The history

The history of 3D animation

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.

62
years
28
moments
8
people
6
places

1963

Drawing on a computer screen

Ivan Sutherland, Sketchpad, USA

1972

A 3D animated polygon hand

Ed Catmull and Fred Parke, USA

1985

Fully CG character in a feature film

The stained-glass knight, Young Sherlock Holmes

1986

CG film nominated for an Oscar

Luxo Jr., Pixar

1989

CG film to win an Oscar

Tin Toy, Pixar

1995

Fully computer-animated feature

Toy Story, Pixar

2008

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.

1972

A hand made of polygons

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.

1974

Hiding and wrapping

Ed CatmullUniversity of Utah, Salt Lake City

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.

1975

A shine that looks real

Bui Tuong PhongUniversity of Utah, Salt Lake City

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.

1975

The teapot everyone renders

Martin NewellUniversity of Utah, Salt Lake City

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.

1978

Smooth surfaces from boxy cages

Ed Catmull and Jim ClarkUSA

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.

1979 – 1994

First steps into films

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.

Why it mattered. This group became Pixar.

1982

July 1982

A film inside a computer

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.

1982

June 1982

Fire made of particles

William Reeves, LucasfilmSan Rafael, California

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.

1984

July 1984

A cartoon with squash and stretch

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.

1985

December 1985

A knight steps out of a window

Lucasfilm Graphics Group and ILMUSA and UK

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.

1986

17 August 1986

A lamp with feelings

John Lasseter, PixarSIGGRAPH, Dallas, Texas

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.

1989

March 1989

The first Oscar for a computer film

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.

1991

July 1991

A villain made of liquid metal

Industrial Light & MagicSan Rafael, California

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.

1993

June 1993

Dinosaurs come alive

ILM; Stan Winston Studio; Phil TippettUSA

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).

1995 – 2004

The computer-animated feature

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.

1997

Subdivision goes to the movies

Jan Pinkava, PixarPoint Richmond, California

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.

1998

February 1998

Maya arrives

Alias|WavefrontToronto, Canada

Maya 1.0 combined modelling, rigging, animation and simulation in one program. It became one of the most used 3D animation programs in film studios.

Why it mattered. Studios could now share one pipeline of tools and artists could move between them.

2001

November 2001

Two million simulated hairs

PixarEmeryville, California

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.

2002

March 2002

An Oscar for animated features

DreamWorks AnimationGlendale, California

The Academy added a new award, Best Animated Feature, and the first winner was DreamWorks' computer-animated Shrek (2001), ahead of Monsters, Inc.

Why it mattered. Animated features now had their own place at the Oscars.

2002

December 2002

A digital actor

Andy Serkis; Weta DigitalWellington, New Zealand

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.

By the numbers

Processors in Pixar's render farm

Computers got faster and farms got bigger, but frames got richer, so a frame still takes hours to render.

1001,00010,000100,000 1995200020052010 1995: Toy Story: about 200 processors19951999: Toy Story 2: about 1,400 processors19992001: Monsters, Inc.: about 3,500 processors20012013: Monsters University: about 24,000 cores in some 2,000 machines2013
  1. 1995 Toy Story: about 200 processors
  2. 1999 Toy Story 2: about 1,400 processors
  3. 2001 Monsters, Inc.: about 3,500 processors
  4. 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.

2005

21 October 2005

Hanuman fills Indian cinemas

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.

2008

24 October 2008

India's first full-length 3D CG feature

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.

2013 – today

Simulation, style and real time

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.

2018

December 2018

3D that looks drawn

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.

2022

A series rendered in real time

Mark Andrews; Reel FX; NetflixDallas, Texas

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.

2025

2 March 2025

An Oscar for a film made in free software

Gints Zilbalodis and teamRiga, Latvia

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.

Did you know?

Toy Story's 114,240 frames took about 800,000 machine-hours to render: roughly 7 hours per frame.

Woody in Toy Story had 723 animation controls, 212 of them in his face and 58 for his mouth.

Sulley in Monsters, Inc. has 2,320,413 individually simulated hairs.

