objects lie near a point or along a ray, which faces are in front from a viewpoint, how to triangulate scattered points, how to combine two solids), and testing every pair of objects costs time quadratic in the size of the scene.

Computational geometry as a field (1975 to 1978, Michael Shamos, Yale) analyzed such questions as algorithms with proven bounds: convex hulls, closest points and the Voronoi diagram, the partition of the plane into the regions nearest each site, whose dual is the Delaunay triangulation (Shamos and Dan Hoey, “Closest-point problems,” IEEE Symposium on Foundations of Computer Science (FOCS) 1975; Computational Geometry, Yale PhD thesis, 1978; the textbook by Franco Preparata and Shamos, 1985). The quad-edge structure (1985, Leonidas Guibas and Jorge Stolfi, Xerox Palo Alto Research Center (PARC) and Stanford) stored a subdivision and its dual together and computed Delaunay triangulations and Voronoi diagrams with it (ACM Transactions on Graphics (TOG) 4(2), 1985).

The k-d tree (1975, Jon Louis Bentley, Stanford) split space alternately along the coordinate axes for nearest-neighbor and range search (“Multidimensional binary search trees used for associative searching,” CACM 18(9), 1975). The binary space partitioning (BSP) tree (1980, Henry Fuchs, Zvi Kedem and Bruce Naylor, University of Texas at Dallas) precomputed a tree of splitting planes from which polygons can be read back to front for any viewpoint (“On visible surface generation by a priori tree structures,” SIGGRAPH 1980). Constructive solid geometry (CSG) and solid modeling (1977 to 1980, Herbert Voelcker and Aristides Requicha, Production Automation Project, University of Rochester) built solids from primitives by union, intersection and difference, in the PADL (Part and Assembly Description Language) system (Computer 10(12), 1977), with Requicha’s theory of solid representations (ACM Computing Surveys 12(4), 1980). CGAL, the Computational Geometry Algorithms Library, collected exact implementations of these algorithms from 1996 (“The CGAL kernel,” 1996).

A Delaunay triangulation of a set of points in black, with its Voronoi diagram overlaid in red.
Delaunay triangulation and its dual Voronoi diagram, 2011 · Hferee · public domain · via Wikimedia Commons
A CSG tree: a cube intersected with a sphere, minus the union of three cylinders, with each intermediate solid drawn at its node.
A constructive solid geometry tree, 2005 · Zottie · CC BY-SA 3.0 · via Wikimedia Commons
Yale · Stanford · Xerox PARC · University of Texas at Dallas · University of Rochester · FOCS, CACM, SIGGRAPH, ACM TOG, ACM Computing Surveys · see ray-tracing acceleration (k-d trees, BSP trees), mesh adjacency (edge-based structures), implicit surfaces (Boolean combinations), cellular texture (Section 6) · More on this problem

Geometric complexity: hierarchy, level of detail, simplification (1976 to 1997)

Problem. Scenes held more polygons than could be drawn in one frame time, so distant objects needed fewer polygons without visible popping between levels, and dense scanned meshes needed simplification.

Hierarchical models and level of detail (LOD) (1976, Jim Clark) organized a scene as a hierarchy of bounding volumes with detail chosen by screen size (“Hierarchical geometric models for visible surface algorithms,” CACM 19(10), 1976). Scanned meshes (Section 6) later brought progressive meshes (1996, Hugues Hoppe, Microsoft Research), one mesh that streams as a continuous sequence of detail levels (SIGGRAPH 1996), and quadric error metrics (1997, Michael Garland and Paul Heckbert, Carnegie Mellon University (CMU)), the standard cost for edge-collapse simplification (SIGGRAPH 1997).

Microsoft Research · CMU · CACM, SIGGRAPH · see simplification, levels of detail, bounding hierarchies

Character animation: skeletons and skinning (1976 to 2000)

Problem. Specifying every vertex of a deforming body in every frame is infeasible, so motion had to be controlled by a few parameters, the joint angles of a skeleton that drives the skin.

Skeleton-driven keyframing (1976, Nestor Burtnyk and Marceli Wein) (CACM 19(10)) and skinning by joint-dependent local deformation (1988, Nadia Magnenat-Thalmann, Richard Laperrière and Daniel Thalmann, Graphics Interface ’88).

CACM, Graphics Interface · see animation (kinematics, skinning), motion capture (next) · More on this problem

Motion capture (1878 to 2002)

Problem. Keyframed human motion looks mechanical because the timing and weight shifts of a real body are too subtle to specify by hand, so the motion had to be measured from a performer and turned into joint angles that drive a skeleton.

Two precursors came from photography and film. Sequential photographs (1878, Eadweard Muybridge, for Leland Stanford) recorded a galloping horse in a row of exposures (The Horse in Motion, Library of Congress). The rotoscope (Max Fleischer; patent filed 1915, granted 9 October 1917) projected filmed live action frame by frame so that an animator could trace it (US patent 1,242,674).

Sensor capture for computer animation (1980 and 1982, Tom Calvert and colleagues, Simon Fraser University) recorded a dancer’s joint angles with sensors worn on the body (SIGGRAPH 1980, IEEE Computer Graphics and Applications (CG&A) 1982). Optical marker systems triangulated reflective markers seen by several cameras; Vicon, the best known, sold its first system in 1979 and began trading in 1984, when a management buyout made Oxford Dynamics into Oxford Metrics (Vicon company history). Motion graphs (2002, Lucas Kovar, Michael Gleicher and Frédéric Pighin, University of Wisconsin-Madison and University of Southern California) cut captured clips at similar poses and joined them into new motion (SIGGRAPH 2002).

Twelve sequential photographs of a jockey on a galloping horse, in a grid of silhouettes against lined backgrounds.
The Horse in Motion, 1878 · Eadweard Muybridge · public domain · via Wikimedia Commons
Patent drawing of the rotoscope: an artist at an easel traces a frame projected from behind by a film projector.
Fleischer’s rotoscope, US patent 1,242,674, Fig. 3, filed 1915 · Max Fleischer · public domain · via Wikimedia Commons
Simon Fraser University · Oxford Metrics (Vicon) · University of Wisconsin-Madison · SIGGRAPH, IEEE CG&A · see motion capture, kinematics · More on this problem

Physically based reflection models (1967 to 1982)

Problem. Phong’s highlight is an empirical function, not derived from surface physics, so it could not make metals and plastics look like their materials or be tied to measured reflectance.

Microfacet theory (1967, Kenneth Torrance and Ephraim Sparrow) treated a rough surface as a distribution of tiny mirrors, in optics, not graphics (Journal of the Optical Society of America (JOSA) 57(9), 1967). Blinn’s reflection models (1977, Blinn, Utah) brought Torrance-Sparrow into graphics, with the half-vector highlight most engines compute (SIGGRAPH 1977). The Cook-Torrance model (1982, Robert Cook and Torrance, Cornell) completed the import, with a Fresnel color shift, in the first issue of the new ACM Transactions on Graphics (“A reflectance model for computer graphics,” TOG 1(1), 1982).

A figure from Cook and Torrance’s 1982 paper: the same vase rendered in different metals and plastics.
Cook and Torrance: a reflectance model, 1982 · ACM · Used under fair use for teaching and commentary.
University of Utah · Cornell University · JOSA, SIGGRAPH, ACM TOG · see the Phong and Blinn highlights, microfacets · More on this problem

Measuring reflectance: BRDF acquisition (1977 to 2003)

Problem. Analytic reflection models have a few parameters, and nothing tied those parameters to a real material without measuring how the material scatters light from every incoming to every outgoing direction, a four-dimensional function.

The bidirectional reflectance distribution function (BRDF) (1977, Fred Nicodemus and colleagues, National Bureau of Standards (NBS), now the National Institute of Standards and Technology (NIST)) was defined as the ratio of reflected radiance to incident irradiance for each pair of directions (“Geometrical considerations and nomenclature for reflectance,” NBS Monograph 160, 1977). A gonioreflectometer measures it by moving a light and a detector around a sample; Greg Ward (Lawrence Berkeley Laboratory) built an imaging one and fit an anisotropic model to its data (“Measuring and modeling anisotropic reflection,” SIGGRAPH 1992). Image-based measurement (1999, Stephen Marschner, Stephen Westin, Eric Lafortune, Kenneth Torrance and Donald Greenberg, Cornell) photographed a curved sample under one light, so each image recorded many angles at once (“Image-based BRDF measurement including human skin,” Eurographics Rendering Workshop 1999).

The MERL BRDF database (2003, Wojciech Matusik, Hanspeter Pfister, Matthew Brand and Leonard McMillan, MIT and Mitsubishi Electric Research Laboratories (MERL)) represented each isotropic material by a dense table of measurements; the published database holds 100 materials (MERL; “A data-driven reflectance model,” ACM TOG 22(3), 2003). The light stage (2000, Paul Debevec and colleagues) photographed a face under a light moved over the whole sphere of directions and relit it from the images (“Acquiring the reflectance field of a human face,” SIGGRAPH 2000).

A commercial gonioreflectometer in an instrument cabinet: two articulated arms hold the light source and the detector over a rotating sample stage.
A gonioreflectometer with goniometric arms for light and detector, 2016 · EditorErin · CC BY-SA 4.0 · via Wikimedia Commons
NBS (NIST) · Lawrence Berkeley Laboratory · Cornell · MERL · NBS monographs, SIGGRAPH, Eurographics Rendering Workshop, ACM TOG · see the BRDF, microfacets, physically based materials (Section 6) · More on this problem

Cast shadows (1977 to 1987)

Problem. Local shading does not test whether a point is visible from the light, so objects cast no shadows and appear to float; the visibility test had to be cheap enough for a scan-line renderer.

Shadow volumes (1977, Frank Crow) represented shadowed regions as polygonal volumes, in a paper that also surveyed shadow algorithms (SIGGRAPH 1977). Shadow maps (1978, Lance Williams) rendered depth from the light and compared it per pixel (“Casting curved shadows on curved surfaces,” SIGGRAPH 1978). Percentage-closer filtering (1987, William Reeves, David Salesin and Cook, Pixar) softened shadow-map edges for film (SIGGRAPH 1987).

Pixar · SIGGRAPH · see shadow maps, shadows · More on this problem

Aliasing (1977 to 1986)

Problem. One point sample per pixel undersamples edges, textures and motion, which produces stair-stepped edges, crawling textures and strobing.

Aliasing diagnosed (1977, Crow): the paper borrowed the term from sampling theory and gave filtering as the cure (“The aliasing problem in computer-generated shaded images,” CACM 20(11), 1977). The A-buffer (1984, Loren Carpenter, Lucasfilm) kept subpixel coverage masks with hidden-surface removal (SIGGRAPH 1984). Stochastic sampling (1986, Cook, Pixar) jittered samples so that aliasing turns into noise (ACM TOG 5(1), 1986).

Lucasfilm · Pixar · CACM, SIGGRAPH, ACM TOG · see antialiasing (edges, textures, time), distributed ray tracing · More on this problem

Natural shapes: fractal terrain (1967 to 1982)

Problem. Terrain, coastlines and clouds have irregular detail at every scale, too much to model by hand, so it had to be generated.

Fractal geometry (Benoit Mandelbrot) gave a mathematics of self-similar shapes, in books of 1977 (Fractals: Form, Chance and Dimension) and 1982 (The Fractal Geometry of Nature). Stochastic fractal rendering (1982, Alain Fournier, Don Fussell and Carpenter) built terrain by subdivision with random displacement (“Computer rendering of stochastic models,” CACM 25(6), 1982).

