For the first twenty years of my career in computer graphics, the big question everyone kept asking was: “How do we create a CG image that’s completely indistinguishable from a photograph?”
The real world is insanely complex, and our eyes plus brain are tuned to spot even the tiniest flaws. So that quest dragged on for decades.
Back in 1982, Tron hit theaters as one of the first major films to lean heavily on computer graphics. The whole visual style—bare geometric shapes, glowing lines, no textures—was shaped by what the tech could actually do at the time. I loved that movie, and having spent most of my career doing software at hardware companies, I identified with the line, “That’s Tron. He fights for the users.”
That same year, Star Trek II: The Wrath of Khan showed off the amazing Genesis Effect sequence—the first fully computer-generated scene in a feature film. It looked incredible, but it was framed as a computer simulation, so it didn’t have to pass as photoreal.
Movie VFX advanced fast after that, but CGI was still easy to spot. Films like The Last Starfighter (1984), Young Sherlock Holmes (1985), and The Abyss (1989) pushed boundaries with great effects, yet nothing quite fooled you into thinking it was real.
The 1990s brought bigger leaps: Terminator 2 (1991) with its liquid metal T-1000, Jurassic Park (1993) and its groundbreaking dinosaurs from ILM, Forrest Gump (1994), and then Pixar’s Toy Story (1995) proving full CG animation could carry a feature.
By Titanic in 1997, things looked more polished—3Dlabs even had a small hand in it, as some of our graphics boards powered parts of the animation pipeline. Still, the ship and water didn’t quite feel 100% real on screen.
For me, the moment I finally thought, “We’ve done it—we’ve achieved photorealism!” was Panic Room in 2002. I saw it in the theater and was blown away; nothing screamed “computer-generated.” Later that year at SIGGRAPH, the Electronic Theater showed a production reel with that famous impossible camera move gliding up through the house’s interior—walls, floors, keyholes, the works. It was physically impossible to film for real, so it had to be CG… and it looked seamless. For me, that was the tipping point.
Of course, nailing photorealism in movies was just the start. The next frontier was doing it in real time, on affordable hardware, in stereo, at 4K, and beyond. Our work on OpenGL and especially the OpenGL Shading Language (GLSL) benefited directly on those early film milestones. Our efforts were based on bringing programmable shading power to interactive graphics so real-time could chase the same dream.
Here are some clips and breakdowns that capture these moments:
- The iconic Genesis Effect from Star Trek II: The Wrath of Khan (1982):
- Early CGI showcase from Tron (1982):
- Dinosaurs brought to life in Jurassic Park (1993) – ILM VFX breakdown:
- BUF’s making-of for Panic Room VFX:
Our work in graphics is never truly “done”—there’s always the next level of realism, speed, or immersion to chase. What film moment made you think we’d crossed into photoreal territory?








