Movies Made Floating-Point Throughput Visible
Catmull’s work on z-buffering and texture mapping helped establish computational graphics. The Lucasfilm Graphics Group and later Pixar turned physically rich images into a production workload, while RenderMan gave artists a programmable description of surfaces and light.
DEC and SGI workstations, custom ASIC suppliers, and specialized geometry and raster hardware advanced around that demand. The history reflects an industry-wide convergence rather than one corporate handoff.
Shaders Carried the Arithmetic Into AI
Programmable GPU stages turned graphics hardware into a general platform for regular parallel math. Inigo Quilez helped spread fragment-shader thinking through Pixar work and ShaderToy, making spatial kernels available to a global creative community.
AlexNet’s 2012 GPU training demonstrated how well the same throughput architecture fit neural networks. Graphics and AI now share a hardware center of gravity: FMA arrays, memory bandwidth, programmable kernels, and relentless scale.
Trace Floating-Point Hardware From RenderMan to AI
The linked hardware history follows FMA-heavy rendering through programmable shaders and into modern AI accelerators.
The Shader Before the Programmable GPU: RenderMan, Graphics, and AI Hardware · Cheap Pixelless Textures With 2D SDFs · Why Open-Sourcing ASIC FMA Is Hard

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