CACM · see procedural texture · More on this problem, including Vol Libre

Procedural modeling: grammars for plants and buildings (1968 to 2006)

Problem. Plants, buildings and cities contain thousands of similar but not identical parts, too many to model by hand and too structured for random displacement (above), so they had to be generated by rules that encode how the parts grow or are assembled.

L-systems (1968, Aristid Lindenmayer, a biologist) described the growth of simple organisms by rewriting strings of symbols in parallel (Journal of Theoretical Biology 18(3), 1968). Przemyslaw Prusinkiewicz (University of Regina), with Lindenmayer and James Hanan, read the strings as turtle-graphics commands to model developing plants (SIGGRAPH 1988), and with Lindenmayer wrote The Algorithmic Beauty of Plants (Springer, 1990; free copy). Shape grammars (George Stiny and James Gips) rewrote shapes instead of strings, for painting, sculpture and architecture (Stiny, 1975).

Procedural cities (2001, Yoav Parish and Pascal Müller, ETH Zurich) grew street networks with an extended L-system and filled the lots with buildings (“Procedural modeling of cities,” SIGGRAPH 2001). CGA shape (computer generated architecture; 2006, Müller, Peter Wonka, Simon Haegler, Andreas Ulmer and Luc Van Gool, ETH Zurich and Arizona State University) was a shape grammar that split building masses into floors, façade tiles and windows (“Procedural modeling of buildings,” ACM TOG 25(3), 2006). Houdini (SideFX) grew from PRISMS, the procedural application that Kim Davidson and Greg Hermanovic released when they founded the company in 1987 (SideFX).

A branching tree drawn by an L-system: a trunk that splits repeatedly into thinner, self-similar branches.
A tree drawn by an L-system, 1999 · Nevit Dilmen · CC BY-SA 3.0 · via Wikimedia Commons
University of Regina · ETH Zurich · SideFX · Journal of Theoretical Biology, SIGGRAPH, ACM TOG · see reuse and instancing, fractal terrain (above) · More on this problem

Smooth surfaces of arbitrary topology: subdivision (1974 to 1998)

Problem. Tensor-product spline patches need a rectangular control grid, so surfaces of arbitrary topology (characters, organic shapes) had to be stitched from patches whose seams crack when animated.

Catmull-Clark subdivision (1978, Catmull and Clark) made smooth surfaces from any quadrilateral cage (Computer-Aided Design 10(6), 1978). Loop subdivision (1987, Charles Loop, Utah master’s thesis) did the same for triangle meshes. Subdivision in production (1998, Tony DeRose, Michael Kass and Tien Truong, Pixar) added creases and textures and used them in the 1997 short Geri’s Game (SIGGRAPH 1998).

Lag: Catmull-Clark, 1978 paper to Geri’s Game (1997), 19 years.
University of Utah · Pixar · Computer-Aided Design, SIGGRAPH · see Chaikin, subdivision · More on this problem

Shadows, reflection and refraction: ray tracing (1968 to 1984)

Problem. Local shading evaluates a surface point from the light sources alone, ignoring the rest of the scene, so it cannot compute cast shadows, mirror reflection or refraction.

Ray casting for shading (1968, Arthur Appel, IBM) sent rays from the eye, with shadow tests, to shade line drawings (AFIPS Spring Joint Computer Conference 1968). Recursive ray tracing (1980, Turner Whitted, Bell Labs) produced shadows, reflection and refraction from one recursive algorithm (“An improved illumination model for shaded display,” CACM 23(6), 1980). The paper gives its own times: 44, 74 and 122 minutes for its three pictures on a VAX-11/780, at 480 by 640 pixels; the 74-minute picture shows spheres over a checkerboard. Distributed ray tracing (1984, Cook, Thomas Porter and Carpenter, Lucasfilm) spread rays over the lens, the light, the shutter interval and the reflection lobe to produce depth of field, soft shadows, motion blur and glossy reflection (SIGGRAPH 1984).

A course render of Whitted’s scene: a glass sphere and a mirrored sphere over a red and yellow checkerboard.
Spheres on a checkerboard, the scene of Whitted’s 1980 paper, rendered by the course’s own ray tracer · Marcel Gavriliu (CSS 551) · CC BY-NC-SA 4.0
Figure to come: the original 1980 ray-traced image from Whitted’s paper.
Whitted: an improved illumination model, 1980 · ACM · Used under fair use for teaching and commentary.
Lag: recursive ray tracing, 1980 paper to ray-tracing hardware in consumer cards (2018), 38 years.
IBM · Bell Labs · Lucasfilm · AFIPS, CACM, SIGGRAPH · see ray tracing (Whitted, distributed, acceleration) · More on this problem

5 · Frame buffers and their price, 1968 to 2025

A vector display draws lines from a list and cannot fill an area. A raster display scans a grid of pixels every refresh and can show filled areas, but needs memory for the whole image. For its first decade that memory was the most expensive part of a raster system.

Definition (frame buffer) A frame buffer is memory holding one value per pixel of the displayed image, read out continuously to refresh a raster display. Its size is width × height × bits per pixel; a color map (look-up table) can turn a few bits per pixel into a wider choice of colors.

Before RAM, 1968 to 1973. The Brookhaven Raster Display (BRAD) of 1968 kept a 512 by 512 picture at 2 bits a pixel on drum tracks, not in random-access memory (RAM), for an initial system cost of $50,000, $463,000 in 2026 dollars (Smith’s annotations, summarizing the 1968 CACM paper). At Xerox’s Palo Alto Research Center (PARC), Richard Shoup’s SuperPaint went online in April 1973 with a 640 by 486 by 8-bit frame buffer built from shift registers, which he chose over Intel’s 1103 dynamic RAM (DRAM) for density and cost; a second 8-bit buffer was “deemed too expensive” (Shoup, “SuperPaint: an early frame buffer graphics system,” IEEE Annals of the History of Computing 23(2), 2001). The same laboratory’s Alto (1973) put a 606 by 808 one-bit bitmap display in its main memory: 61,206 bytes, 46.7% of the base 128 KB.

The SuperPaint system on display at the Computer History Museum: a monitor, a tablet and electronics racks.
SuperPaint at the Computer History Museum, online 1973 · Marshall Astor · CC BY-SA 2.0 · via Wikimedia Commons
A Xerox Alto computer with its portrait-shaped bitmap display, keyboard and mouse.
Xerox Alto, 1973 · Joho345 · public domain · via Wikimedia Commons
Cost · SuperPaint and the Alto SuperPaint: system price not found; Shoup recalls the video digitizer alone at “~$12,000.” Alto: sources conflict. The CHM says the first one cost Xerox $12,000 and “as a product, the price tag might have been $40,000”; Byte in 1981 gave a “$32,000 price tag”. The Alto was never sold commercially, so all three are estimates; $12,000 in 1973 is $87,000 in 2026 $ (×7.251).

The first RAM frame buffer product, 1975. Evans & Sutherland’s frame buffer, designed by Sutherland, James Kajiya, Demos and Cheadle, held 512 by 512 pixels at 8 bits. Alvy Ray Smith, who used it, writes that “the price of that first RAM framebuffer product was $80,000 for 512 by 512 pixels, eight bits each”; the New York Institute of Technology (NYIT) bought five more at $60,000 each, and about 1977 combined three of them into the first 24-bit frame buffer, for which Smith wrote the paint program Paint3 (Smith, annotations to A Biography of the Pixel, 2023; Smith, “Digital paint systems,” 2001).

A Klein bottle shown as a wireframe on an E&S Picture System and as a color rendering from the E&S frame buffer.
E&S Picture System and frame buffer images, 1975 (from Electronic Design, 1976) · Evans & Sutherland Computer Corp. · public domain
Cost · the E&S frame buffer First unit: $80,000 (1975) = $479,000 in 2026 $ (×5.984), that is $1.83 a pixel and $1.91 million a megabyte (Smith). NYIT units: $60,000 each, about 1976 = $339,000. NYIT’s 24-bit system from three buffers: $180,000 (three at $60,000), about 1977 = $956,000. The 1975 buffer cost about six times as much per megabyte as the cheapest memory of the same year (an Altair 4 KB static RAM board, about $299,000 per MB in 2026 $; McCallum’s memory-price compilation).

A market, 1976 to 1981. By 1976 there were about 2,000 “high-cost ($50,000 and up)” graphics terminals in the US and 10,000 to 15,000 “low-cost ($10,000 and under)”; the Tektronix 4006-1 storage-tube terminal sold for $2,995 (Electronic Design, June 1976). A 1980 NASA survey of raster vendors priced a Genisco GCT-3000 with 1 MB at about $50,000, a typical Ikonas system at $56,500 and a maximal Ramtek 9400 at $87,000; a 1981 Air Force survey found an AED 512 configuration “under $13,000” and six recommended 512 by 512 systems from $19,820 to $53,100 (both).

Into the personal computer (PC), 1981 to 1987. IBM’s Color/Graphics Monitor Adapter (CGA), announced on 12 August 1981, carried 16 KB for $300. The Macintosh of 1984 cost $2,495 and kept its 512 by 342 one-bit bitmap in 21,888 bytes of its 128 KB. The Enhanced Graphics Adapter (EGA) of 1984 cost $524 with 64 KB and $982 with 256 KB; IBM’s first Video Graphics Array (VGA) card, the PS/2 Display Adapter, cost $595 (reportedly in 1987).

Cost · frame buffers become products Genisco GCT-3000 (1980): about $50,000 = $195,000 for 1 MB. AED 512 (1981): under $13,000 = $46,000. IBM CGA (1981): $300 = $1,063, $68,000 per MB. Macintosh (1984): $2,495 = $7,730, whole computer. IBM EGA (1984): $524 to $982 = $1,620 to $3,040. VGA card (1987): $595 = $1,690, $6,745 per MB.

The card with a processor, 1996 to 2025. From the mid-1990s the frame buffer is part of a graphics card whose price also buys the processor (Section 6). The 3dfx Voodoo card of 1996 had 4 MB for $299; a GeForce 256 card of 1999, 32 MB for $349.99; a GeForce 8800 GTX of 2006, 768 MB for $599; the GeForce RTX 2080 of 2018, 8 GB for $699; the RTX 4090 of 2022, 24 GB for $1,599; the RTX 5090 of 2025, 32 GB for $1,999, which is 6.1 cents a megabyte with the processor included.

A logarithmic chart of 2026 dollars per megabyte of display memory from 1975 to 2025, falling from about two million to six cents, with ordinary DRAM prices on the same axis below it.
Frame-buffer memory in 2026 dollars per megabyte, 1975 to 2025, with what each price also bought (a monitor, a processor, a GPU), and ordinary DRAM on the same axis. Data: E&S, NYIT, the 1980 and 1981 surveys, IBM and NVIDIA card prices, and McCallum’s memory-price compilation.

In this text: the frame buffer, double buffering and the depth buffer are the rasterization chapter; bits per pixel and color maps are the color chapter.

6 · Problems and solutions, 1980 to 2023 1980–2023

Affordable frame buffers opened the problems of the 1980s to three groups: hardware companies selling raster systems, film studios that could afford computed frames, and university laboratories that treated rendering as physics.

Hardware pipelines for interactive 3D (1982 to 1993)

Problem. General-purpose processors could not transform, clip and rasterize thousands of shaded polygons per frame at interactive rates, so the pipeline stages had to be built as special-purpose hardware.

The Geometry Engine (1982, Jim Clark, Stanford) put transformation and clipping on a custom very-large-scale integration (VLSI) chip (“The Geometry Engine: a VLSI geometry system for graphics,” SIGGRAPH 1982), and Silicon Graphics (SGI) was founded around it; its first product, the IRIS 1000 terminal, reportedly shipped in November 1983. Edge-function rasterization (1988, Juan Pineda) gave the rasterizer the parallel form graphics processors use (“A parallel algorithm for polygon rasterization,” SIGGRAPH 1988). The RealityEngine (1993, Kurt Akeley, SGI) rendered textured, antialiased triangles in real time in one system, with hardware multisampling (SIGGRAPH 1993). Their architectures are in Section 7.

