Twenty-five moments. Six eras. One recurring ambition: make computed worlds feel immediate, dimensional and alive.
25 milestonesPrimary sourcesLiving chronology
01
1947Origins
A planetarium for everyone
Armand Spitz builds an affordable, dodecahedron-shaped star projector. Schools that could never afford a large optical system can now gather under a dome and travel the night sky together.
The physical tradition of shared immersion begins.
On MIT Lincoln Laboratory’s TX-2, Ivan Sutherland uses a light pen to draw directly on a display. Sketchpad understands relationships: parallel, perpendicular, attached, repeated. Change a master and its instances change with it.
A drawing becomes a model; a display becomes a place to think.
David Evans returns to Utah to establish a computer-science program centered on interactive graphics. He recruits aggressively and secures major ARPA support.
A rare concentration of talent begins to form in Salt Lake City.
Arriving at Utah, Alan Kay meets Evans and is told to read Sutherland’s thesis before receiving a desk. Kay recognizes that Sketchpad is not merely drawing software: its pictures have behavior and meaning.
Objects, direct manipulation and simulation enter Kay’s conception of personal computing.
Alan KayDavid C. EvansUniversity of Utah Graphics LabXerox PARC
At Harvard, Sutherland’s team completes an experimental stereoscopic head-mounted display whose view changes as the wearer moves. Its weight is supported from the ceiling—the “Sword of Damocles.”
The responsive screen moves from desk to head and from 2D to 3D.
Evans and Sutherland form a company beside the university to commercialize interactive 3D graphics. The first offices occupy former Army barracks on campus.
A research field gains its first dedicated company.
Gary Watkins advances real-time shading; Henri Gouraud smooths polygonal surfaces; Bùi Tường Phong models highlights; Ed Catmull animates a hand; Martin Newell digitizes a teapot; Jim Clark works on 3D display hardware.
Today’s rendered world acquires shape, surface, light and motion.
Gary WatkinsHenri GouraudBùi Tường PhongEd CatmullMartin NewellJim ClarkUniversity of Utah Graphics LabEvans & Sutherland
E&S brings shaded-picture and continuous-tone systems into service, and its NOVOVIEW partnership produces a visual system for KLM flight training. Simulation starts generating the company’s first profits.
Real-time graphics prove their value when the virtual view must be trusted.
The lab’s faculty, students and collaborators carry its culture into research centers and startups. The lineage is a network, not a single family tree: some worked at E&S; others shared the university lab and its machines.
After building a New York Harbor pilot simulator at E&S’s Mountain View office, Warnock chooses not to relocate to Utah. William Newman connects him to Chuck Geschke’s new imaging lab at Xerox PARC.
A direct E&S-to-PARC bridge leads toward Adobe.
John WarnockWilliam NewmanEvans & SutherlandXerox PARC
George Lucas recruits Ed Catmull from NYIT to lead a group pursuing digital editing, audio, film printing and computer graphics. Alvy Ray Smith soon joins him.
Utah’s graphics culture meets the motion-picture industry.
Ed CatmullAlvy Ray SmithLucasfilm Computer Division
E&S engineers adapt calligraphic display technology to a dome. Digistar debuts as the first digital 3D planetarium system, allowing audiences to move through a computed star field rather than view the sky from one fixed point.
Real-time 3D becomes a shared, room-scale experience.
Warnock and Chuck Geschke leave Xerox PARC to create Adobe. PostScript turns device-independent descriptions of text and graphics into the engine of desktop publishing.
The E&S/PARC graphics lineage moves from simulated worlds to the printed page.
Steve Jobs acquires Lucasfilm’s Computer Division. Ed Catmull, Alvy Ray Smith and their colleagues become Pixar, marrying advanced rendering with character animation and story.
The graphics lab’s ambitions reach feature-length cinema.
Ed CatmullAlvy Ray SmithPixarLucasfilm Computer Division
E&S sells its military and commercial simulation assets to Rockwell Collins for $71.5 million and acquires Spitz for approximately $3.4 million, refocusing on digital theaters, planetariums, projection and curved structures.
Rendering software and dome engineering become one company—the stack Cosm will later acquire.
Steve Winn and the Mirasol team study how immersive media could transform real estate and entertainment. An August letter proposes using E&S technology for vertically oriented LED DomeX prototypes in Dallas and Salt Lake City.
The planetarium becomes a social venue for events happening somewhere else.
Stephen T. WinnJeb Terry Jr.Mirasol CapitalEvans & Sutherland
Sources12
20
Mar. 2020Cosm
The E&S take-private closes
Elevate Entertainment, an affiliate of Mirasol Capital, completes its acquisition of E&S in a transaction valued at approximately $14.5 million.
The historic graphics company becomes the technological core of a new venture.
Stephen T. WinnJeb Terry Jr.Mirasol CapitalEvans & SutherlandCosm
E&S and Spitz are joined by LiveLikeVR’s immersive sports production, streaming and app technology. The Cosm name appears publicly in January 2021 alongside a 20-meter, 8K DomeX experience center.
Structure, display, rendering, content and distribution now live under one roof.
Stephen T. WinnJeb Terry Jr.Jeremie LasnierCosmEvans & SutherlandSpitzLiveLikeVR
Cosm opens venues at Hollywood Park in Los Angeles and Grandscape near Dallas. A funding round of more than $250 million backs expansion of the venues, technology and media businesses.
The prototype becomes a repeatable public experience and a new entertainment category.
Atlanta opens as the third Cosm venue; Detroit and Cleveland advance. Sony Pictures Entertainment announces a $100 million strategic investment to accelerate immersive entertainment and global growth.
Shared Reality moves beyond proof of concept toward a network and a medium.
For Sutherland, it could become a sketch, a simulation, a window. For Evans, an institution and an industry. For the Utah cohort, an animation studio, a workstation, a page. For Steve Winn, it could become a place—one large enough for the experience to be shared.