Timeline of early 3D computer graphics hardware
This is a timeline of dedicated 3D computer graphics hardware that uses something other than the main CPU of a computer to draw graphics in three dimensions, usually on a two-dimensional standard display, although sometimes on a three-dimensional display like VR goggles. This is a form of hardware acceleration.
In other words, the basic feature is that 3D graphics hardware handles the 3D projection - but possibly for output on a regular display. This is related to the modern term graphics processing unit (GPU) where all the hallmark features of modern 3D hardware appear on a single chip.
The list stops with the release of mainstream 3D graphics cards and the Sony PlayStation and its Toshiba-designed GPU[1] in 1994. Less notable examples are omitted. Much of this information is not readily collected and available so there were probably many more instances than listed.
"Matrix multiplier", "vector processor", "tensor processor", "3D accelerator", "Geometry Engine", and "geometry pipeline" all have related meanings.
Timeline
- 1968 – Adage graphics terminals such as the AGT/30 with dedicated matrix multipliers[2]
- 1979 – Ikonas graphics systems with 8- and 24-bit graphics and 3D acceleration[3]
- 1981 – Pixel Planes experimental design with very large scale (VLSI) applicaiton-specific integrated circuits (ASICs)[4]
- 1981 – Geometry Engine VLSI vector processor (tensor processor)[5] capable of approximately 6 million operations per second[6]
- 1983 – Silicon Graphics's IRIS 1000, a terminal with hardware 3D graphics based on the Geometry Engine
- 1985 – IBM Professional Graphics Controller (PGC)[7]
- 1985 – IBM 3250 graphics terminal with 3D acceleration
- 1985 – SGI IRIS Unix workstation with Geometry Engine[8]
- 1986 – PGC derivatives from Everex, Matrox, NEC, Orchid, Paradise, Vermont Microsystems
- 1987 – MAGIC VLSI design with transform and lighting[9]
- 1987 – Raster Technologies Vertex Processor[10]
- 1987 – Matrox SM-640 incorporates Geometry Engine licensed from SGI in PC 3D accelerator[11]
- 1988 – SGI IRIS with 10-12 Geometry Engines[12]
- 1988 – SGI IrisVision AIB (add-in board, expansion card) for IBM MicroChannel bus (RS/6000)[13]
- 1990 – Intergraph EDGE-2
- 1991 – SGI Indigo Unix workstation with Elan Graphics
- 1992 – SGI releases OpenGL an API for controlling 3D hardware which is available to other hardware vendors
- 1992 – Sun Graphics Tower 3D accelerator
- 1992 – Intergraph GT
- 1993 – Sun SPARCstation ZX with Leo VLSI 24-bit 3D accelerator
- 1993 – HP Artist
- 1993 – Matrox Millennium
- 1994 – Matrox Impression 3D accelerator board[14]
- 1994 – VideoLogic introduces PowerVR architecture[15]
- 1994 – Sony PlayStation with 3D texture mapping on Toshiba-designed GPU[16]
See also
Notes
- ^ "Is it Time to Rename the GPU? | IEEE Computer Society". Archived from the original on 2023-10-12. Retrieved 2019-07-18.
- ^ Peddie (2022), p. 34
- ^ Peddie (2022), p. 34
- ^ Peddie (2022), p. 39
- ^ Peddie (2022), p. 63
- ^ James H. Clark (1982). "The Geometry Engine:A VLSI Geometry System for Graphics" (PDF). Palo Alto: Stanford University.
- ^ Peddie (2022), p. 113
- ^ Peddie (2022), p. 69
- ^ Peddie (2022), p. 85
- ^ Peddie (2022), p. 87
- ^ Peddie (2022), p. 67
- ^ Peddie (2022), p. 67
- ^ Peddie (2022), p. 69
- ^ Peddie (2022), p. 185
- ^ Peddie (2022), p. 188
- ^ Peddie (2022), p. 235
References
- Jon Peddie (2022). The History of the GPU - Steps to Invention (1st ed.). Springer. p. 424. ISBN 978-3031109676.