An SGI Onyx deskside graphics workstation, a large tower from the mid-1990s.
SGI Onyx deskside workstation, 1993 · Dave Fischer, Retro-Computing Society of Rhode Island · CC BY-SA 4.0 · via Wikimedia Commons
Stanford · Silicon Graphics · SIGGRAPH · see edge functions, affine transformations, viewing · More on this problem

Amorphous phenomena: particle systems (1982 to 1983)

Problem. Phenomena without well-defined surfaces (fire, sparks, smoke, spray) cannot be represented by polygon meshes.

Particle systems (1983, William Reeves, Lucasfilm) modeled them as clouds of short-lived points governed by stochastic rules (“Particle systems: a technique for modeling a class of fuzzy objects,” ACM TOG 2(2), 1983).

A figure from Reeves’s 1983 particle-systems paper: a wall of fire spreading over a planet.
Reeves: particle systems, 1983 · ACM · Used under fair use for teaching and commentary.
Lucasfilm Computer Division · ACM TOG · see particles

Implicit surfaces, level sets and sparse volumes (1982 to 2013)

Problem. Meshes and patches represent a surface by its boundary, so shapes that blend, merge or split (molecules, soft bodies, splashing liquid) need their connectivity rebuilt at every change; a surface defined as the zero set of a function \(f(\mathbf{x}) = 0\) changes topology for free, but it has to be stored, moved and rendered.

Blobby models (1982, Jim Blinn, Jet Propulsion Laboratory) summed Gaussian density fields around atoms and drew the surface where the sum crosses a threshold (“A generalization of algebraic surface drawing,” ACM TOG 1(3), 1982). Soft objects (1986, Geoff Wyvill, Craig McPheeters and Brian Wyvill) used fields of finite radius, so each point depends only on nearby sources, and polygonized them on a grid (“Data structure for soft objects,” The Visual Computer 2(4), 1986); such fields are now usually called metaballs.

The level set method (1988, Stanley Osher and James Sethian, University of California, Los Angeles (UCLA) and University of California (UC) Berkeley) moved a front by evolving a function whose zero set is the front, so the front merges and splits without special cases (Journal of Computational Physics 79(1), 1988). Graphics adopted it for liquids: level sets with particles (2001, Nick Foster and Ronald Fedkiw, Pacific Data Images (PDI)/DreamWorks and Stanford; SIGGRAPH 2001) and the particle level set (2002, Douglas Enright, Stephen Marschner and Fedkiw, Stanford and Industrial Light & Magic), which corrected the front with marker particles so thin sheets of water stop vanishing (ACM TOG 21(3), 2002). VDB (2013, Ken Museth, DreamWorks Animation) stored such fields and smoke densities in a sparse hierarchical grid, released as the OpenVDB library (ACM TOG 32(3), 2013).

Two separate spheres; the same two metaballs moved closer blend into a peanut shape and then into one ellipsoid; below, a cut-away view.
Metaballs merging, 2007 · GlydeG · public domain · via Wikimedia Commons
Three stages of a red function surface cut by a blue plane at level zero; above each, the region inside the zero set pinches and splits into two pieces.
A level-set function and its zero set, which changes topology, 2004 · Oleg Alexandrov · public domain · via Wikimedia Commons
NASA Jet Propulsion Laboratory · UCLA · UC Berkeley · Stanford · PDI/DreamWorks · Industrial Light & Magic · DreamWorks Animation · ACM TOG, The Visual Computer, Journal of Computational Physics, SIGGRAPH · see implicit surfaces and metaballs, marching cubes (volume visualization, below), fields back to meshes, light in a medium · More on this problem

Digital compositing (1984)

Problem. Effects shots combine separately rendered layers, and pixels that an element covers only partly had to be combined without edge fringes, which needs a per-pixel coverage value and a consistent algebra of compositing operators.

Alpha compositing and the over operator (1984, Thomas Porter and Tom Duff, Lucasfilm) defined the compositing algebra, with premultiplied alpha, that window systems, games and film all use (“Compositing digital images,” SIGGRAPH 1984).

Lucasfilm · SIGGRAPH · see blending, the film-pipeline lecture · More on this problem

Indirect illumination: radiosity (1984 to 1988)

Problem. Neither local shading nor Whitted ray tracing computes indirect illumination, light reflected between diffuse surfaces (interreflection), which produces the soft indirect light and color bleeding that dominate interiors.

Radiosity (1984, Cindy Goral, Kenneth Torrance, Donald Greenberg and Bennett Battaile, Cornell Program of Computer Graphics) applied the energy balance of radiative heat transfer to lighting (“Modeling the interaction of light between diffuse surfaces,” SIGGRAPH 1984). The hemicube (1985, Michael Cohen and Greenberg) computed its form factors with z-buffer hardware (SIGGRAPH 1985); progressive refinement (1988, Cohen, Shenchang Chen, John Wallace and Greenberg) made it viewable while it converged (SIGGRAPH 1988).

Two renders of one simple room: direct light only, with black shadows (top), and a full radiosity solution with filled shadows and color bleeding (bottom).
Direct light only (top) and radiosity (bottom), 2022 · KaiaVintr · CC BY-SA 4.0 · via Wikimedia Commons
A steel-mill interior with gantry cranes and rolling stands, lit only by light from skylights reflected between surfaces.
The radiosity factory, 1988: about 30,000 patches, the most complex radiosity solution computed at the time; the solution took about 5 hours for 2,000 shots and the image 190 hours, each on a VAX 8700 · Cohen, Chen, Wallace and Greenberg, “A progressive refinement approach to fast radiosity image generation,” SIGGRAPH 1988, Cornell Program of Computer Graphics · Used under fair use for teaching and commentary.
Cornell Program of Computer Graphics · SIGGRAPH · see radiosity, light transport · More on this problem, including the Cornell box

Procedural, solid and example-based texture (1985 to 2001)

Problem. Image textures have finite resolution and extent, so they repeat, stretch and run out, and they cannot fill a volume; marble, wood and clouds needed patterns computed as functions of position in space, and a small photograph of a material had to be extended to any size without visible seams or repetition.

Perlin noise and a procedural shading language (1985, Ken Perlin) gave controlled randomness for natural textures (“An image synthesizer,” SIGGRAPH 1985). Solid texturing (1985, Darwyn Peachey) defined the pattern throughout 3D space (SIGGRAPH 1985), so an object carved from it shows the pattern on every cut. Reaction-diffusion textures (1991) grew spots and stripes from simulated chemical reactions, on a mesh by Greg Turk at the University of North Carolina (UNC) (SIGGRAPH 1991) and on a grid by Andrew Witkin and Michael Kass (SIGGRAPH 1991). Cellular texture: Kurt Fleischer, David Laidlaw, Bena Currin and Alan Barr (Caltech) grew scales and thorns from simulated cells on a surface (“Cellular texture generation,” SIGGRAPH 1995), and Steven Worley’s basis function returned the distances to the nearest scattered feature points, a Voronoi pattern of cells like stone or scales (“A cellular texture basis function,” SIGGRAPH 1996).

Texture synthesis from examples made more of a sample texture. David Heeger and James Bergen matched the histograms of an image pyramid (SIGGRAPH 1995); Alexei Efros and Thomas Leung (UC Berkeley) grew the output one pixel at a time by copying the pixel whose neighborhood best matched in the sample (International Conference on Computer Vision (ICCV) 1999); Li-Yi Wei and Marc Levoy (Stanford) made that search fast with tree-structured vector quantization (SIGGRAPH 2000); and image quilting (2001, Efros and William Freeman) copied whole patches and cut minimum-error seams between them (SIGGRAPH 2001).

A figure from Perlin’s 1985 paper: a marble-textured vase made with noise.
Perlin: a marble vase from his noise, after “An Image Synthesizer,” 1985 · Ken Perlin, New York University (NYU) · Used under fair use for teaching and commentary.
Worley noise: a grey pattern of irregular cells, dark at scattered feature points and brightening with distance from the nearest one.
Worley (cellular) noise with Euclidean distance, 2012 · Rocchini · CC BY-SA 3.0 · via Wikimedia Commons
NYU · UNC Chapel Hill · Caltech · UC Berkeley · Stanford · SIGGRAPH, ICCV · see procedural textures, image pyramids, Voronoi diagrams (Section 4) · More on this problem

Points as a rendering primitive (1985 to 2001)

Problem. When a model has more triangles than the image has pixels, as dense scans do, each triangle covers less than a pixel and its connectivity is wasted work, but bare points leave holes between samples and alias when minified.

Points as a display primitive (1985, Marc Levoy and Turner Whitted, UNC) proposed rendering surfaces from points alone, with each point spread over a small screen footprint (“The use of points as a display primitive,” UNC TR 85-022). QSplat (2000, Szymon Rusinkiewicz and Levoy, Stanford) drew the Digital Michelangelo scans interactively from a hierarchy of bounding spheres (SIGGRAPH 2000). Surface splatting (2001, Matthias Zwicker, Hanspeter Pfister, Jeroen van Baar and Markus Gross, ETH Zurich and MERL) drew each point as an elliptical Gaussian filtered in screen space, which removed holes and aliasing (SIGGRAPH 2001); 3D Gaussian splatting (2023, Section 11) projects its Gaussians the same way.

UNC Chapel Hill · Stanford · ETH Zurich · MERL · SIGGRAPH · see one splat, 3D Gaussian splatting · More on this problem

The rendering equation and Monte Carlo light transport (1986 to 1997)

Problem. Ray tracing handled specular paths and radiosity diffuse interreflection, but global illumination had no general formulation and no estimator that covered all light paths.

The rendering equation and path tracing (1986, James Kajiya, California Institute of Technology (Caltech)) wrote all of light transport as one integral equation and estimated it by following random paths (“The rendering equation,” SIGGRAPH 1986). The estimators followed: multiple importance sampling (1995, Eric Veach and Leonidas Guibas, Stanford; SIGGRAPH 1995) and photon mapping (1996, Henrik Wann Jensen; Eurographics Rendering Workshop 1996). The Eurographics Rendering Workshop is now the Eurographics Symposium on Rendering (EGSR).

Figure to come: the path-traced test image from Kajiya’s 1986 paper: glass spheres and colored blocks.
Kajiya: the rendering equation, 1986 · ACM · Used under fair use for teaching and commentary.
Lag: path tracing, 1986 paper to the first feature film rendered with it (2006), 20 years.
Caltech · Stanford · SIGGRAPH, EGSR · see the rendering equation, path tracing, Monte Carlo · More on this problem

Feature-film rendering: Reyes and shading languages (1984 to 1995)

Problem. A feature film needs well over a hundred thousand frames of complex scenes with motion blur, displacement and custom materials, and 1980s renderers could neither fit such scenes in memory nor let artists program materials.

Shade trees (1984, Cook, Lucasfilm) made materials user-built expression trees (SIGGRAPH 1984). The Reyes architecture (1987, Cook, Carpenter and Catmull, Lucasfilm then Pixar) diced every surface into micropolygons smaller than a pixel and streamed film-scale scenes through memory (“The Reyes image rendering architecture,” SIGGRAPH 1987). Pixar’s RenderMan Interface, a scene-description standard between modelers and renderers, and the RenderMan Shading Language (1990, Pat Hanrahan and Jim Lawson, Pixar; SIGGRAPH 1990) followed.

