The relationship map

One idea.
Many futures.

Companies inherit technology. People carry culture. Sometimes a thesis placed on a desk matters as much as an acquisition.

The network

Trace the signal.

This is not an ownership chart. It maps four different kinds of connection: intellectual influence, shared research culture, movement of people and corporate combination.

Lines indicate the flow of people, ideas, technology or ownership—not that every person worked for every company.

The Cosm stack

A company built in layers.

Steve Winn’s insight required more than a display. Shared Reality needed control of the complete path from capture to crowd.

04

The experience

Cosm venues

Hospitality, programming, rights and a crowd turn the system into a repeatable public experience.

03

Live production

LiveLikeVR + C360

Immersive capture, camera systems, computer vision, distribution and streaming carry events from the field.

02

The computed world

Evans & Sutherland

Real-time rendering, pixel management, Digistar and display systems make the image responsive and immense.

01

The physical canvas

Spitz

Dome geometry, structural engineering and curved surfaces give the pixels a room-sized place to live.

Sources123

The organizations

Every node has its own story.

Explore the labs and companies that form the wider lineage. “Lineage” does not mean direct ownership; each card names the actual relationship.

01
lab

MIT Lincoln Laboratory

1951–

Home of the TX-2 computer on which Sutherland built Sketchpad.

Direct interaction, graphical constraints and master/instance structures begin here.

Sources12
02
origin

ARPA / IPTO

1962–

The public research network that funded interactive computing and computer graphics.

Sutherland directed IPTO from 1964 to 1966; ARPA funding helped Evans build Utah’s graphics program.

Sources12
03
lab

University of Utah Graphics Lab

1965–

The “Camelot Era” lab where rendering, modeling, animation and interactive graphics advanced together.

Its people founded or shaped E&S, Adobe, Pixar, Silicon Graphics, Netscape and Atari.

Sources12
04
company

Evans & Sutherland

1968–

The first computer-graphics company: workstations, image generators, simulation, digital planetariums and dome systems.

E&S became the rendering and display core around which Cosm was assembled.

Sources123
05
lab

Xerox PARC

1970–

A research center that helped define personal computing, graphical interfaces, object-oriented software and networked workstations.

Alan Kay carried Sketchpad’s ideas from Utah; William Newman and John Warnock formed further graphics bridges.

Sources12
06
company

Atari

1972–

Nolan Bushnell’s video-game company helped turn interactive graphics into a mass medium.

Bushnell was part of the wider University of Utah computing cohort, though not the core E&S-to-Cosm line.

Sources1
07
lab

Lucasfilm Computer Division

1979–1986

Ed Catmull’s group developed digital film, audio, editing and graphics technologies.

Its Graphics Group became Pixar after Steve Jobs acquired it in 1986.

Sources12
08
company

Silicon Graphics (SGI)

1982–2009

Jim Clark built a workstation company around the Geometry Engine and a high-performance graphics pipeline.

SGI industrialized the kind of real-time 3D computing incubated at Utah and commercialized at E&S.

Sources12
09
company

Adobe

1982–

John Warnock and Chuck Geschke turned page-description research into PostScript and the desktop-publishing revolution.

Warnock’s route from Utah to E&S to PARC to Adobe is the lineage’s most direct company-to-company path.

Sources1
10
company

Pixar

1986–

The Lucasfilm Graphics Group became an independent company and ultimately delivered the first fully computer-animated feature.

Ed Catmull and Alvy Ray Smith carried Utah’s graphics culture into a new synthesis of technology and storytelling.

Sources12
11
company

Spitz, Inc.

1947–

Armand Spitz’s company democratized planetariums and became a leader in projection domes and curved structures.

Acquired by E&S in 2006, Spitz supplied the physical canvas for the digital systems—and later for Cosm.

Sources12
12
company

LiveLikeVR

Acquired 2020

Live immersive sports production, distribution, streaming and app development.

Now Cosm Immersive, it added the live-media layer to E&S and Spitz’s dome stack.

Sources1
13
company

C360

2008– · Acquired 2023

Immersive camera systems, computer vision and cloud video workflows used by major broadcasters and leagues.

C360 expanded Cosm’s ability to capture and produce the live events shown in Shared Reality.

Sources1
14
company

Mirasol Capital

2017–

Steve Winn’s investment platform studied immersive media, backed the prototype and led the E&S take-private.

Mirasol supplied the patient capital and company-building thesis behind Cosm.

Sources123
15
cosm

Cosm

2020–

An experiential media and technology company built to make immersive content social, scalable and shared.

E&S rendering + Spitz structures + LiveLikeVR production + C360 capture, organized around Steve Winn’s Shared Reality vision.

Sources123