A Brief History of Computer Graphics

Introduction

Millions of people watch movies every year, marveling at the impeccable CGI (computer-generated imagery). According to some studies, teens use their phones for an average of about 8 hours a week, surfing social media and popular websites like YouTube. Knowingly or unknowingly, computer graphics are inherent in our daily lives. From bringing beloved characters to life to providing realistic simulations, the influence of computer graphics is everywhere.

Humble Beginnings

The roots of computer graphics can be traced back to the 1950s when Douglas T. Ross of the Whirlwind Sage system conducted a personal experiment. He recorded the movement of his finger and displayed his name on an oscilloscope, creating the first-ever computer graphics simulation.

Further technological advances led to the creation of the first interactive computer simulation in 1959 with the TX-2 computer, which allowed users to draw sketches on the computer using a light pen.

Early Development

In 1961, Steve Russell created the first video game, 'SpaceWar!', although 'Tennis for Two' by William Higinbotham was actually the first video game, but it was mostly unknown outside research or academic settings.

One of the most significant discoveries in computer graphics was the development of Bézier curves. In the early 1960s, Pierre Bézier at Renault worked on using curves for the 3D modeling of car bodies. His method for drawing complex curves using linear equations remains foundational for 3D modeling today.

The 1980s saw the proliferation of personal computers in households in the West, leading to a surge in graphics development. This era witnessed the rise of 'Star Wars' and its graphics company, Industrial Light & Magic (ILM), which pioneered methods to render and shade objects separately, streamlining the visual art process.

Simultaneously, companies like Atari, Nintendo, and Sega in the East developed techniques to simulate real-time 3D graphics in arcades, utilizing GPUs and parallel processing with CPUs to optimize graphics. This period is aptly called the "Golden Era of Video Games."

The Rise of 3D

The early 1990s marked Pixar's commercial debut with 'Toy Story' in 1995, leading to numerous animated hits. Pixar remains an industry leader and innovator, influencing modern software like Blender.

In video games, real-time 3D graphics became mainstream with titles like Wolfenstein, Doom, and Quake in the West, and Super Mario 64 and The Legend of Zelda: Ocarina of Time in the East. These games laid the foundation for future 3D games.

Graphics processing frameworks like OpenGL emerged during this time, offering open-source software that allowed casual users to explore graphics with simple syntax. Creativity and inspiration became the only prerequisites.

William E. Lorensen and Harvey E. Cline invented the marching cubes algorithm during this period, using 16 simple geometries to build complex shapes on even the weakest machines. This method proved beneficial in medicine, converting MRI scans to 3D interactives and aiding doctors in understanding diseases better.

Modern Day

Today, software like Unreal Engine, Unity, Godot, Blender, and Houdini are available for free or at minimal cost, enabling users to produce movie-quality graphics. With enough time, effort, and creativity, one can even render real places from memory.

Advanced graphics processing frameworks like Vulkan and DirectX have also emerged, allowing developers to create new methods at unprecedented speeds.

What’s in Store for the Future?

Recently, Unreal Engine introduced nanite technology, which simulates distant objects with less detail, reducing CPU stress. Innovations like these continue to push the boundaries of what's possible.

Computer graphics may soon help visualize abstract and complex ideas, opening new worlds of possibilities.

Quote

The purpose of computing is insight, not numbers

Richard Hamming

References:

  • The Common Sense Census: Media Use by Tweens and Teens, 2019
  • Lambert, Bruce (2008-11-07). “Brookhaven Honors a Pioneer Video Game”. The New York Times. p. LI1. Retrieved 2009-03-23.
  • Lorensen, William E.; Cline, Harvey E. (1 August 1987). “Marching cubes: A high-resolution 3D surface construction algorithm”. ACM SIGGRAPH Computer Graphics.
    Info

    This was perhaps my very first "article" that I ever published. I wrote this for my inductions to the Computer Science Association at BITS Hyderabad in 2022. As of 2024, some of the points have become outdated:

    • Unity is not free (iykyk)
    • Vulkan has become quite popular, and engines like Godot have incorporated it (since Godot 4.0)
    • Nanite if quite popular, and has become one of the coolest part of unreal