The demonstration frame of the 1987 Reyes paper.
Cook, Carpenter, Catmull: Reyes, 1987, Fig. 4 (dicing a surface into micropolygons) · ACM (image: Lucasfilm / Pixar) · Used under fair use for teaching and commentary.
Lag: programmable shading, from shade trees (1984) to programmable consumer hardware (2001), 17 years.
Lucasfilm Computer Division · Pixar · SIGGRAPH

Physically based animation (1987 to 1999)

Problem. Cloth, collisions, smoke and water cannot be keyframed convincingly by hand, and numerical simulation of them was unstable or too slow at the time steps production needs.

Elastically deformable models (1987, Demetri Terzopoulos, John Platt, Alan Barr and Kurt Fleischer; SIGGRAPH 1987); implicit cloth with large stable steps (1998, David Baraff and Andrew Witkin; SIGGRAPH 1998); and stable fluids (1999, Jos Stam, Alias|Wavefront; SIGGRAPH 1999).

A course simulation of a cloth draped over a sphere.
Cloth on a sphere, a course simulation, 2026 · Marcel Gavriliu (CSS 551) · CC BY-NC-SA 4.0
Alias|Wavefront · SIGGRAPH · see simulation (rigid bodies, cloth) · More on this problem

Volume visualization (1987 to 1988)

Problem. CT and MRI scanners produce 3D grids of scalar samples with no surface representation, which polygon renderers cannot display, and clinicians needed images of bone and tissue.

Marching cubes (1987, William Lorensen and Harvey Cline, General Electric (GE)) extracted triangle surfaces from volume data (SIGGRAPH 1987). Direct volume rendering (1988) drew a volume without extracting a surface, in two papers of the same year: Marc Levoy at UNC (“Display of surfaces from volume data,” IEEE CG&A 8(3)) and Robert Drebin, Carpenter and Hanrahan at Pixar (“Volume rendering,” SIGGRAPH 1988).

Figure to come: a figure from the 1987 marching cubes paper: a skull surface extracted from CT data.
Lorensen and Cline: marching cubes, 1987 · ACM · Used under fair use for teaching and commentary.
General Electric · UNC Chapel Hill · Pixar · SIGGRAPH, IEEE CG&A · see marching cubes, the volume integral

3D scanning and reconstruction from range images and photographs (1982 to 2010)

Problem. Real objects and sites had to be modeled to a fraction of a millimeter, but a scanner sees one side at a time, so many partial, noisy, overlapping range images had to be aligned and merged into one closed surface; photographs give shape only where points can be matched across views.

Structured light (1982, Jeffrey Posdamer and Martin Altschuler) projected a sequence of coded stripe patterns, so each camera pixel decodes which stripe lit it and depth follows by triangulation (Computer Graphics and Image Processing 18(1), 1982). Laser-stripe triangulation scanners did the same with one swept line; the Stanford models were scanned with a Cyberware 3030 MS (Stanford 3D Scanning Repository). Zippered range scans (1994, Greg Turk and Marc Levoy, Stanford) stitched overlapping scans into one mesh (SIGGRAPH 1994); their test object was a terra-cotta rabbit, the Stanford bunny (Turk, “The Stanford Bunny”). Volumetric range merging (1996, Brian Curless and Levoy, Stanford) averaged signed distances from all scans on a grid and extracted the zero set by marching cubes (SIGGRAPH 1996); the Digital Michelangelo Project (2000, Levoy and colleagues, Stanford and the University of Washington) scanned ten statues by Michelangelo with these methods (SIGGRAPH 2000). Poisson surface reconstruction (2006, Michael Kazhdan, Matthew Bolitho and Hugues Hoppe, Johns Hopkins and Microsoft Research) fit a watertight surface to oriented points by solving one Poisson equation (Symposium on Geometry Processing (SGP) 2006).

From photographs, Facade (1996, Paul Debevec, Camillo Taylor and Jitendra Malik, UC Berkeley) fit parametric architectural models to a few photographs (SIGGRAPH 1996). Photo Tourism (2006, Noah Snavely, Steven Seitz and Richard Szeliski, University of Washington and Microsoft Research) recovered cameras and sparse points by structure from motion from unordered Internet photo collections (ACM TOG 25(3), 2006), and patch-based multi-view stereo (PMVS) (2010, Yasutaka Furukawa and Jean Ponce) grew dense oriented patches from the calibrated views (IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI) 32(8), 2010). Structure from motion of this kind supplies the camera poses that NeRF and Gaussian splatting start from (Section 11).

A photograph of a 3D-printed Stanford bunny figurine.
A 3D-printed Stanford bunny: the 1994 scan printed back into an object, 2013 · funnypolynomial · CC BY 2.0 · via Wikimedia Commons
Stanford Computer Graphics Laboratory · University of Washington · Microsoft Research · Johns Hopkins · UC Berkeley · SIGGRAPH, SGP, ACM TOG, IEEE TPAMI · see scanned meshes, marching cubes, training from posed photographs · More on this problem

Hair and fur (1989 to 2003)

Problem. Hair and fur consist of many thousands of fibers, each thinner than a pixel and translucent, so neither surface shading models nor one sample per pixel can render it, and light scattered inside the fibers sets its color and highlights.

Volumetric fur (1989, James Kajiya and Timothy Kay, Caltech) rendered fur as a 3D texture of densities ray-traced through a volume, with a lighting model for thin cylinders (“Rendering fur with three dimensional textures,” SIGGRAPH 1989). The hair scattering model (2003, Stephen Marschner, Henrik Wann Jensen, Mike Cammarano, Steven Worley and Pat Hanrahan, Stanford) measured real fibers and modeled them as rough dielectric cylinders, which explained the two highlights of real hair, one white and one colored (“Light scattering from human hair fibers,” ACM TOG 22(3), 2003).

Caltech · Stanford · SIGGRAPH, ACM TOG · see hair and fur, beyond opaque surfaces · More on this problem

Non-photorealistic rendering (1990 to 1998)

Problem. Technical illustration, cartoons and painting convey shape with outlines, hatching and limited palettes rather than with physically correct light, and a renderer had to produce such images from 3D models automatically.

Comprehensible rendering (1990, Takafumi Saito and Tokiichiro Takahashi, Nippon Telegraph and Telephone (NTT) Human Interface Laboratories) stored depth and normals per pixel, the geometric buffers of later deferred shading, and drew outlines and hatching from them as image-processing passes (“Comprehensible rendering of 3-D shapes,” SIGGRAPH 1990). Pen-and-ink illustration (1994, Georges Winkenbach and David Salesin, University of Washington) built tones from prioritized strokes of hatching (SIGGRAPH 1994). Gooch shading (1998, Amy Gooch, Bruce Gooch, Peter Shirley and Elaine Cohen, Utah) replaced dark shadows by a cool-to-warm color ramp so that shape stays readable in technical illustration (“A non-photorealistic lighting model for automatic technical illustration,” SIGGRAPH 1998).

The Stanford bunny shaded with a cool-to-warm ramp, mostly blue with pale yellow toward the lit lower left, and black silhouette and crease lines.
The Stanford bunny with Gooch shading, 2013 · Eduardo Graells-Garrido and Maria-Cecilia Rivara · CC BY-SA 3.0 · via Wikimedia Commons
NTT · University of Washington · University of Utah · SIGGRAPH · see deferred shading, Unity shaders · More on this problem

Image-based rendering and captured light (1996 to 1998)

Problem. Hand-built models and lights could not reproduce the look and lighting of real scenes, so new views and illumination had to come from photographs: views rendered from captured rays instead of geometry, and light measured instead of designed.

Light field rendering (1996, Levoy and Pat Hanrahan, Stanford) rendered new views from a 4D table of rays with no geometry (SIGGRAPH 1996). High-dynamic-range (HDR) radiance maps (1997, Paul Debevec and Jitendra Malik, UC Berkeley) recovered real light levels from a bracket of exposures (SIGGRAPH 1997), and image-based lighting (1998, Debevec) lit computer-generated objects with captured light (SIGGRAPH 1998). Modeling from photographs (Facade) is under 3D scanning and reconstruction, above.

Stanford Computer Graphics Laboratory · UC Berkeley · SIGGRAPH · see HDR, image-based lighting, its light transport, learned scenes · More on this problem

Consumer 3D hardware and programmable shading (1996 to 2004)

Problem. Real-time 3D needed hardware a household could buy, and once that existed its fixed-function pipeline evaluated only built-in lighting and texturing, so the custom materials of film rendering could not run at game frame rates.

The Voodoo card (1996, 3dfx Interactive) accelerated only “the inner rasterization loop” and left the rest to the host (its specification). The GeForce 256 (NVIDIA, announced 31 August 1999 as “the world’s first graphics processing unit (GPU)”) put transform and lighting on the same chip as the rasterizer, rated at “15 million sustained polygons per second” (press releases). The GeForce3 (unveiled 22 February 2001) ran a user-programmable vertex engine (Erik Lindholm, Mark Kilgard and Henry Moreton, NVIDIA, SIGGRAPH 2001), and ATI’s Radeon 9700 (2002) made the pixel stage programmable in floating point.

A 3dfx Voodoo Graphics add-in card.
3dfx Voodoo Graphics card, 1996 · Dennis Lamczak · CC BY-SA 3.0 · via Wikimedia Commons
A VisionTek GeForce 256 DDR graphics card.
VisionTek GeForce 256 DDR card, 1999 · Hyins · public domain · via Wikimedia Commons
Cost · consumer cards Orchid Righteous 3D (Voodoo): $299 (1996) = $614 in 2026 $ (×2.052); a 2D card was still required. Creative 3D Blaster Annihilator Pro (GeForce 256 DDR): $349.99 (1999) = $676 (×1.932). GeForce3: $350 to $400 in a September 2001 review = $636 to $727; launch list price reported at $499 to $699.
3dfx Interactive · NVIDIA · ATI Technologies · SIGGRAPH · see the pipeline, shaders in the OpenGL Shading Language (GLSL), Unity shaders · More on this problem

General-purpose computing on GPUs (2004 to 2012)

Problem. The GPU had become the cheapest parallel arithmetic machine available, but computations other than rendering had to be disguised as graphics operations to run on it.

Brook for GPUs (2004, Ian Buck, Hanrahan and colleagues, Stanford) treated the GPU as a stream computer (SIGGRAPH 2004). NVIDIA’s CUDA (Compute Unified Device Architecture) programming guide 1.0 is dated 23 June 2007, on the unified Tesla architecture first sold in the GeForce 8800 of November 2006 (Lindholm et al., 2008; the programming model in Nickolls, Buck, Garland and Skadron, ACM Queue, 2008). The 2012 AlexNet network was trained on two consumer gaming GPUs, NVIDIA GTX 580s (Krizhevsky, Sutskever and Hinton, “ImageNet classification with deep convolutional neural networks,” Neural Information Processing Systems (NeurIPS) 2012; CACM reprint).

Stanford · NVIDIA · SIGGRAPH, ACM Queue, NeurIPS · see neural networks

Physically based materials in production (2012 to 2013)

Problem. Ad hoc material parameters, neither energy-conserving nor fit to measured reflectance, had to be retuned for each lighting setup; studios needed physically based materials controlled by a few artist-friendly parameters.

The Disney principled BRDF (2012, Brent Burley, Walt Disney Animation Studios) fit a few artist-friendly parameters to measured materials and was used on Wreck-It Ralph (“Physically-based shading at Disney,” SIGGRAPH 2012 course). Real-time physically based rendering (PBR) (2013, Brian Karis, Epic Games) ran the same kind of model inside a game frame (“Real shading in Unreal Engine 4,” SIGGRAPH 2013 course).

