- Past
- We do everything on the CPU. Professionals have access to Silicon Graphics workstations, which include early GPUs.
- GPUs are released on the consumer market.
- The GPU instruction set becomes enriched with configuration options to influence the rendering behavior.
- Parts of the pipeline become programmable.
- Present
- Open Standards: OpenGL, Vulkan, SPIR
- Other standards: Direct3D, Metal
- Compute and Vertex + Fragment shaders, per-fragment lighting
- Future
- Raytracing units proliferate
- Change in shader architecture
- Task and Mesh shaders at the beginning of the pipeline
- Geometry and Tessellation shaders may get dropped
- Shading languages develop further
- Shading languages in general become obsolete, as general purpose programming languages compile to LLVM, which then gets compiled to SPIR-V; Example: New Circle
- Domain-specific languages may still persist. Example
- OpenGL becomes obsolete as Khronos focuses on Vulkan exclusively. Kind of example: GL_NV_mesh_shader / VK_EXT_mesh_shader
- Past
- Disney Imagineering develops a 3D engine in-house to power VR attractions in their theme park, and create tools to prototype future rides virtually.
- a) Disney open-sources Panda3D, b) CMU uses it as a teaching tool.
- Present
- Pre-production Vulkan backend
- SPIR-V support
- Future (hopefully)
- Panda3D development keeps up with developments in open standards
- Version 2.0 cuts out a lot of legacy