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
edit1960s
edit
1963
edit- MIT's TX-2 computer used to showcase primitive wireframe 3D and hidden line capability with Sketchpad III by Ivan Sutherland.[2]
- RMS Associates, later Information Displays Inc.,[3] introduces the Computer Controlled Display. Light pen offered as a peripheral.[4]
1966
edit- Information Displays Inc. introduces the IDI IDIIOM (Information Displays, Inc. Input-Output Machine). Gordon Romney of the University of Utah uses the terminal to produce the first shaded 3D renders that fall.[5]
1967
edit1968
edit- Ivan Sutherland's Sword of Damocles augmented reality headset, driven by the rather outdated DEC PDP-1, becomes functional at Harvard.
- Evans & Sutherland Computer Corporation, the first company focused exclusively on computer graphics products, is founded by David Evans and Ivan Sutherland in Salt Lake City, Utah.
1969
edit
- Evans & Sutherland (E&S) Line Drawing System-1 (LDS-1) introduced. First all-digital system to provide matrix multiplication and 3D capability, therefore could be considered the first "graphics processing unit" on the commercial market. First LDS-1 unit delivered to Bolt, Beranek & Newman in August 1969,[7] another goes to NASA Ames, and a third to Princeton.[8]
- Low-cost graphics terminal IMLAC PDS-1 introduced at the November 1969 Fall Joint Computer Conference.[9] Later saw use as an early 3D gaming machine with the likes of Maze War.
1970s
edit1970
edit- On New Year's Day, January 1, 1970, the first complete test of a successor head-mounted AR/VR system to Sutherland's Sword of Damocles, termed The Sorcerer's Apprentice, becomes fully operational at the University of Utah.[10] According to contemporary accounts, this timing was due to the availability of time-sharing resources on the driving computer, not being utilized by the other students who were out partying.[11] This system surpassed the 1968 Sword of Damocles by adding the ability to interact with scenes via the "Lincoln Wand," developed by Larry Roberts at MIT's Lincoln Laboratories in 1963, which enabled virtual object manipulation with a 3D pointer controlled by the wand.
1971
edit- Evans & Sutherland introduces a successor product to the LDS-1, the Line Drawing System 2, or LDS-2. The first unit goes to Case Western Reserve University[12] in 1972 (see below), and another goes to NASA Ames,[13] making the latter the only facility with both an E&S LDS-1 and LDS-2.
- Aaron Marcus begins development on Cybernetic Landscapes (see below).
- A short silent color film showing movement through a virtual 3D campus, termed Cornell in Perspective, is made at Cornell University using the custom-built polygon rendering hardware developed at General Electric's Electronic Laboratory in Syracuse, NY.[14]
1972
edit- PLATO IV system becomes operational at the University of Illinois Urbana-Champaign. Between around 1973 and 1978, several networked multiplayer wireframe 3D games are implemented and popularized by users of the system, such as Spasim.
- E&S Continuous Tone 1 (CT1) "Watkins box" system (consisting of an E&S LDS-2[12][15] and Shaded Picture System) delivered to Case Western Reserve University. First real-time Gouraud shading machine.[16] In 1975, an Gouraud-shaded 3D animation of a sphere eversion was created at CWRU, and is available to view here.[15]
1973
edit- E&S Picture System 1 (along with optional Shaded Picture System) offered in August issue of Datamation.[17]
- Aaron Marcus completes implementation of Cybernetic Landscapes, an artwork consisting of a series of three interactive 3D environments, using the E&S LDS-1 at Princeton.[8]

1974
edit- A practical shaded 3D graphics algorithm implemented in software on low-cost, general purpose computers becomes operational at John Staudhammer's Graphics Lab at North Carolina State University.[18]
1975
edit- A joint effort between Evans & Sutherland Computer Corporation and the University of Utah's computer graphics department results in the first ever MOSFET video framebuffer, capable of color and smooth shading.[19]
1977
edit- E&S Continuous Tone 4 (CT4) system delivered to Lufthansa for pilot training using computer simulation. First graphics system capable of real-time texture mapping.[16] Apart from the CT4 and CT1 at Case Western, a CT2 went to the Computer-Aided Operations Research Facility (CAORF) at the U.S. Merchant Marine Academy in 1975 for harbor simulation, and a CT3 was purchased by NASA in 1976.