Lag: Cook-Torrance (1982) to the default artist workflow (2012 to 2013), about 30 years.
Walt Disney Animation Studios · Epic Games · SIGGRAPH courses · see metal-roughness

Path tracing in feature-film production (2006 to 2018)

Problem. Reyes rendering relied on approximations (shadow maps, caches) that made lighting slow to set up; path tracing needs none but was too noisy and slow for film-scale scenes.

Arnold (Marcos Fajardo; Solid Angle with Sony Pictures Imageworks) rendered Monster House (2006), reported as the first feature rendered with path tracing (Georgiev et al., “Arnold: a brute-force production path tracer,” ACM TOG 37(3), 2018). Hyperion (Walt Disney Animation Studios) rendered Big Hero 6 (2014; TOG 2018), and RenderMan’s path tracer (Per Christensen and colleagues, Pixar) rendered Finding Dory (2016), the first Pixar feature path-traced throughout (TOG 2018).

Solid Angle · Sony Pictures Imageworks · Pixar · Walt Disney Animation Studios · ACM TOG · More on this problem

Real-time ray tracing and denoising (2017 to 2018)

Problem. In a 16 ms game frame, programmable GPU cores could trace only a few rays per pixel, and Monte Carlo estimates from so few samples are too noisy to display.

Spatiotemporal variance-guided filtering (SVGF) (2017, Christoph Schied and colleagues) denoised images of one sample per pixel (High Performance Graphics (HPG) 2017). Microsoft announced DirectX Raytracing (DXR) on 19 March 2018. NVIDIA’s Turing architecture, announced on 13 August 2018, added “dedicated ray-tracing processors called RT Cores” delivering “up to 10 GigaRays a second,” and the consumer GeForce RTX cards followed on 20 August 2018 (NVIDIA press releases). Whitted’s 74-minute frame now runs at interactive rates on a consumer card (Exercise 10).

Cost · GeForce RTX 2080 $699 (2018; Founders Edition $799) = $896 in 2026 $ (×1.282), 8 GB.
NVIDIA · Microsoft · HPG · see hardware rays and denoising, the frame budget · More on this problem

7 · The pipeline, period by period

Which stages of the graphics pipeline ran as host software and which were built into hardware changed with the price of hardware.

Definition (graphics pipeline) The graphics pipeline is the sequence of stages that turns a scene into pixels in the frame buffer. The diagrams below use six stages: the application, walking the scene and issuing drawing commands; geometry, transforming (and later lighting) each vertex; clip and project, cutting primitives to the view and dividing by depth; rasterize, finding the pixels a primitive covers (or, for vectors, generating the line); fragment, computing each pixel’s color (interpolation, texturing, later pixel shaders) and the depth test and blending; and the frame buffer and display. Each stage is colored by where it runs: host software on the computer’s own processor; dedicated hardware, fixed-function circuits (including processors running the vendor’s firmware, which the programmer cannot change); a programmable GPU stage running the application’s own program (a shader); or absent.

Across periods, stages move from host software into fixed hardware, then become programmable, then merge into one programmable pool, while new fixed-function units keep appearing beside the pool (texture filtering, ray-tracing cores, tensor cores). Blythe describes the recurring cycle as “early use of fixed-function hardware acceleration to produce a cost-effective solution, followed by replacement with a more flexible interface” (Blythe, “Rise of the graphics processor,” Proc. IEEE 96(5), 2008), and Myer and Sutherland had already described display processors growing into general computers and starting over, the “wheel of reincarnation” (“On the design of display processors,” CACM 11(6), 1968).

1964 to the mid-1970s: the vector display processor

The host builds a display list; a display processor reads it over and over to refresh a vector CRT, and a line generator strokes each segment. Blythe places the first commercial terminals with autonomous display processing and hardware line drawing in the mid-1960s, citing IBM’s 1964 guide to the 2250; each vendor had its own display-list instructions. The clipping divider and the head-mounted display’s matrix multiplier (1968), and then the LDS-1 (1969), moved transformation and clipping into hardware.

Pipeline diagram for the vector display processor period: application and transform in software (transform in hardware on the LDS-1), clipping in software or hardware, line generator and display refresh in fixed hardware, the raster stages absent.
The vector display processor: IBM 2250 (1964) and E&S LDS-1 (1969). Cost boxes in Section 3.

1973 to the early 1980s: host plus frame buffer

Every stage from transformation to writing pixels is host software; the only graphics hardware is the frame buffer (Section 5), its color map and the video output. SuperPaint (1973) and the E&S frame buffers at NYIT with Smith’s Paint programs (1975 to 1977) are the examples. There was no standard interface.

Pipeline diagram for host plus frame buffer: all stages software except display refresh in fixed hardware.
Host plus frame buffer: SuperPaint (1973), E&S frame buffers at NYIT (1975 to 1977). Cost box: the E&S frame buffer, Section 5.

1982 to 1986: the Geometry Engine

Clark’s Geometry System used twelve copies of one chip, each set by a register to one of twelve roles: four for the matrix transformation, four to six for clipping, two for scaling to device coordinates. Its rate was “equivalent to 5 million floating-point operations per second, corresponding to a fully transformed, clipped, scaled coordinate each 15 microseconds” (Clark 1982). Akeley’s later taxonomy calls this the first generation: transformed, flat-shaded points, lines and polygons, no lighting, hidden surfaces left to the application (Akeley 1993). Software used SGI’s own interface, IRIS GL.

Pipeline diagram for the first generation: transform and clipping in fixed Geometry Engine hardware, setup and rasterization in hardware, flat color only, lighting absent.
First-generation geometry hardware: the Geometry Engine and SGI’s IRIS workstations (1983 on).
Cost · SGI IRIS, 1983 to 1985 Model prices not found; Carlson places the IRIS 1000 to 2400 in a “$45,000 to $100,000” market segment.

1988: the second generation, SGI GT

The GT split the pipeline into four subsystems, geometry, scan conversion, raster and display, and did lighting, Gouraud shading and depth buffering in hardware: “100,000 lighted, 4-sided polygons per second” and 400,000 vectors a second (Akeley and Jermoluk 1988).

Cost · SGI, 1988 Personal IRIS: $15,990 (8-bit, diskless) and $29,990 (24-bit with z-buffer) = $43,500 and $81,600 in 2026 $ (×2.721), rated at 5,800 z-buffered, lighted four-sided polygons a second; IRIS 4D/50: $49,900 = $136,000; IRIS 4D/70GT: £70,000 in the UK (US price not found). (Computer Graphics World and Unigram/X, 1988).

1992 to 1997: the third generation, RealityEngine and InfiniteReality

The RealityEngine’s target was “lighted, smooth shaded, depth buffered, texture mapped, antialiased triangles.” A Command Processor fed 6, 8 or 12 Geometry Engines, each an Intel i860XP, which did transformation, lighting, clipping, projection and setup; Fragment Generators rasterized and textured; 80 Image Engines did the per-pixel work; up to 353 processors in all, for over a million antialiased, textured triangles and over 240 million pixels a second. The Command Processor exists “primarily” because OpenGL is modal (Akeley 1993). OpenGL 1.0, SGI’s interface made an open standard, dates from 1992. InfiniteReality (1996) reached over 7 million lighted, textured, antialiased triangles and 710 million pixels a second with a 60 Hz design goal, in a sort-middle architecture (Montrym, Baum, Dignam and Migdal, SIGGRAPH 1997); the sorting classes come from Molnar, Cox, Ellsworth and Fuchs, 1994. Blythe notes that such accelerators were usually built from programmable parts whose programmability the vendor used “solely to create firmware that implemented the fixed-function pipeline”.

Cost · SGI, 1993 and 1996 Crimson RealityEngine: $99,900 (May 1993) = $223,000 in 2026 $ (×2.228); Onyx RealityEngine2: $159,900 = $356,000 (SGI price sheet). Onyx InfiniteReality: “starts at a cool £179,000” in the UK, 1996 (Edge; US price not found).

1996 to 1998: the raster-only PC card

The 3dfx Voodoo did only the back half. The host computed transformation, lighting, clipping and even the triangle setup (“the host provides starting RGBA and delta RGBA information”); the card walked the spans, interpolated color, did perspective-correct texturing with filtering, fog, a 16-bit depth buffer and blending, at a peak of 50 million pixels a second (SST-1 specification, 1995). The Voodoo2 (1998) moved setup into hardware. Programs used 3dfx’s own Glide or Direct3D.

Pipeline diagram for the Voodoo: application through setup in host software, rasterization through display in fixed hardware.
The raster-only card: 3dfx Voodoo Graphics (1996). Cost box in Section 6.

1999: hardware transform and lighting

The GeForce 256 put the whole fixed-function pipeline on one chip: “Integrated Transform Engine, Integrated Lighting Engine and a 256-bit Rendering Engine on a Single Chip” (NVIDIA, 1999). NVIDIA’s later description is “a fixed-function 32-bit floating-point vertex transform and lighting processor and a fixed-function integer pixel-fragment pipeline” (Lindholm et al., 2008). Direct3D 7 exposed it.

Pipeline diagram for GeForce 256: application in software, every other stage in fixed hardware.
Hardware transform and lighting: NVIDIA GeForce 256 (1999), Direct3D 7. Cost box in Section 6.

2001 to 2005: programmable vertex and pixel stages

The vertex stage became an application program on the GeForce3, “embedded in the broader fixed function pipeline” (Lindholm, Kilgard and Moreton 2001); the pixel stage became programmable in floating point on the Radeon 9700 (2002). Before this, flexibility came from many passes through the fixed pipeline (Peercy, Olano, Airey and Ungar, SIGGRAPH 2000). Setup, rasterization and raster operations stayed fixed.

Pipeline diagram for programmable shaders: transform and lighting programmable, clipping to rasterization fixed, fragment programmable, raster operations fixed.
Programmable stages: GeForce3 (2001), Radeon 9700 (2002), Direct3D 8 and 9.

2005 to 2017: unified shaders and GPU computing

The Xbox 360’s graphics processor (2005) had “48 parallel unified shaders” and 10 MB of embedded DRAM (Andrews and Baker, Hot Chips 2005), and NVIDIA’s GeForce 8800 (8 November 2006) had 128 stream processors at 1.35 GHz, each assigned to vertex, pixel or geometry work as needed (NVIDIA technical brief). Direct3D 10 added a programmable geometry stage and stream output, and removed from its core every fixed function a shader can express (Blythe, “The Direct3D 10 system,” SIGGRAPH 2006). The same processors ran CUDA programs from 2007, and the Khronos Group released the Vulkan 1.0 interface on 16 February 2016.

Pipeline diagram for unified shaders: transform, lighting and fragment stages run on one unified processor pool; clipping, setup, rasterization and raster operations fixed.
Unified shaders: Xbox 360 (2005), GeForce 8800 (2006), Direct3D 10, CUDA (2007), Vulkan (2016).
Cost · GeForce 8800 GTX $599 (2006) = $957 in 2026 $ (×1.597), 768 MB, “520 gigaflops of raw shader horsepower.”

2018 to 2026: ray-tracing cores, tensor cores, mesh shaders

The raster pipeline of the previous period remains, with three additions. Fixed-function RT cores: “The SM only has to launch a ray probe, and the RT core does the BVH traversal and ray-triangle tests” (NVIDIA Turing whitepaper, 2018), about 10 billion rays a second against about 1.1 billion in software on the previous generation. Tensor cores for the matrix arithmetic of neural networks, used for upscaling and frame generation (Section 11). And task and mesh shaders, which can replace the vertex front end with a compute-style stage. DirectX 12 Ultimate (19 March 2020) collected these features.

