Rendering is the art of turning numbers into an image. This timeline follows it year by year, from a light pen at MIT to neural networks running inside shaders, with the people, papers, films and chips that moved it forward.
The Pioneers (1963-1979)
Everything starts in university labs, mostly in Utah and at MIT, with problems that still define the field: what is visible, what colour is it, where does the light go.
- 1963Sketchpad
Ivan Sutherland's MIT thesis: the first interactive graphics program, drawn with a light pen. The same year Larry Roberts shows how to remove hidden lines from 3D solids.
- 1968Ray casting
Arthur Appel (IBM) shades solids by shooting a ray from the eye through each pixel. It is the seed of every ray tracer that follows.
- 1970Scan-line rendering
Bouknight and Watkins (Utah) solve visibility one horizontal line at a time. It is fast enough to be practical, and it stays the workhorse for years.
- 1971Gouraud shading
Henri Gouraud interpolates colour across a polygon from its vertices. Curved surfaces now look smooth with very few polygons.
- 1972A Computer Animated Hand
Ed Catmull and Fred Parke animate a digitised model of Catmull's own hand: one of the earliest 3D computer animation films.
- 1974Z-buffer and texture mapping
Catmull's thesis brings a depth value per pixel and images wrapped onto surfaces (Wolfgang Straßer proposes the depth buffer independently). The Z-buffer is still in every GPU.
- 1975Phong shading and the Utah teapot
Bui Tuong Phong interpolates normals per pixel and adds a specular highlight model. Martin Newell models a teapot that becomes the field's test object.
- 1976-1978Reflection, bump and shadow maps
Blinn and Newell introduce reflection mapping (1976), Blinn adds bump mapping (1978), and Lance Williams publishes shadow mapping (1978). Cheap tricks, all still in use.
- 1977The Death Star trench
Star Wars includes a few seconds of vector wireframe computer graphics by Larry Cuba: CG reaches the cinema screen.
The Age of Photorealism (1980-1989)
The maths of light transport gets written down. Most of what a modern renderer does is defined in this decade, long before the hardware can run it.
- 1980Recursive ray tracing
Turner Whitted (Bell Labs) follows rays through mirrors and glass, adding reflections, refractions and shadows to one algorithm. A single image takes hours.
- 1981Silicon Graphics
Jim Clark and colleagues found SGI around the Geometry Engine. Its workstations dominate professional 3D for about fifteen years.
- 1982Tron and the Genesis sequence
Tron mixes CG and live action, and Lucasfilm's computer division makes the Genesis Effect for Star Trek II: fractal terrain and particle systems in a feature film.
- 1984Radiosity and distributed ray tracing
Goral and colleagues at Cornell borrow heat-transfer equations to compute diffuse light bouncing between surfaces. At Lucasfilm, Cook, Porter and Carpenter sample rays to get motion blur, depth of field and soft shadows.
- 1986The rendering equation
James Kajiya writes light transport as one integral and solves it by Monte Carlo sampling: path tracing. The same year, Pixar becomes an independent company.
- 1987Reyes
Cook, Carpenter and Catmull describe the Reyes architecture: surfaces diced into micropolygons, shaded, then sampled. It becomes the core of RenderMan.
- 1988RenderMan and Tin Toy
Pixar publishes the RenderMan Interface Specification. Tin Toy becomes the first computer-animated film to win an Academy Award.
- 1989The Abyss
ILM's water pseudopod is a CG creature that sits convincingly in live-action footage, and the effects industry takes note.
Studios, Desktops and the First 3D Cards (1990-1999)
Film shows what CG can do while affordable software and consumer hardware put 3D in front of millions of people.
- 19903D Studio and LightWave
Autodesk's 3D Studio on the PC and NewTek's LightWave on the Amiga (with the Video Toaster) make 3D production possible on a desktop budget.
- 1991Terminator 2
The liquid-metal T-1000 puts a morphing CG character in the middle of a live-action film.
- 1992OpenGL 1.0 and Wolfenstein 3D
SGI releases OpenGL, the first widely adopted cross-platform graphics API. On PCs, Wolfenstein 3D uses ray casting to draw corridors in real time.
- 1993Doom and Jurassic Park
Doom uses BSP trees and texture-mapped walls to run a convincing 3D-looking world on ordinary PCs. Jurassic Park shows photoreal CG animals in cinemas.
- 1995Toy Story
Pixar releases the first fully computer-animated feature film, rendered with RenderMan.
- 1996Quake, 3dfx Voodoo, Direct3D and Houdini
Quake is a real polygonal 3D engine with lightmaps. The 3dfx Voodoo card brings hardware acceleration to home PCs, and Microsoft ships Direct3D with DirectX 2. SideFX releases Houdini.
- 1998Maya and Unreal
Alias|Wavefront releases Maya, which becomes the studio standard for animation. Epic's Unreal ships with an editor and scripting, an early sign of the engine as a product.
- 1999GeForce 256
NVIDIA sells the GeForce 256 as the first "GPU": transform and lighting move from the CPU onto the graphics chip.
The Programmable Shader Era (2000-2009)
The fixed pipeline opens up. Artists and programmers can now write the code that shades every pixel.
