Sixty years from a light pen on a lab screen to Oscar-winning films made with free software.
In 1963 a student drew lines on a computer screen with a pen of light. Within ten years, researchers in Utah were animating a polygon hand and inventing the ways we still hide, shade and texture 3D shapes. Film studios hired them, short films proved computer characters could make people laugh and cry, and in 1995 Toy Story became the first fully computer-animated feature. Since then simulation, free tools like Blender and real-time game engines have spread 3D animation from a few California studios to artists all over the world, including thousands in India.
India's first full-length 3D CG feature (widely described)
Roadside Romeo, Yash Raj Films and Disney, animated in Bengaluru
2025
Animated-feature Oscar for a film made in free software
Flow, Latvia, made in Blender
1963Lines on a screen
1963 – 1978
Lines on a screen
University researchers, many at the University of Utah, invent the basics: drawing on screens, polygon models, hiding, shading, texture maps and smooth surfaces.
1963
Drawing on a computer screen
Ivan SutherlandMIT Lincoln Laboratory, Massachusetts
For his PhD, Sutherland wrote Sketchpad on the TX-2 computer. You drew straight on the screen with a light pen, and the computer remembered each line as an object you could move, copy and resize.
Why it mattered. It was the first time a person drew with a computer, the seed of every modelling program since.
Ed Catmull and Fred ParkeUniversity of Utah, Salt Lake City
Catmull made a plaster cast of his left hand and drew about 350 triangles and polygons on it in ink. He measured the corners into the computer and animated the hand opening, closing and turning, shaded and smooth. Parke did the same for a human face.
Why it mattered. It was one of the first 3D animated films, and the Library of Congress later preserved it as a national treasure.
Catmull's PhD thesis showed how to draw curved surfaces pixel by pixel, keeping a depth for each pixel so nearer things hide farther ones (the z-buffer, also found by Wolfgang Straßer at the same time), and how to wrap a picture onto a surface: texture mapping.
Why it mattered. Depth buffers and texture maps are still in every 3D program and games console.
Phong published a way to shade a surface smoothly across its polygons and add a bright highlight whose size depends on how glossy the surface is. Hollow polygon models suddenly looked like plastic and metal.
Why it mattered. It was the start of shading: telling the computer what a surface is made of.
Newell needed a test object, so his wife Sandra suggested their tea set. He sketched a Melitta teapot on graph paper and described it with curved Bézier patches. It was shared freely and became the most rendered object in computer graphics.
Why it mattered. It gave researchers a common model to compare their programs on; the real teapot is now at the Computer History Museum.
Catmull and Clark published a rule for splitting every face of any mesh into smaller ones and smoothing the corners, over and over, until a blocky cage becomes a smooth surface. It is the subdivision in chapter 1.
Why it mattered. Almost every film character since the late 1990s is built as a subdivision surface.
Graphics groups join film companies. Computer effects appear in features, and short films prove computer characters can act.
1979
Lucasfilm hires a graphics team
George Lucas; Ed CatmullSan Rafael, California
Lucasfilm set up a Computer Division and asked Catmull to lead it. The group worked on digital film editing, compositing and 3D rendering, and hired researchers who would later write RenderMan.
Steven Lisberger; MAGI, Triple-I, Robert Abel and Associates, Digital EffectsBurbank, California
Disney's Tron had about 15 to 20 minutes of computer animation: light cycles, tanks and glowing landscapes, made by four companies. Its director later said it was not nominated for visual effects because voters felt using computers was cheating.
Why it mattered. It showed audiences a whole world built from 3D models.
For the Genesis sequence in Star Trek II, a wall of fire spreads across a dead planet. Reeves drew it with hundreds of thousands of tiny points, each born, moved by simple rules and faded. He published the idea as the particle system in 1983.
Why it mattered. Particles are still how films make fire, sparks, smoke, rain and magic.
John Lasseter and the Lucasfilm Graphics GroupSIGGRAPH, Minneapolis
The Adventures of André and Wally B. was a short cartoon made on computers. Lasseter, a Disney-trained animator, gave the shapes squash and stretch, and the team added motion blur so fast moves looked smooth.
Why it mattered. It proved computer animation could use the principles of hand-drawn cartoons.
In Young Sherlock Holmes, a knight made of stained glass steps out of a church window and stalks a priest. It is usually credited as the first fully computer-generated character in a feature film.
Why it mattered. Computer characters could now share the screen with actors.
Pixar became its own company in February 1986, bought from Lucasfilm by Steve Jobs. In August it showed Luxo Jr., two minutes of a parent desk lamp and a child lamp playing with a ball. The audience went wild.
Why it mattered. It was the first computer-animated film nominated for an Oscar, and it made people care about computer characters.
John Lasseter and William Reeves, PixarHollywood, California
Tin Toy (1988), about a wind-up toy running from a baby, won the Academy Award for Best Animated Short Film. The year before, Pixar had published the RenderMan interface, and its renderer went on to be used on countless films.
