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Contents

  1. Chapter 1: The history of early computing technology
  2. Chapter 2: The emergence of graphics technology
  3. Chapter 3: The computer graphics industry evolves
  4. Chapter 4: Basic and applied research moves the industry
  5. Chapter 5: University research labs evolve
  6. Chapter 6: Commercial Companies
  7. Chapter 7: Organizations, conferences, & graphics standards
  8. Chapter 8: Commercial Animation Software
  9. Chapter 9: Computer Artists
  10. Chapter 10: CAD/CAM/CADD/CAE
  11. Chapter 11: CG Production Companies
  12. Chapter 12: Analog approaches, non-linear editing, and compositing
  13. Chapter 13: Flight Simulation
  14. Chapter 14: CG in the Movies
  15. Chapter 15: Graphics Hardware Advancements
  16. Chapter 16: The GUI and the personal computer
  17. Chapter 17: Virtual Environments
  18. Chapter 18: Scientific Visualization
  19. Chapter 19: Quest for Visual Realism
  20. Chapter 20: CG Icons