1979
edit- Vectorbeam releases the first video game with true 3D graphics available to consumers, the vector-based Speed Freak. Vectorbeam’s founder, Larry Rosenthal, was an MIT graduate and had patented the custom vector display hardware used in their games.
- Ikonas graphics systems with 8- and 24-bit graphics and 3D acceleration[20]
- I, Robot is conceptualized as Ice World at Atari. It is originally planned to be a shaded 3D driving simulator, and include stopping at rest stations to play minigames in the format of virtual arcade machines.[21]
1980s
edit1981
edit- Pixel Planes experimental design with very large scale (VLSI) application-specific integrated circuits (ASICs)[22]

- The Geometry Engine, a VLSI ASIC vector processor intended for 3D graphics, was designed by Jim Clark and Marc Hannah at Stanford University under ARPA contract.[23] It was capable of approximately 6 million operations per second.[24]
- Several functional prototypes of Atari’s Ice World are tested in October. According to the original developers, the game was nearly complete by this point; however, Atari brass urges further reworks, delaying the game’s debut as I, Robot to the summer of 1984.[21]
1983
edit- Silicon Graphics's IRIS 1000, a terminal with hardware 3D graphics based on the Geometry Engine
- Simutrek’s Cube Quest is introduced to the public as the first arcade game to include shaded 3D graphics, which were combined with elaborate LaserDisc backgrounds.
1984
edit1985
edit- IBM Professional Graphics Controller (PGC) released, designed by Curtis Priem, later co-founder of Nvidia, at Vermont Microsystems.[25][26] It offered rudimentary 2D and 3D acceleration rendered by a dedicated CPU on the graphics card, with 640 × 480 resolution and 8-bit color depth (256 colors on screen). It went on to inspire both the 9-pin RGB connector sometimes used for VGA, as well as a number of similar 3D graphics cards with various ASICs for acceleration.
- IBM 3250 graphics terminal with 3D acceleration
- SGI IRIS Unix workstation with Geometry Engine[27]
1986
edit1987
edit1988
edit
- SGI IRIS with 10-12 Geometry Engines[31]
- SGI IrisVision AIB (add-in board, expansion card) for IBM MicroChannel bus (RS/6000)[32]
1989
edit- ShoGraphics, a division of Atari formed after the creation of I, Robot and later spun out into a separate company, plans to release an IBM PC-compatible add-on enabling real-time Gouraud shading and texture mapping, advertised as a "very low-cost CAD system or a very high-cost game console", making it about as capable as consoles released half a decade later. Despite a showing at SIGGRAPH 1989 and promises of delivery by last quarter that year, a commercial product never materialized.[33] ShoGraphics later manufactured CAD workstations that rivaled SGI's, with their most successful product being the PEXstation 1, released in 1992.[34] ShoGraphics had also registered the domain shograf.com by July 1992, which was shut down by 1995 due to the discontinuation of free domain names.[35]
1990s
edit1990
edit- Intergraph EDGE-2
1991
edit- SGI Indigo Unix workstation with Elan Graphics
1992
edit1993
edit- Sun SPARCstation ZX with Leo VLSI 24-bit 3D accelerator
- HP Artist
- Matrox Millennium
- Panasonic releases the FZ-1 console based on the 3DO system specification, ushering in the 3D era of fifth-generation consoles, later supplemented by the likes of the Nintendo 64 and Sony Playstation 1.
1994
edit- Matrox Impression 3D accelerator board[36]
- VideoLogic introduces PowerVR architecture[37]

- Sony PlayStation with 3D texture mapping on Toshiba-designed GPU[38]
See also
editNotes
edit- ↑ "Is it Time to Rename the GPU? | IEEE Computer Society". Archived from the original on 2023-10-12. Retrieved 2019-07-18.
- ↑ Johnson, Timothy Edward (1963). Sketchpad III, three dimensional graphical communication with a digital computer (Thesis thesis). Massachusetts Institute of Technology. hdl:1721.1/11559.
- ↑ "Computer Graphics/Imaging Display Hardware History". graphics-history.org. Retrieved 2026-04-15.
- ↑ Computers and Automation, V12 N11, November 1963, page 37.