Pipeline diagram for the current period: unified programmable stages with fixed clipping, setup, rasterization and raster operations, plus side units for ray traversal and tensor operations.
The current pipeline: NVIDIA Turing (2018), Ada (2022), Blackwell (2025); DXR (2018), DirectX 12 Ultimate (2020).
Cost · current cards GeForce RTX 4090: $1,599 (2022) = $1,759 in 2026 $ (×1.100), 82.6 TFLOPS (trillion floating-point operations per second). GeForce RTX 5090: $1,999 (2025) = $1,999, 104.8 TFLOPS, 3,352 “AI TOPS” (vendor figure; NVIDIA releases and whitepapers).

In this text: the pipeline’s stages are the viewing chapter and the rasterization chapter; the programmable stages in practice, shaders in GLSL; ray traversal, the ray-tracing chapter.

8 · Price and performance

Three series, in 2026 dollars, for the hardware of Sections 5 to 7. Their definitions differ (polygons or triangles, lit or unlit, peak or measured, a card or a whole workstation), so the ratios between periods are orders of magnitude, not precise values.

Three logarithmic charts in 2026 dollars: display memory per megabyte from 1975 to 2025, triangles per second per dollar from 1988 to 1999, and peak gigaflops per dollar from 1999 to 2025.
Price and performance in 2026 dollars: display memory (1975 to 2025), triangle rate per dollar (1988 to 1999) and peak FLOPS per dollar (1999 to 2025). Vendor performance figures as published.

Display memory has always cost more per megabyte than ordinary memory: about six times in 1975 (the E&S frame buffer against the cheapest RAM), 4 to 18 times for the PC cards of 1981 to 1987; in 2025 a card’s memory, with its processor, cost about $0.061 a megabyte against about $0.0016 for desktop DRAM in 2023 (McCallum). The premium once bought video-rate scan-out; now it also buys a processor.

9 · How a film frame is made, briefly

A frame of a feature passes through departments in a fixed order: capture of motion, shape and light; layout and previsualization; animation; effects simulation; lighting; rendering on a farm of computers, now with a production path tracer and a denoiser; rendering in layers; compositing with the over operator; and color management in linear light. The course’s film-pipeline lecture works the compositing and exposure arithmetic by hand; see also the Pixar in a Box lessons by Pixar and Khan Academy. This offline pipeline differs from a game’s in its frame budget (Section 12).

10 · CGI studios and films

Film paid for many of the rendering methods in this chapter. A feature demands thousands of frames at film resolution, free of aliasing, with motion blur and believable light, on a schedule; the studios that met those demands wrote many of the field’s papers and much of its production software.

The first studios, 1970s to 1987

The first commercial computer-generated imagery (CGI) came from a few companies that built the whole chain themselves, from renderer to film recorder, and lived mostly on television commercials. Information International Inc. (III), a maker of image scanners, made the pixelated robot’s-eye view of Westworld (1973), generally cited as the first digital image processing in a feature film, with John Whitney Jr. and Gary Demos. MAGI (Mathematical Applications Group Inc.) had written a ray-casting program to compute nuclear radiation exposure and turned it into SynthaVision, one of the first ray-traced image renderers. For Disney’s Tron (1982), the first feature to use 3D CG extensively, four of these studios (MAGI, III, Robert Abel and Associates, and Digital Effects) divided the work. Whitney and Demos then founded Digital Productions around a Cray supercomputer and rendered about 25 minutes of spaceships for The Last Starfighter (1984). The cost of such machines outran the business: Omnibus Computer Graphics bought Digital Productions and Abel in 1986 and all three closed in 1987. Their staff founded the next generation, including Rhythm & Hues and Side Effects Software (SideFX), maker of Houdini.

Lucasfilm, ILM and Pixar

George Lucas founded Industrial Light & Magic (ILM) in 1975 for Star Wars, and in 1979 hired Edwin Catmull from the New York Institute of Technology (NYIT) lab to start a computer division. Its papers defined 1980s rendering: particle systems, the A-buffer, distributed ray tracing, shade trees, alpha compositing and the Reyes architecture. Its first film work, the Genesis sequence of Star Trek II (1982), was one of the earliest entirely computer-generated sequences in a feature, made with fractal terrain and particle systems. In 1986 Steve Jobs paid $5 million for the division’s technology and put $5 million more into the company it became, Pixar. Pixar sold hardware and the RenderMan renderer while John Lasseter’s group made shorts; Toy Story (1995) was the first feature made entirely with computer animation. Disney bought Pixar in 2006 and Lucasfilm, with ILM, in 2012. ILM, meanwhile, carried CG into live action: the stained-glass knight of Young Sherlock Holmes (1985), the water creature of The Abyss (1989), the T-1000 of Terminator 2 (1991) and the dinosaurs of Jurassic Park (1993).

A planet seen from space with a ring of fire spreading across its surface.
Star Trek II: The Wrath of Khan, the Genesis sequence (1982): particle systems and fractal terrain by the Lucasfilm Computer Division · Paramount Pictures · Used under fair use for teaching and commentary.

Animation studios

Disney’s own move to computers began with CAPS, built with Pixar, which replaced hand inking, painting and camera work with digital ink, paint and compositing; The Rescuers Down Under (1990) was made entirely with it, and it set the drawn characters of Beauty and the Beast (1991) in a 3D ballroom. Walt Disney Animation Studios later wrote its own path tracer, Hyperion, used for every film since Big Hero 6 (2014). Pacific Data Images (PDI), founded in 1980 for television graphics, made Antz (1998) and Shrek (2001), the first winner of the Academy Award for Best Animated Feature, as PDI/DreamWorks. Blue Sky Studios, founded in 1987 by MAGI veterans, built a ray tracer with physically based light and made Ice Age (2002); Disney closed it in 2021. Illumination (with Mac Guff in Paris) and Animal Logic in Sydney followed.

Visual-effects houses

By the 1990s visual effects (VFX) were spread across many houses, most founded by ILM or Abel veterans. Digital Domain (1993) built the ship and digital passengers of Titanic (1997) and the aged face of Benjamin Button (2008). Weta Digital (1993, now Wētā FX) wrote Massive for the crowds of The Lord of the Rings, built Gollum from Andy Serkis’s performance, and captured performances under water for Avatar: The Way of Water (2022). Sony Pictures Imageworks co-developed Arnold, which rendered Monster House (2006), the first feature rendered with path tracing; by 2016 Disney and Pixar had moved to path tracers too. Framestore lit the actors of Gravity (2013) with light-emitting diode (LED) panels showing the rendered scene, and Double Negative traced light through curved spacetime for the black hole of Interstellar (2014). ILM’s StageCraft LED volume for The Mandalorian (2019) put game-engine rendering in front of the camera.

A black hole with a bright accretion disk bent above and below it by gravitational lensing.
Interstellar (2014): the black hole Gargantua rendered with DNGR, the Double Negative Gravitational Renderer · Warner Bros. Entertainment and Paramount Pictures · Used under fair use for teaching and commentary.

What the studios contributed

Three things recur. Studios wrote renderers when none existed at their scale: Reyes and RenderMan at Lucasfilm and Pixar, CGI Studio at Blue Sky, Arnold at Sony Pictures Imageworks with Solid Angle, Hyperion at Disney, Manuka at Weta. Their tools became products: Wavefront was co-founded by Abel’s programmer Bill Kovacs; Alias and Wavefront merged into the company that shipped Maya (1998); Houdini came from the Omnibus collapse; and RenderMan became, in 2001, the first software package to receive an Oscar statuette. And their researchers published: particle systems, compositing algebra, subdivision surfaces in production, the material point method for snow in Frozen (2013) and Disney’s principled reflectance model all appeared first as SIGGRAPH papers or courses written inside studios.

Fifteen films and their firsts

Each “first” is stated as narrowly as the sources allow; several popular claims are disputed and are discussed in the supplement.

year film studio first or landmark
1973 Westworld III digital image processing in a feature (the pixelated robot view)
1976 Futureworld III; Catmull, Parke among the first 3D CG images in a feature (an animated hand and face)
1982 Tron MAGI, III, Abel, Digital Effects first extensive use of 3D CG in a feature
1982 Star Trek II Lucasfilm Computer Division Genesis sequence: one of the earliest all-CG sequences; particle systems
1984 The Last Starfighter Digital Productions CG spaceships in place of models, rendered on a Cray
1985 Young Sherlock Holmes ILM, Lucasfilm stained-glass knight, cited as the first all-CG character in a feature
1989 The Abyss ILM water pseudopod: a refracting CG creature in live action
1990 The Rescuers Down Under Disney (CAPS) first feature made entirely with digital ink, paint and compositing
1991 Terminator 2 ILM liquid-metal T-1000: a lead character made partly with CG
1993 Jurassic Park ILM photoreal CG animals in live action
1995 Toy Story Pixar first feature made entirely with computer animation
2002 The Two Towers Weta Digital Gollum from captured performance; Massive crowd agents
2006 Monster House Sony Pictures Imageworks first feature rendered with path tracing (Arnold)
2014 Interstellar Double Negative black hole rendered through curved spacetime (DNGR), published as physics
2019 The Mandalorian (series) ILM StageCraft LED volume: real-time rendered backgrounds filmed in camera

Studios and films, in full: every studio above with its founders, landmark work, technical contributions and fate, the software that came out of the studios, and a timeline of 37 films.

11 · Learned graphics

Since about 2020 trained neural networks have replaced parts of the pipeline.

The NeRF pipeline figure: sample points along camera rays, a network gives color and density, volume rendering composites them, and the loss compares with a photograph.
NeRF pipeline figure, 2020 · Mildenhall, Srinivasan, Tancik, Barron, Ramamoorthi, Ng · MIT License · via Wikimedia Commons
The teaser figure of the 3D Gaussian splatting paper comparing image quality and frame rate with earlier radiance-field methods.
Kerbl et al.: 3D Gaussian splatting, 2023 (arXiv version) · the authors · CC BY 4.0
An image generated by Stable Diffusion: a city of towers covered in plants.
Stable Diffusion: solarpunk city, 2023 · Prototyperspective · CC0 · via Wikimedia Commons
Lag: radiance fields, 2020 paper to real-time splats (2023), 3 years.

A learned scene needs no modeled geometry, no hand-set materials and no light-transport solver; an upscaler or a frame generator supplies pixels the renderer never computed; a diffusion model draws an image from text. Each earlier change of representation (lines, then polygons, patches, micropolygons, scanned points, volumes) added a representation without removing the others, and the new methods use the old machinery: a camera matrix projects a Gaussian as it projects a vertex, and splatting is rasterization.

In this text: neural networks and embeddings; the space of images; diffusion models; learned scenes (NeRF, splats and the volume integral).

12 · Two patterns

Ideas wait for hardware

Techniques reach routine use years after publication. For the ten techniques in the figure below the gap runs from 3 years (radiance fields to real-time splats) to 48 (the head-mounted display).

Ten horizontal bars from the year of publication to the year of wide use: head-mounted display 1968 to 2016, z-buffer and texture mapping 1974 to 1996, bump mapping 1978 to 2004, Catmull-Clark 1978 to 1997, ray tracing 1980 to 2018, programmable shading 1984 to 2001, mipmaps 1983 to 1996, path tracing 1986 to 2006, NeRF 2020 to 2023, each labeled with its length.
From the paper to wide use, for ten techniques: 3, 13, 17, 19, 20, 22, 22, 26, 38 and 48 years; median 21 (the mean of the two middle values). Arrival events as in the lag lines (a consumer card, a shipped film, a consumer headset); a different milestone moves a bar by a few years.

