I'm presenting an amazing article about rendering history from cgnetworks
CGNetworks Feature :: 3D Rendering History
Part 1: Humble Beginnings
By:
Dmitry Shklyar
Introduction
3D
rendering technology has managed to find its way into the lives of
millions of people worldwide. Be it a gaming console connected to a
television, animation software on a workstation or the latest special
effects blockbuster at the movies, we use and experience 3D rendering
and harness its power without giving any thought about the marvelous
technology behind it. In part one of this feature series, CGNetworks
takes a look at the history of 3D rendering, from the first line
algorithm to current technologies, we pay tribute to the scientists who
made rendering possible. So next time you hit the render button for
your latest blockbuster creation, think about what happens behind the
scenes with the histories and developments that push the boundaries of
current rendering technology.
From Aircraft to Lines
In 1960, designer William Fetter was attempting to devise a new process
in order to maximize the efficiency of the layout inside Boeing's
airplane cockpits. His final product was a computer generated
orthographic view of the human form. Fetter devised the term 'computer
graphics' to describe his creation, starting a chain of events that
would eventually revolutionize the world of entertainment, advertising
and media. One of Fetter's contemporaries, Ivan Sutherland set things
in motion in 1963 when he submitted his PhD. thesis, entitled
Sketchpad: A Man-machine Graphical Communications System.
The software enabled a person, for the very first time, to
interactively create an image on a computer display. According to Sun
Microsystems, where Sutherland currently resides as vice president,
?sketchpad pioneered the concepts of graphical computing, including
memory structures to store objects, rubber-banding of lines, the
ability to zoom in and out on the display and the ability to make
perfect lines, corners,
and joints. This was the first GUI (Graphical User Interface) long
before the term was coined? [1].

Computer Graphics in the 1960's - William Fetter. |

Ivan Sutherland with Sketchpad.
Upon receiving his PhD, Sutherland
was inducted into the US army who at the time were the largest
innovators in computer technology. More relevant to the field of
computer graphics though, was Sutherland's stay at the University of
Utah where he helped transform its budding computer science department
into a research institution, which bears significant influence on
today's graphics industry.
The very first
three-dimensional images were extremely rudimentary by today's
standards and consisted of wire frame representations of various
geometric shapes. This was acceptable though one could see what was in
front and behind the shape. It took Sutherland?s colleagues Evans,
Wylie, Romney, and Erdahl to develop the Scan line HSR (Hidden Surface
Removal) algorithm to create renders of solid objects. Many hidden
surface removal algorithms were presented over the years which include
back-face detection, depth sorting, ray casting, Z-Buffer and area
subdivision algorithms. Ivan Sutherland and his colleagues later
published a paper entitled
The Characterization of Ten Hidden-Surface Algorithms,
which covered the algorithms known at the time. Incidentally, this
would be Sutherland?s last direct contribution to computer graphics
research. Today, various scan line algorithms are still used throughout
many production facilities.
Shading: Gouraud and Phong
On the road to realism, the next issue for developers was how to
increase the apparent complexity of a scene without increasing the
amounts of geometry, therefore conserving precious system memory. In
the earliest rendering systems, the only way to increase the apparent
complexity of a mesh was to add more polygons. This smooth effect would
be lost if the camera zoomed in on the model due to the fact that the
only shading model available to early renderers was the flat shading
model, also known as faceted. This shading model would find the vector,
which was normal in relation to a face and use that information to
shade all of the pixels.
This all changed when Henry Gouraud developed his now famous, widely
utilized, and aptly named, Gouraud shading model. Gouraud works by
finding the normal vector pertaining to each vertex of a face,
calculating the pixel color at the vertex and then linearly
interpolating that color across the face. The result is a fairly smooth
surface that takes only a modestly larger amount of processing power
than the flat shading model. The only aesthetically displeasing aspects
of Gouraud are the edges that still appear faceted, as well as the fact
that the surface displays a star shaped highlight due to the linear
nature of the interpolation.
A researcher by the name of Phong Bui-Tuong expanded on Henry Gouraud's
shading model by taking the next logical step. Instead of finding the
normal vectors at just the vertices, the Phong shader calculates a
normal at each pixel. By interpolating across the surface based on the
normals, Phong results in an extremely smooth surface with accurate
highlights the main drawback that Phong is notoriously slow. If one
compares the Phong model against Gouraud model on two identical pieces
of geometry, one will see that it takes up to eight times as long to
render the model shaded using Phong [2].
CG Gets Bumpy
As research into various methods of shading continued, Jim Blinn
discovered that by disturbing surface normals, one could simulate the
appearance of an increased amount of surface geometry. This technique
became known as bump mapping and is still generously used in
applications ranging from real time games to feature length movies.
Bump mapping is generally implemented by using a black and white bitmap
or procedural texture in order to define which pixel will have a
perturbed normal. This can achieve the illusion of some very complex
geometry, though a drawback of utilizing this technique is there is no
increase of geometry along the edge of the surface. Bump mapping was
later extended and a technique by the name of displacement mapping was
born. This technique is similar to bump mapping except the actual
pixel, as well as the normal are transformed. This remedied the problem
of the disappearance of surface detail along edges, but also led to a
severe increase in processor and memory load.
Recently, the idea of modifying surface normals at the pixel level has
been extended even further. The technique of normal mapping was
introduced in order to deal with the relatively low amount of bandwidth
present in current consumer level graphics hardware, where they were
not fast enough to deal with the large-scale models associated with
?movie quality? graphics. A solution was found in creating a data
structure, which can capture the normal information of a highly
detailed model and then apply it to a scaled down version. The effect
is similar to that of bump mapping, in that the surface geometry is not
altered, yet the illusion of a complex model is achieved. Upcoming
games such as Id Software's Doom 3, Valve Software's Half-Life 2 and
Bungie's Halo 2 make extensive use of this technique in order to
produce their breath taking imagery in real time.
Conclusion
All of the mentioned breakthroughs of the 1960's, 70's, and 80's in
rendering and shading technology, as well as some of the more recent
advances, have lead to some interesting trends. The problem of how to
shade a surface took precedent over the early problem of finding and
removing hidden surfaces. More recently, graphics cards vendors have
stopped emphasizing the amount of geometry their display cards can
handle but rather place their shading abilities into the spotlight,
offering more creative control into the hands of developers of real
time content. As these trends continue, the lines between cinematic
graphics and real time applications will be blurred. This is quite the
contrast from the early days of computer graphics when pioneers such as
Ivan Sutherland performed their research on machines that cost upwards
of one million dollars. Due to the contributions of these pioneers,
today computer graphics saturate many aspects of our lives. From art,
science, technology and design to the entertaining CG movies
which make us laugh, cringe and cry, we owe it all to the pioneers of
rendering technology.
Works cited
[1]
Sketchpad: The First Interactive Computer Graphics PhD. Thesis, 1963 --
Mass. Institute of Technology. Sun Microsystems. Date
Accessed:9/06/03.http://www.sun.com/960710/feature3/sk etchpad.html
[2] Hill Jr., F.S. Computer Graphics Using OpenGL Second Edition. Prentice Hall Publishing. 2001. |
Bump and Displace.
|

Jim Blinn gets juicy. |

Current Rendering Technologies in Bungie's Halo 2. |