Ed Catmull drew about 350 polygons in ink on a plaster cast of his own hand to make his 1972 film.

Blender's users raised €100,000 in seven weeks in 2002 to make it free forever.

On PlayStation 4, Kratos's face alone used 32,000 polygons; a PlayStation 2 hero's face used 1,200.

India's animation, VFX and post-production industry earned about ₹10,500 crore in 2025 (FICCI-EY).

The people

Who figured it out

Ivan Sutherland

born 1938 · Computer scientist · USA

Wrote Sketchpad, the first program for drawing on a computer screen.

Ed Catmull

born 1945 · Computer scientist, Pixar co-founder · USA

Animated a polygon hand in 1972, co-invented subdivision surfaces and led Pixar for decades.

Martin Newell

born 1940s · Computer scientist · England and USA

Modelled the Utah teapot, the most famous test object in graphics.

Bui Tuong Phong

1942 – 1975 · Computer scientist · Vietnam and USA

Invented the Phong shading and highlight model still taught today.

John Lasseter

born 1957 · Animator and director · USA

Brought hand-drawn animation principles to computer characters, from Luxo Jr. to Toy Story.

Andy Serkis

born 1964 · Actor · England

Performed Gollum, showing that a digital character could carry an actor's performance.

Ton Roosendaal

born 1960 · Software developer · Netherlands

Created Blender and led the campaign that made it free for everyone.

Gints Zilbalodis

born 1994 · Animation director · Latvia

Made Flow in Blender with a small team; it won the 2025 Oscar for Best Animated Feature.

Where it happened

6 places, one idea

Sources

Where this comes from

Dates marked “c.” are approximate, and historians sometimes disagree about who was first. If you spot a mistake, tell us.

  1. Sketchpad Wikipedia
  2. Ivan Sutherland Wikipedia
  3. A Computer Animated Hand Wikipedia
  4. Complete National Film Registry listing Library of Congress
  5. Edwin Catmull Wikipedia
  6. Z-buffering Wikipedia
  7. Phong shading Wikipedia
  8. Utah teapot Wikipedia
  9. Utah teapot (object X398.84) Computer History Museum
  10. Catmull–Clark subdivision surface Wikipedia
  11. Pixar Wikipedia
  12. Tron Wikipedia
  13. Particle system Wikipedia
  14. Star Trek II: The Wrath of Khan Wikipedia
  15. The Adventures of André and Wally B. Wikipedia
  16. Young Sherlock Holmes Wikipedia
  17. First film character computer-generated Guinness World Records
  18. Luxo Jr. Wikipedia
  19. Tin Toy Wikipedia
  20. Pixar RenderMan Wikipedia
  21. Terminator 2: Judgment Day Wikipedia
  22. Jurassic Park (film) Wikipedia
  23. Toy Story Wikipedia
  24. Geri's Game Wikipedia
  25. Autodesk Maya Wikipedia
  26. Monsters, Inc. Wikipedia
  27. Academy Award for Best Animated Feature Wikipedia
  28. Gollum Wikipedia
  29. History Blender Foundation
  30. Blender (software) Wikipedia
  31. Hanuman (2005 film) Wikipedia
  32. Roadside Romeo Wikipedia
  33. A Material Point Method for Snow Simulation Walt Disney Animation Studios
  34. UCLA mathematicians bring snow to life for Disney's 'Frozen' UCLA Newsroom
  35. Spider-Man: Into the Spider-Verse Wikipedia
  36. Super Giant Robot Brothers Wikipedia
  37. 'Super Giant Robot Brothers': A Milestone in Virtual Animation Production Animation World Network
  38. Flow (2024 film) Wikipedia
  39. Monsters University: rendering physically based monsters fxguide
  40. What we can learn from Pixar's 24,000-core supercomputer No Film School
  41. The polygonal evolution of 5 iconic PlayStation characters PlayStation Blog
  42. FICCI EY Report 2026: Indian VFX segment recalibrates AnimationXpress
  43. Timeline of computer animation in film and television Wikipedia

That's the history. Now see how it works.