One mechanism is price (Section 8). An algorithm written for an overnight run on a minicomputer becomes practical when the hardware budget it needs falls by the ratio between the two. Display memory halved in price about every 2.0 years from 1975 to 2025; a factor of a thousand is about ten halvings, about 20 years, which is close to the median lag. The research literature of a given year describes much of what will be routine two decades later, and the mathematics underneath (vectors, matrices, sampling, integrals) is the same in every period, so it does not go out of date.

Two budgets, one mathematics

An interactive program must finish each frame in the time the display gives it: at 60 frames a second, about 16.7 milliseconds, every frame. This is real-time rendering. A film frame has no viewer waiting; it may take minutes or hours on a farm and be played back later. This is offline rendering. A four-hour film frame allows about 860,000 times the computation of a 60 Hz game frame, and Whitted’s 74-minute frame of 1980 about 270,000 times. Almost every technique in this chapter was first used on the offline side and later crossed to the real-time side, once hardware closed enough of that ratio: shading programs, ray tracing, physically based materials and path-traced light all made the crossing, and the lag figure above measures it.

Pitfall: reading the dates as a race Several ideas were found more than once, independently and at nearly the same time: the z-buffer by Catmull and by Straßer (1974); the general light-transport equation by Kajiya and by Immel, Cohen and Greenberg (1986); direct volume rendering by Levoy and by Drebin, Carpenter and Hanrahan (1988); the 4D light field by Levoy and Hanrahan and by Gortler and colleagues (1996).

13 · Organizations

The organizations behind the work in Sections 1 to 11, with a founding year where a source states it.

Organization Founded Contributions in this chapter Key people
University departments and laboratories
MIT (Lincoln Laboratory, Project MAC) Sketchpad and hidden-line removal on the TX-2 (1963, 3, 4); the Coons patch (1967, supplement) Ivan Sutherland, Lawrence Roberts, Steven Coons
Harvard Head-mounted display and clipping divider (1968, 3, 4) Ivan Sutherland, Robert Sproull
University of Utah, Computer Science David Evans was recruited in 1965 to build a department concentrated on graphics, funded by ARPA’s Information Processing Techniques Office; Sutherland joined in 1968 and the two founded Evans & Sutherland that year (Carlson). Z-buffer and texture mapping (1974, 4, 4); Gouraud and Phong shading (1971, 1975, 4); Blinn’s reflection models and bump mapping (1977, 1978, 4); Loop subdivision (1987, 4); Gooch shading (1998, 6) (more) David Evans, Ivan Sutherland, Edwin Catmull, Jim Blinn
Cornell Program of Computer Graphics Cook-Torrance model (1982, 4); radiosity, hemicube, progressive refinement (1984 to 1988, 6); image-based BRDF measurement (1999, 4) Donald Greenberg, Kenneth Torrance, Michael Cohen, Stephen Marschner
Stanford (Computer Graphics Laboratory and Computer Science) k-d tree (1975, 4); Geometry Engine (1982, 6); zippered and volumetric range merging, Digital Michelangelo (1994 to 2000, 6); light fields (1996, 6); multiple importance sampling (1995, 6); QSplat (2000, 6); particle level set (2002, 6); hair scattering (2003, 6); Brook for GPUs (2004, 6) Marc Levoy, Pat Hanrahan, Leonidas Guibas, Ronald Fedkiw
University of North Carolina (UNC) at Chapel Hill Points as a display primitive (1985, 6); direct volume rendering (1988, 6); reaction-diffusion textures (1991, 6) Henry Fuchs, Turner Whitted, Marc Levoy, Greg Turk
Caltech Rendering equation (1986, 6); elastically deformable models (1987, 6); fur as volume texture (1989, 6); cellular texture generation (1995, 6) James Kajiya, Alan Barr, Kurt Fleischer
UC Berkeley Level set method (1988, with UCLA, 6); Facade (1996, 6); HDR radiance maps and image-based lighting (1997, 1998, 6); texture synthesis and image quilting (1999, 2001, 6); NeRF (2020, 11) James Sethian, Paul Debevec, Jitendra Malik, Alexei Efros
University of Washington Pen-and-ink illustration (1994, 6); Digital Michelangelo, with Stanford (2000), and Photo Tourism, with Microsoft Research (2006, 6) David Salesin, Brian Curless, Steven Seitz, Noah Snavely
Carnegie Mellon University Quadric error metrics (1997, 4) Michael Garland, Paul Heckbert
ETH Zurich Procedural cities (2001) and CGA shape (2006, 4); surface splatting, with MERL (2001, 6) Markus Gross, Pascal Müller, Matthias Zwicker, Luc Van Gool
New York Institute of Technology (NYIT) Computer Graphics Lab Shadow maps (1978, 4); mipmaps (1983, 4) Edwin Catmull, Alvy Ray Smith, Lance Williams
New York University (NYU) Perlin noise (1985, 6) Ken Perlin
University of Cambridge Painter’s algorithm (1972, 4) Martin Newell, Richard Newell, Tom Sancha
Syracuse University Rational B-splines (1975, 4) Kenneth Versprille
Yale Shamos’s computational geometry (1975 to 1978, 4) Michael Shamos
University of Rochester, Production Automation Project PADL and constructive solid geometry (1977 to 1980, 4) Herbert Voelcker, Aristides Requicha
University of Texas at Dallas BSP trees (1980, 4) Henry Fuchs, Zvi Kedem, Bruce Naylor
Simon Fraser University Sensor motion capture (1980, 1982, 4) Tom Calvert
University of Regina L-system plant models (1988) and The Algorithmic Beauty of Plants (1990, 4) Przemyslaw Prusinkiewicz
University of California, Los Angeles (UCLA) Level set method (1988, with UC Berkeley, 6) Stanley Osher
University of Wisconsin-Madison Motion graphs (2002, 4) Lucas Kovar, Michael Gleicher
Johns Hopkins University Poisson surface reconstruction (2006, with Microsoft Research, 6) Michael Kazhdan, Matthew Bolitho
Research institutes and corporate laboratories
Bell Labs Recursive ray tracing (1980, 4) Turner Whitted
SRI (Augmentation Research Center) Mouse and NLS (1968, 3) Douglas Engelbart
RAND Corporation RAND Tablet (1964, 3) Malcolm Davis, Thomas Ellis
Xerox PARC SuperPaint frame buffer (1973, 5); quad-edge structure, with Stanford (1985, 4) Richard Shoup, Leonidas Guibas, Jorge Stolfi
National Bureau of Standards (NBS, now NIST) Definition of the BRDF (1977, 4) Fred Nicodemus
NASA Jet Propulsion Laboratory Blobby models (1982, 6) Jim Blinn
Lawrence Berkeley Laboratory Measured anisotropic reflection (1992, 4) Greg Ward
Microsoft Research Progressive meshes (1996, 4); Photo Tourism and Poisson reconstruction (2006, 6) Hugues Hoppe, Richard Szeliski
Mitsubishi Electric Research Laboratories (MERL) Surface splatting, with ETH Zurich (2001, 6); MERL BRDF database (2003, 4) Hanspeter Pfister, Matthew Brand
Inria and the Max Planck Institute for Informatics (MPI-Inf) 3D Gaussian splatting (2023, 11) George Drettakis, Bernhard Kerbl, Thomas Leimkühler
General Electric (GE) Marching cubes (1987, 6) William Lorensen, Harvey Cline
General Motors Research Laboratories (manufacturer) DAC-1 (earlier machines)
Boeing (manufacturer) The 777, digitally designed (entered service 1995, 2); the term “augmented reality” (1992, 2) Thomas Caudell, David Mizell
Renault and Citroën (manufacturers) De Casteljau’s algorithm at Citroën (1959); Bézier curves and UNISURF at Renault (1971 to 1972, 4) Paul de Faget de Casteljau, Pierre Bézier
Hardware companies
IBM IBM 2250 (1964, 3); Bresenham’s line algorithm (1965, 4); ray casting (1968, 4); Mandelbrot’s fractals (1977 to 1982, 4) Jack Bresenham, Arthur Appel, Benoit Mandelbrot
Digital Equipment Corporation (DEC) PDP-1 and the Type 30 display (1960 to 1962, 3)
Tektronix Storage-tube terminals, T4002 (1969) and 4010 (3)
Evans & Sutherland (E&S) LDS-1 (1969, 3); frame buffer (1975, 5); flight-simulator image generators (2) David Evans, Ivan Sutherland
Silicon Graphics (SGI) IRIS 1000 terminal (1983); GT (1988); RealityEngine (1993) (6, 7) Jim Clark, Kurt Akeley
3dfx Interactive Voodoo (1996, 6)
ATI Technologies Radeon 9700, floating-point pixel shading (2002, 6)
NVIDIA (with NVIDIA Research) 1993 GeForce 256 (1999) and GeForce3 (2001, 6); CUDA (2007, 6); Turing RT cores (2018, 6); Instant neural graphics primitives (2022, 11) Jensen Huang, Erik Lindholm, Thomas Müller
Cyberware Laser triangulation scanner (3030 MS) of the Stanford models (6)
Oxford Metrics (Vicon) 1984 Vicon optical motion capture (first system 1979, 4)
Software companies and projects
Dassault Systèmes CATIA (1981, 2)
SideFX 1987 PRISMS (1987) and Houdini (4) Kim Davidson, Greg Hermanovic
Alias|Wavefront Stable fluids (1999, 6) Jos Stam
CGAL Project Computational Geometry Algorithms Library (from 1996, 4) Andreas Fabri, Lutz Kettner, Stefan Schirra
Microsoft DirectX Raytracing (2018, 6)
Solid Angle Arnold path tracer (Monster House, 2006, 6) Marcos Fajardo
Epic Games Real-time PBR in Unreal Engine 4 (2013, 6) Brian Karis
Studios
Lucasfilm Computer Division Formed in 1979 and spun off as Pixar in 1986, when Steve Jobs bought it (CHM, Carlson). Particle systems (1983, 6); A-buffer (1984, 4); distributed ray tracing (1984, 4); alpha compositing (1984, 6); shade trees (1984, 6) Edwin Catmull, Alvy Ray Smith, Robert Cook, Loren Carpenter
Pixar Before its films Pixar sold the Pixar Image Computer (1986). Reyes and percentage-closer filtering (1987, 6, 4); RenderMan Shading Language (1990, 6); Toy Story (1995, 2); subdivision in production (1998, 4); path-traced Finding Dory (2016, 6) (more) Edwin Catmull, Robert Cook, Pat Hanrahan, Tony DeRose
Industrial Light & Magic (ILM) Particle level set water, with Stanford (2002, 6) Douglas Enright, Ronald Fedkiw
Pacific Data Images (PDI) and DreamWorks Animation Level sets with particles for liquids (2001); VDB and OpenVDB (2013) (6) Nick Foster, Ken Museth
Walt Disney Animation Studios Disney principled BRDF (2012, 6); Hyperion, Big Hero 6 (2014, 6) Brent Burley
Sony Pictures Imageworks Arnold in production, Monster House (2006, 6)
Funding agencies
ARPA Information Processing Techniques Office (IPTO) RAND Tablet (1964), head-mounted display (1968) (3, 3); the Utah program (above)
Office of Naval Research (ONR) Head-mounted display (1968, 3)
National Science Foundation (NSF) The ViSC report on scientific visualization (1987, 1)
Venues
ACM SIGGRAPH conference 1974 Most papers of Sections 4 and 6
ACM Transactions on Graphics (TOG) 1982 Cook-Torrance in its first issue (1982, 4); publishes the SIGGRAPH papers
Communications of the ACM (CACM) Phong (1975), Clark (1976), Crow (1977), Whitted (1980) (4, 4, 4, 4)
Eurographics, Computer Graphics Forum (CGF) and the Symposium on Rendering (EGSR) 1982 (CGF) Photon mapping (1996, 6); image-based BRDF measurement (1999, 4); Poisson reconstruction at the Symposium on Geometry Processing (2006, 6)
IEEE Computer Graphics and Applications (CG&A) 1981 Calvert’s motion capture (1982, 4); Levoy’s volume rendering (1988, 6)
High Performance Graphics (HPG) SVGF denoising (2017, 6)
Vision and learning conferences (ICCV, ECCV, CVPR, NeurIPS) Efros-Leung synthesis (ICCV 1999); AlexNet (NeurIPS 2012); NeRF (ECCV 2020); latent diffusion (CVPR 2022) (6, 6, 11)

A companion page, People and organizations, lists 212 people and 115 organizations with 352 dated contributions and 70 honors, each contribution linked to its source, filterable by period, by kind of organization and by the problems of Sections 4 and 6. Organizations it lists without a contribution in this chapter are named in the supplement.