Why it mattered. Computer animation was now accepted as an art form.
In Terminator 2: Judgment Day, a shape-shifting robot pours through bars and rises from a floor. ILM built on its watery creature from The Abyss (1989) to make a CG character that moved like a real person.
Why it mattered. It showed that CG could make things no camera could film.
Jurassic Park mixed life-size animatronic dinosaurs with computer-generated ones. The CG dinosaurs are on screen for only a few minutes, but they moved like real animals, animated by artists guided by stop-motion expert Phil Tippett.
Why it mattered. After it, studios moved from models and stop motion to CG creatures (see StopMotionClear).
Toy Story opens the age of CG features. Subdivision, fur simulation and performance capture push characters further.
1995
22 November 1995
The first fully computer-animated feature
John Lasseter, Pixar, with DisneyPoint Richmond, California
Toy Story was the first feature film made entirely by computer: 114,240 frames, rendered in about 800,000 machine-hours. The crew grew from 24 to 110 people, with 27 animators. Woody alone had 723 animation controls.
Why it mattered. It launched a new kind of film, and CG soon became the main way animated features are made.
Geri's Game, a short about an old man playing chess against himself, used Catmull–Clark subdivision surfaces for Geri's skin and clothes, instead of stitched patches that could crack at the seams. It won the Oscar for Best Animated Short.
Why it mattered. Subdivision became the standard way to build characters.
Sulley in Monsters, Inc. had 2,320,413 hairs, too many to animate by hand. Pixar wrote a simulator, Fizt, that moved the fur by physics after the animators finished, on a render farm of about 3,500 processors.
Why it mattered. Simulation became a department of its own in animation studios.
Gollum in The Lord of the Rings: The Two Towers was driven by actor Andy Serkis's performance, captured on set, then finished by animators keyframe by keyframe (see MocapClear).
Why it mattered. It showed a CG character could give a real acting performance.
Computers got faster and farms got bigger, but frames got richer, so a frame still takes hours to render.
1995 Toy Story: about 200 processors
1999 Toy Story 2: about 1,400 processors
2001 Monsters, Inc.: about 3,500 processors
2013 Monsters University: about 24,000 cores in some 2,000 machines
2002 – 2012
Tools for everyone
Free software and cheaper computers spread 3D animation worldwide, and India builds an animation industry of its own.
2002
13 October 2002
Blender becomes free for everyone
Ton Roosendaal and the Blender communityAmsterdam, Netherlands
When the company behind Blender went bust, its users raised €100,000 in seven weeks to buy the program and release it under the GNU General Public Licence. Anyone could now download a complete 3D animation studio for free.
Why it mattered. It opened 3D animation to students and small studios everywhere, including across India.
V. G. Samant; Percept Picture Company and SilvertoonsMumbai
Hanuman, a hand-drawn (2D) feature about the monkey god, earned about ₹11.7 crore on a budget of about ₹3.25 crore. It is widely credited with starting the boom in Indian animated films, though it was not made in 3D (see Anim2DClear).
Why it mattered. It proved Indian audiences would pay for animated features.
Jugal Hansraj; Yash Raj Films and Walt Disney Pictures; Tata Elxsi VCLBengaluru and Mumbai
Roadside Romeo, a comedy about a street dog in Mumbai, is widely described as India's first full-length 3D computer-animated film. About 150 artists at Tata Elxsi's Visual Computing Labs in Bengaluru worked on it for two and a half years. It won the National Film Award for Best Animated Film.
Why it mattered. It showed that a full CG feature could be made in India.
Physics simulators, stylised looks and game engines change what 3D animation can look like and how fast it is made.
2013
November 2013
Snow worked out by maths
Alexey Stomakhin, Craig Schroeder, Lawrence Chai, Joseph Teran and Andrew SelleWalt Disney Animation Studios and UCLA, Los Angeles
For Frozen, Disney and UCLA mathematicians built a new snow simulator using the material point method. Snow could pack, crumble and break apart like the real thing, instead of being faked with particles.
Why it mattered. Simulation research now happens inside film studios, and it is published for everyone.
Sony Pictures Animation and Sony Pictures ImageworksCulver City, California, and Vancouver, Canada
Spider-Man: Into the Spider-Verse used 3D models and rigs but rendered them to look like a printed comic, with hand-drawn lines, halftone dots and characters animated on twos. It won the Oscar for Best Animated Feature.
Why it mattered. It showed 3D animation does not have to look realistic, and inspired many stylised films.
Super Giant Robot Brothers was made entirely inside Unreal Engine, a video game engine. Animators saw finished-looking frames instantly instead of waiting hours for a render farm.
Why it mattered. Game engines began to change how animation is made.
Flow, a wordless film about a cat in a flooded world, was made entirely in Blender and rendered with its real-time engine, EEVEE, by a small team. It won the Academy Award for Best Animated Feature.
Why it mattered. The free tool from 2002 and real-time rendering reached the top of the industry.