Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games, in general.[4] The precursor sciences to the development of modern computer graphics were the advances in electrical engineering, electronics, and television that took place during the first half of the twentieth century.Nevertheless, computer graphics remained relatively unknown as a discipline until the 1950s and the post-World War II period – during which time the discipline emerged from a combination of both pure university and laboratory academic research into more advanced computers and the United States military's further development of technologies like radar, aviation, and rocketry developed during the war.In 1959, Douglas T. Ross, while working at MIT on transforming mathematic statements into computer generated 3D machine tool vectors, created a display scope image of a Disney cartoon character.[6] Electronics pioneer Hewlett-Packard went public in 1957 after incorporating the decade prior, and established strong ties with Stanford University through its founders, who were alumni.This began the decades-long transformation of the southern San Francisco Bay Area into the world's leading computer technology hub – now known as Silicon Valley.[9] E. E. Zajac, a scientist at Bell Telephone Laboratory (BTL), created a film called "Simulation of a two-giro gravity attitude control system" in 1963.Also at BTL, Ken Knowlton, Frank Sinden, Ruth A. Weiss and Michael Noll started working in the computer graphics field.At Lawrence Radiation Laboratory, Nelson Max created the films Flow of a Viscous Fluid and Propagation of Shock Waves in a Solid Form.Ralph Baer, a supervising engineer at Sanders Associates, came up with a home video game in 1966 that was later licensed to Magnavox and called the Odyssey.David C. Evans was director of engineering at Bendix Corporation's computer division from 1953 to 1962, after which he worked for the next five years as a visiting professor at Berkeley.While Sutherland originally wanted the company to be located in Cambridge, Massachusetts, Salt Lake City was instead chosen due to its proximity to the professors' research group at the University of Utah.As the UU computer graphics laboratory was attracting people from all over, John Warnock was another of those early pioneers; he later founded Adobe Systems and created a revolution in the publishing world with his PostScript page description language.Modern computers, dating from the 1980s, often use graphical user interfaces (GUI) to present data and information with symbols, icons and pictures, rather than text.The continuing popularity of Star Wars and other science fiction franchises were relevant in cinematic CGI at this time, as Lucasfilm and Industrial Light & Magic became known as the "go-to" house by many other studios for topnotch computer graphics in film.Two other pieces of video would also outlast the era as historically relevant: Dire Straits' iconic, near-fully-CGI video for their song "Money for Nothing" in 1985, which popularized CGI among music fans of that era, and a scene from Young Sherlock Holmes the same year featuring the first fully CGI character in a feature movie (an animated stained-glass knight).1999 saw Nvidia release the seminal GeForce 256, the first home video card billed as a graphics processing unit or GPU, which in its own words contained "integrated transform, lighting, triangle setup/clipping, and rendering engines".The continued rise and increasing sophistication of the graphics processing unit were crucial to this decade, and 3D rendering capabilities became a standard feature as 3D-graphics GPUs became considered a necessity for desktop computer makers to offer.The Nvidia GeForce line of graphics cards dominated the market in the early decade with occasional significant competing presence from ATI.[20] As the decade progressed, even low-end machines usually contained a 3D-capable GPU of some kind as Nvidia and AMD both introduced low-priced chipsets and continued to dominate the market.Shaders which had been introduced in the 1980s to perform specialized processing on the GPU would by the end of the decade become supported on most consumer hardware, speeding up graphics considerably and allowing for greatly improved texture and shading in computer graphics via the widespread adoption of normal mapping, bump mapping, and a variety of other techniques allowing the simulation of a great amount of detail.CGI movies proliferated, with traditional animated cartoon films like Ice Age and Madagascar as well as numerous Pixar offerings like Finding Nemo dominating the box office in this field.In videogames, the Sony PlayStation 2 and 3, the Microsoft Xbox line of consoles, and offerings from Nintendo such as the GameCube maintained a large following, as did the Windows PC.OpenGL continued to mature as well, and it and DirectX improved greatly; the second-generation shader languages HLSL and GLSL began to be popular in this decade.In scientific computing, the GPGPU technique to pass large amounts of data bidirectionally between a GPU and CPU was invented; speeding up analysis on many kinds of bioinformatics and molecular biology experiments.Shaders are now very nearly a necessity for advanced work in the field, providing considerable complexity in manipulating pixels, vertices, and textures on a per-element basis, and countless possible effects.Experiments into the processing power required to provide graphics in real time at ultra-high-resolution modes like 4K Ultra HD begun, though beyond reach of all but the highest-end hardware.In videogames, the Microsoft Xbox One, Sony PlayStation 4, and Nintendo Switch dominated the home space and were all capable of advanced 3D graphics; Windows was still one of the most active gaming platforms as well.Graphic design may consist of the deliberate selection, creation, or arrangement of typography alone, as in a brochure, flier, poster, web site, or book without any other element.A 3D model can be displayed as a two-dimensional image through a process called 3D rendering, used in a computer simulation of physical phenomena, or animated directly for other purposes.