- 2001GeForce 3 and DirectX 8
The first consumer GPU with programmable vertex and pixel shaders. Final Fantasy: The Spirits Within attempts a fully photoreal CG cast.
- 2002Cg, Radeon 9700 and Blender
NVIDIA releases the Cg shading language and ATI's Radeon 9700 brings floating-point pixel shading. Blender becomes open source.
- 2003OpenEXR
ILM releases OpenEXR, a floating-point HDR image format that becomes the film industry's exchange standard.
- 2004Doom 3, Half-Life 2 and Far Cry
Normal mapping and per-pixel lighting go mainstream: dynamic stencil shadows in Doom 3, physics and facial animation in Half-Life 2, lush outdoor vegetation in Far Cry.
- 2005Unity
Unity launches at Apple's developer conference as a Mac-only engine. Its low price and editor-first approach will open game development to a much wider crowd.
- 2006Unified shaders and Arnold
The GeForce 8800 unifies vertex and pixel processing into general-purpose shader cores. Monster House is the first feature rendered with the Arnold path tracer.
- 2007CUDA and Crysis
CUDA opens the GPU to general-purpose computing, and Crysis becomes the benchmark that brings gaming PCs to their knees.
- 2008OpenCL
The Khronos Group publishes OpenCL 1.0, a vendor-neutral answer to CUDA.
- 2009Avatar
Weta Digital's virtual camera and facial performance capture change how a CG world is directed and shot.
The PBR Revolution (2010-2017)
Studios and game developers converge on materials that obey energy conservation, so a metal looks like metal under any light.
- 2010Physically-based shading courses
The SIGGRAPH course on physically-based shading in film and game production sets a common vocabulary between the two worlds.
- 2011Cycles and the Samaritan demo
Blender gets Cycles, a path tracer. At GDC, Epic's Samaritan demo shows what the next generation of real-time lighting could look like.
- 2012The Disney principled BRDF
Brent Burley presents an artist-friendly material model with a handful of intuitive parameters. It is adopted across the industry within a few years.
- 2013Monsters University
Pixar moves to ray-traced global illumination for the first time, ending years of carefully placed fill lights.
- 2014Unreal Engine 4, Big Hero 6 and Substance Painter
UE4 ships with PBR as its default. Disney's Hyperion path tracer renders a whole feature. Substance Painter brings PBR texturing to a wide audience. The Academy also releases ACES 1.0 for colour management.
- 2015Unity 5
Unity 5 introduces a physically-based Standard Shader and real-time global illumination, making PBR the default for independent developers.
- 2016Vulkan and OpenUSD
Vulkan 1.0 gives low-level, cross-platform GPU control. Pixar open-sources Universal Scene Description, the format that will tie DCC tools and renderers together.
- 2017MaterialX
ILM open-sources MaterialX, a way to describe materials once and render them in any compatible engine.
Real-Time Ray Tracing and Neural Rendering (2018-today)
Ray tracing runs on consumer hardware, and machine learning starts to replace parts of the pipeline.
- 2018RTX, DXR and Star Wars Reflections
NVIDIA's Turing GPUs add dedicated ray-tracing cores and Microsoft ships the DXR API. Epic, ILMxLAB and NVIDIA show a ray-traced Star Wars scene at GDC, and Battlefield V becomes the first game with RTX reflections.
- 2019Control, Quake II RTX and Eevee
Control shows what combined ray-traced effects can add to a modern game, Quake II RTX runs fully path-traced, and Blender 2.80 introduces the real-time Eevee renderer.
- 2020NeRF, Nanite and Karma
Neural Radiance Fields reconstruct a scene from photos with a neural network. Epic's Lumen in the Land of Nanite demo runs on PlayStation 5, and SideFX brings its own Karma renderer to Houdini.
- 2021Omniverse
NVIDIA makes Omniverse generally available: a collaboration platform built on USD, with path-traced viewports.
- 2022Unreal Engine 5 and Instant NeRF
Unreal Engine 5.0 ships with Nanite virtualised geometry and Lumen dynamic global illumination. NVIDIA's Instant NeRF cuts training from hours to seconds, and DLSS 3 adds AI frame generation.
- 2023Gaussian Splatting and full path tracing
3D Gaussian Splatting reconstructs and renders captured scenes in real time. Cyberpunk 2077 adds a full path-tracing mode, DLSS 3.5 denoises rays with AI, and the Alliance for OpenUSD is founded.
- 2025Neural shaders in hardware
NVIDIA's RTX 50 series exposes small neural networks to shader code, so materials and textures can be compressed or approximated by learned models.
Current Industry Standards
| Standard | Domain | Description |
|---|---|---|
| USD | Scene | Universal Scene Description (Pixar) - a scene interchange format |
| MaterialX | Materials | An open material-description format |
| OpenEXR | Images | A high-precision HDR image format (ILM) |
| ACES | Color | Academy Color Encoding System - film colour management |
| Hydra | Rendering | A render-delegation framework (Pixar) |
| OpenPBR | Materials | A unified PBR specification (Adobe/Autodesk) |
| glTF | 3D for the web | A 3D format optimised for the web (Khronos) |
For the techniques behind these milestones, see The Evolution of Rendering Techniques; for the studio and hardware side, Pixar, NVIDIA and SideFX: 30 Years of Rendering Technology.