Honors

14 · Reading and resources

Papers are linked by DOI (digital object identifier) or arXiv number; the ACM Digital Library opens SIGGRAPH papers from most university networks.

Papers: ten to read first

  1. Sutherland 1963, Sketchpad: interactive graphics, constraints and instancing in one thesis (doi:10.1145/1461551.1461591; thesis).
  2. Catmull 1974/75, curved surfaces: the z-buffer and texture mapping, both in a subdivision-rendering thesis (thesis; reprint doi:10.1145/280811.280920).
  3. Phong 1975: the shading model and normal interpolation still taught first (doi:10.1145/360825.360839).
  4. Crow 1977: aliasing named as a sampling problem (doi:10.1145/359863.359869).
  5. Williams 1983, pyramidal parametrics: the mipmap, texture filtering every GPU does (doi:10.1145/964967.801126).
  6. Whitted 1980: recursive ray tracing for reflection, refraction and shadows (doi:10.1145/358876.358882).
  7. Porter and Duff 1984: alpha and the compositing algebra behind every layered image (doi:10.1145/964965.808606; open copy).
  8. Kajiya 1986: the rendering equation, the frame for all of light transport (doi:10.1145/15886.15902).
  9. Levoy and Hanrahan 1996, light fields: rendering from images, the ancestor of learned scenes (doi:10.1145/237170.237199; open copy).
  10. Mildenhall et al. 2020, NeRF: a scene as a neural field, rendered with the volume integral of the 1980s (doi:10.1007/978-3-030-58452-8_24; arXiv:2003.08934).

The full list of sixty papers by theme, and free software for trying the techniques, are in Reading and software.

Textbooks

Grouped by subject; free official editions are linked and listed first.

Foundations and general texts.

Rendering.

Real time.

Geometry and modeling.

Animation and simulation.

Vision and imaging.

Deep learning.

History.

Websites

Societies and archives. ACM SIGGRAPH; the SIGGRAPH History Archives (conference histories, award citations, art and animation archives); the ACM Digital Library’s SIGGRAPH and TOG pages (mostly paywalled; SIGGRAPH content is free for about a month around each conference); the Eurographics Digital Library; the Computer History Museum collections and its oral histories with pioneers; Bitsavers, scanned manuals of historic machines (E&S, DEC, IBM); Alvy Ray Smith’s site, first-hand history of paint systems, alpha and Pixar.

Finding papers. Ke-Sen Huang’s paper lists, links to author copies of SIGGRAPH, Eurographics, EGSR and HPG papers; arXiv cs.GR, where learned graphics appears first; Hugging Face Papers, where Papers With Code now redirects; the Self Shadow archive of the SIGGRAPH physically based shading course notes.

Learning. Ray Tracing in One Weekend (three short books, CC0); pbr-book.org; Scratchapixel; LearnOpenGL; WebGL Fundamentals and WebGL2 Fundamentals; The Book of Shaders; Shadertoy; Inigo Quilez’s articles on distance functions and noise; The Graphics Codex; the Real-Time Rendering site and its ray tracing resources; GPU Gems online; ACM SIGGRAPH on YouTube (talks and the Electronic Theater); Two Minute Papers, short summaries of recent papers (read the papers).

Assets. Poly Haven (HDR environments, textures and models, all CC0); the Stanford 3D Scanning Repository (the bunny, dragon and Buddha; free for research, not for commercial use); the McGuire Computer Graphics Archive (classic test scenes; per-model licenses); the Khronos glTF Sample Assets.

15 · Exercises

Prices in 2026 dollars use the CPI-U conversion in the note at the start of Section 3.

Exercise 1 (the z-buffer’s cost in 1974) A 512 by 512 depth buffer at 16 bits per pixel, in 1974, at about four cents a bit. What did it cost, then and in 2026 dollars (CPI 1974 = 49.3)? What would it have cost at the E&S frame buffer’s rate of 1975?
Solution \(512 \times 512 \times 16 = 4{,}194{,}304\) bits; at $0.04 a bit, $167,772, about $168,000, and \(167{,}772 \times 321.943/49.3 \approx\) $1.1 million in 2026 dollars, for the depth buffer alone. At the E&S rate ($80,000 for \(512 \times 512 \times 8 = 2{,}097{,}152\) bits, 3.8 cents a bit) it is exactly two E&S frame buffers, $160,000. In exchange the z-buffer needs no sorting and costs the same per pixel however complex the scene.
Exercise 2 (Sketchpad’s flicker budget) The TX-2 showed one spot of Sketchpad’s display file every 20 µs. How many spots can be refreshed 30 times a second without flicker? How long does a full display file of 32,000 spots take, and at what rate would it refresh?
Solution \(\tfrac{1}{30}\,\text{s} / 20\,\mu\text{s} = 33{,}333\,\mu\text{s} / 20\,\mu\text{s} \approx 1{,}667\) spots. A full file takes \(32{,}000 \times 20\,\mu\text{s} = 0.64\) s, a refresh rate of \(1/0.64 \approx 1.6\) Hz, far below flicker fusion; hence Sutherland’s interlacing and random “twinkling” order.
Exercise 3 (the head-mounted display’s arithmetic) The 1968 head-mounted display drew 3,000 lines at 30 frames a second, and its matrix multiplier transformed each endpoint with 16 multiplications. Check the paper’s figure of “about 3,000,000 multiplications per second.”
Solution \(3{,}000 \times 30 \times 2 \times 16 = 2{,}880{,}000\) multiplications a second: two endpoints per line, 16 multiplications each (a 4 by 4 matrix times a homogeneous point). The paper rounds this to about 3 million. At 5 µs per endpoint the multiplier handles \(200{,}000\) endpoints a second, and \(3{,}000 \times 30 \times 2 = 180{,}000\) are needed, so it ran at 90% of capacity.
Exercise 4 (SAGE’s memory today) One AN/FSQ-7, the SAGE computer (Earlier machines), held 69,632 words of 32 bits. How many bytes is that, and how many times does it fit in the 16 GB (\(16 \times 2^{30}\) bytes) of a Raspberry Pi 5?
Solution \(69{,}632 \times 4 = 278{,}528\) bytes, 272 KB. \(16 \times 2^{30} / 278{,}528 \approx 61{,}700\). The whole SAGE program cost about $83 billion in 2026 dollars; the Pi costs $305.
Exercise 5 (a bit of PDP-1 memory) A PDP-1 core module of 4,096 18-bit words cost $30,000 in 1963 (factor 10.521). What was the price per bit in 2026 dollars, and how many times cheaper per bit is the memory of a $305 Raspberry Pi 5 with 16 GB?
Solution \(30{,}000 \times 10.521 = \$315{,}630\) for \(4{,}096 \times 18 = 73{,}728\) bits: $4.28 a bit. The Pi: \(305 / (16 \times 2^{30} \times 8) \approx \$2.2 \times 10^{-9}\) a bit. The ratio is about \(1.9 \times 10^{9}\), nearly two billion (the Pi’s price also buys its processor, so the true ratio for memory alone is larger).
Exercise 6 (a design week on an IBM 2250) About 1971 a refreshed graphics console such as the IBM 2250 cost $80 to $150 per console hour to run. At 1972 prices (factor 7.702), what did a 40-hour design week cost in 2026 dollars, and what would the same week on a teletype at $10 an hour have cost?
Solution \(80 \times 7.702 \times 40 \approx \$24{,}600\) at the low rate and \(150 \times 7.702 \times 40 \approx \$46{,}200\) at the high rate; the teletype, \(10 \times 7.702 \times 40 \approx \$3{,}080\). Interactive graphics cost 8 to 15 times as much an hour, which is why Machover wrote that its early justification “was based on faith.”
Exercise 7 (a pixel then and now) The E&S frame buffer cost $80,000 in 1975 for 512 by 512 pixels at 8 bits ($478,726 in 2026 dollars). What did one pixel cost, nominal and in 2026 dollars? A 2025 card’s memory costs $0.061 per MB (1 MB = \(2^{20}\) bytes) with its processor. What does the memory for one 3,840 by 2,160 frame at 4 bytes a pixel cost, and how many times cheaper is a pixel?
Solution \(80{,}000 / 262{,}144 = \$0.305\) a pixel nominal, \(478{,}726 / 262{,}144 = \$1.83\) in 2026 dollars. The 4K frame is \(3{,}840 \times 2{,}160 \times 4 = 33{,}177{,}600\) bytes, 31.6 MB, which costs \(31.6 \times 0.061 = \$1.93\); per pixel \(\$1.93 / 8{,}294{,}400 \approx \$2.3 \times 10^{-7}\). The ratio is about 7.9 million. The ratio per megabyte is 31 million; it is four times smaller per pixel because the 1975 pixel was one byte and today’s is four.
Exercise 8 (halving and doubling times) Display memory fell from $1,914,903 per MB (1975) to $0.061 (2025), both in 2026 dollars. Triangles per second per 2026 dollar rose from 0.133 (1988) to 22,180 (1999). How many halvings and doublings are these, and how long did each take?
Solution Memory: ratio \(31.4 \times 10^{6}\), \(\log_2 = 24.9\) halvings in 50 years, one every 2.0 years. Triangles: ratio \(166{,}400\), \(\log_2 = 17.3\) doublings in 11 years, one every 0.63 years, a factor of \(166{,}400^{1/11} \approx 3.0\) a year. The triangle rate per dollar grew three times faster in doublings because it combined cheaper memory with whole stages moving from software into hardware (Section 7).
Exercise 9 (the display-memory premium) In 2026 dollars per MB, IBM’s CGA card (1981) cost $68,001 and the VGA card (1987) $6,745, while the cheapest ordinary RAM cost $15,863 (1981) and $377 (1987). Compute the premium each year. Did the premium shrink as the cards got cheaper?
Solution \(68{,}001 / 15{,}863 \approx 4.3\) in 1981 and \(6{,}745 / 377 \approx 17.9\) in 1987. No: the card got ten times cheaper per megabyte, but ordinary RAM got 42 times cheaper, so the premium grew. Display memory has to be read out at video rate, and it was sold with the card’s other electronics.
Exercise 10 (Whitted’s frame) Whitted’s 1980 picture took 74 minutes on a VAX-11/780. If the same image renders today at 200 frames a second, by what factor did the hardware speed up, how many doublings is that, and how long did each doubling take over 38 years?
Solution \(74 \times 60 = 4{,}440\) s against \(1/200 = 0.005\) s: a factor of \(888{,}000\), \(\log_2 888{,}000 \approx 19.8\) doublings in 38 years, one every 1.9 years, close to the 2.0-year halving time of display memory in Exercise 8. The algorithm did not change; the hardware closed the gap (the lag of Section 12).

Next: the vectors chapter.