- ↑ "First Rendering: A history of 3D rendering". firstrender.net. Retrieved 2026-04-15.
- ↑ Peddie (2022), p. 34
- ↑ Line Drawing System Model 1 System Reference Manual (PDF). Evans & Sutherland Computer Corp. January 1, 1970. p. 4.
- 1 2 Design and Environment Spring 1973: Vol 4 Iss 1. Internet Archive. R C Publications Inc. Spring 1973.
{{cite book}}: CS1 maint: others (link) - ↑ Electronics (PDF). November 10, 1969. pp. 161–165.
- ↑ Vickers, Donald Lee (July 1974). Sorcerer's apprentice: head-mounted display and wand (Thesis). The University of Utah.
- ↑ Carter, Marcus. "Picturing Early Virtual Reality – CAVRN". cavrn.org. Archived from the original on 2023-11-07. Retrieved 2026-04-15.
[Vickers] laughed and recalled: "I remember getting the software up and running and making the first successful test on January 1, 1970, because the system consisted of several components that were always being used, and there weren't too many time slots available to debug software. It was easy to get hold of the systems New Year's morning because everybody else who used the equipment had been partying the night before.
- 1 2 "Line Drawing System 2 cabinet - 102691213 - CHM". www.computerhistory.org. Retrieved 2026-04-16.
- ↑ PDP-10. "Evans & Sutherland LDS-1 · Issue #616 · PDP-10/its". GitHub. Retrieved 2026-04-16.
{{cite web}}: CS1 maint: numeric names: authors list (link) - ↑ "Computer Graphics History | Cornell Bowers". bowers.cornell.edu. Retrieved 2026-04-16.
- 1 2 Computer Animation of the Sphere Eversion. Nelson Max, Case Western Reserve University, April 1975.
- 1 2 "History of Evans & Sutherland Computer Corporation". FundingUniverse. Retrieved 2026-04-15.
- ↑ Datamation, August 1973.
- ↑ "NCSU EE Dept. Computer Graphics Lab 1970-78". graphics-history.org. Retrieved 2026-04-15.
- ↑ Kajiya, James T.; Sutherland, Ivan E.; Cheadle, Edward C. (May 1975), "A random-access video frame buffer", Seminal graphics: pioneering efforts that shaped the field, Volume 1, vol. 1, New York, NY, USA: Association for Computing Machinery, pp. 315–320, doi:10.1145/280811.281022, ISBN 978-1-58113-052-2, retrieved 2026-04-15
{{citation}}: CS1 maint: work parameter with ISBN (link) - ↑ Peddie (2022), p. 34
- 1 2 3 "LordFrito's Corner of the Web - Development History". www.manfreda.org. Retrieved 2026-04-15.
- ↑ Peddie (2022), p. 39
- ↑ Clark, James H. (July 1982). "The Geometry Engine: A VLSI Geometry System for Graphics" (PDF). Computer Graphics. 16 (3): 127–133. doi:10.1145/965145.801272.
- ↑ James H. Clark (1982). "The Geometry Engine:A VLSI Geometry System for Graphics" (PDF). Palo Alto: Stanford University.
- ↑ Peddie (2022), p. 113
- ↑ John, Steven (April 13, 2025). "Meet Nvidia co-founder Curtis Priem, who helped found and build the AI powerhouse". Business Insider. Insider Inc. Archived from the original on March 26, 2026.
- ↑ Peddie (2022), p. 69
- ↑ Peddie (2022), p. 85
- ↑ Peddie (2022), p. 87
- ↑ Peddie (2022), p. 67
- ↑ Peddie (2022), p. 67
- ↑ Peddie (2022), p. 69
- ↑ "LordFrito's Corner of the Web - Epilogue". www.manfreda.org. Retrieved 2026-04-15.
- ↑ "SHOgraphics PEXstation 1 - Terminals". terminals-wiki.org. Retrieved 2026-04-15.
- ↑ "domain-contacts.19920722.txt".
- ↑ Peddie (2022), p. 185
- ↑ Peddie (2022), p. 188
- ↑ Peddie (2022), p. 235
References
edit- Jon Peddie (2022). The History of the GPU - Steps to Invention (1st ed.). Springer. p. 424. ISBN 978-3031109676.