A History of 3D Rendering

From Sketchpad to neural rendering, sixty years year by year

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.

  1. 1963
    Sketchpad

    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.

  2. 1968
    Ray 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.

  3. 1970
    Scan-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.

  4. 1971
    Gouraud shading

    Henri Gouraud interpolates colour across a polygon from its vertices. Curved surfaces now look smooth with very few polygons.

  5. 1972
    A 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.

  6. 1974
    Z-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.

  7. 1975
    Phong 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.

  8. 1976-1978
    Reflection, 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.

  9. 1977
    The 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.

  1. 1980
    Recursive 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.

  2. 1981
    Silicon Graphics

    Jim Clark and colleagues found SGI around the Geometry Engine. Its workstations dominate professional 3D for about fifteen years.

  3. 1982
    Tron 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.

  4. 1984
    Radiosity 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.

  5. 1986
    The 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.

  6. 1987
    Reyes

    Cook, Carpenter and Catmull describe the Reyes architecture: surfaces diced into micropolygons, shaded, then sampled. It becomes the core of RenderMan.

  7. 1988
    RenderMan and Tin Toy

    Pixar publishes the RenderMan Interface Specification. Tin Toy becomes the first computer-animated film to win an Academy Award.

  8. 1989
    The 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.

  1. 1990
    3D 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.

  2. 1991
    Terminator 2

    The liquid-metal T-1000 puts a morphing CG character in the middle of a live-action film.

  3. 1992
    OpenGL 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.

  4. 1993
    Doom 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.

  5. 1995
    Toy Story

    Pixar releases the first fully computer-animated feature film, rendered with RenderMan.

  6. 1996
    Quake, 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.

  7. 1998
    Maya 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.

  8. 1999
    GeForce 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.

  1. 2001
    GeForce 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.

  2. 2002
    Cg, Radeon 9700 and Blender

    NVIDIA releases the Cg shading language and ATI's Radeon 9700 brings floating-point pixel shading. Blender becomes open source.

  3. 2003
    OpenEXR

    ILM releases OpenEXR, a floating-point HDR image format that becomes the film industry's exchange standard.

  4. 2004
    Doom 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.

  5. 2005
    Unity

    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.

  6. 2006
    Unified 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.

  7. 2007
    CUDA and Crysis

    CUDA opens the GPU to general-purpose computing, and Crysis becomes the benchmark that brings gaming PCs to their knees.

  8. 2008
    OpenCL

    The Khronos Group publishes OpenCL 1.0, a vendor-neutral answer to CUDA.

  9. 2009
    Avatar

    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.

  1. 2010
    Physically-based shading courses

    The SIGGRAPH course on physically-based shading in film and game production sets a common vocabulary between the two worlds.

  2. 2011
    Cycles 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.

  3. 2012
    The 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.

  4. 2013
    Monsters University

    Pixar moves to ray-traced global illumination for the first time, ending years of carefully placed fill lights.

  5. 2014
    Unreal 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.

  6. 2015
    Unity 5

    Unity 5 introduces a physically-based Standard Shader and real-time global illumination, making PBR the default for independent developers.

  7. 2016
    Vulkan 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.

  8. 2017
    MaterialX

    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.

  1. 2018
    RTX, 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.

  2. 2019
    Control, 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.

  3. 2020
    NeRF, 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.

  4. 2021
    Omniverse

    NVIDIA makes Omniverse generally available: a collaboration platform built on USD, with path-traced viewports.

  5. 2022
    Unreal 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.

  6. 2023
    Gaussian 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.

  7. 2025
    Neural 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

StandardDomainDescription
USDSceneUniversal Scene Description (Pixar) - a scene interchange format
MaterialXMaterialsAn open material-description format
OpenEXRImagesA high-precision HDR image format (ILM)
ACESColorAcademy Color Encoding System - film colour management
HydraRenderingA render-delegation framework (Pixar)
OpenPBRMaterialsA unified PBR specification (Adobe/Autodesk)
glTF3D for the webA 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.