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