Computer Graphics
Triangle Rasterization
1996. id Software releases Quake. For the first time in gaming history: a fully 3D world, perspective-correct texture mapping, real polygonal models instead of sprites. Michael Abrash and John Carmack wrote a software rasterizer fast enough to push 320x200 pixels at 30fps on a 486. Every triangle: barycentric coordinates, z-buffer, texture lookup - thousands of times per second. A modern GPU does this for 100 million triangles in 16 milliseconds. The algorithm is identical - just in silicon.
- **Unreal Engine 5**: Nanite virtual geometry renders scenes with trillions of polygons through hierarchical GPU rasterization
- **Three.js/WebGL**: every browser 3D project uses these exact algorithms through the GPU pipeline in fragment shaders
- **NVIDIA OptiX**: hybrid rendering - rasterization for primary visibility, ray tracing for shadows and reflections
Historical context
In 1974, Ed Catmull - future president of Pixar - completed his PhD dissertation at the University of Utah describing the z-buffer algorithm. At the time it was purely academic: an SGI workstation cost $50,000. Concurrently, Henri Gouraud developed smooth shading (1971) and Bui Tuong Phong developed specular shading (1973) at the same institution. The University of Utah in the 1970s was the global center of computer graphics research - Jim Clark (Silicon Graphics founder) and Alan Kay (Smalltalk) both studied there. The SGI Reality Engine (1993) made z-buffering a hardware feature. The GeForce 256 (1999) put hardware T&L on consumer cards; the GeForce 3 (2001) added programmable vertex and pixel shaders. Catmull received the Turing Award in 2019.