Since the concept of virtual reality began to crystalise in the 1980s, humans have attempted to replicate reality in numerous shapes and forms. Before the term entered our collective imagination, when computers were still the size of refrigerators, computer scientists were already experimenting with virtual environments. These early environments consisted only of mathematically simple three-dimensional objects, which were come to be known as digital primitives. Complex forms could not yet be realised since computing power was inadequate. Instead by first order approximation of objects – that is the combination of basic geometric forms such as the triangular facet – more sophisticated objects could be created. These basic geometric forms, which include cones, cubes, spheres and tori have been the basis of all computer-generated 3D environments for decades.
With "Digital Primitives" the Reuling brothers revisit the origins of the primitives using one of the first ray-tracing programs called POV-ray to render images from text-based scene description.
Background and history
At first, the use of primitives was a practical solution. Computer scientists and programmers sought ways to digitally replicate objects from our physical environment. Yet computer technology at the time was still incapable of doing such tasks. The first computer modelled hand from 1972 already shows that it was far too rectangular because it consisted of too few polygons. Later on, as computer technology progressed, more complex parametric objects could be modelled. The Utah teapot was one of the first more sophisticated objects to be modelled, and therefore considered to be one of the original primitives.

Screen capture of Ed Catmull's left hand - from the world's first ever 3D rendered movie created in 1972 by Ed Catmull and Fred Park.
For a long time, 3D simulations had limited applications and were predominantly used in basic visualizations that consisted of primitive 3D forms. For example, models consisting of coloured spheres and pipes were used in the field of science to illustrate molecular structures.
Another early application of primitives was found in the aviation industry, in which experiential simulations were developed to train pilots. It was not until later, that digital primitives emerged in popular culture through the medium of film and television.

3D render of water molecule.
In the late 70s, the film industry began to experiment with 3D computer animation in creating visual effects. As the science fiction genre boomed, many films began to incorporate visual effects to depict extra-terrestrial environments. Whilst mainly primitive 3D objects could be modelled, they were effective in representing planets and stars in films such as Star Wars, Superman and Tron. The ground surface of the 3D simulated world of Tron was represented by an endless grid of squares. This was a simple way to give structure to the ground plane which at the same time creating a dimension of otherworldliness. This type of plane has been repeatedly used in film and video games, and later evolved into the chessboard-surface.
Since the digital primitives were clearly used to resemble familiar objects, it is no coincidence that pyramids, globes, spaceships and skyscrapers were often the objects visualised using computer animation. Computer games were often set in ‘space’ such as in the game Starglider. Further, in the computer game, ‘Alpha Waves’ physical levels were simple cubical rooms with triangles. Thus, it was inevitable that video games in the 80s often revolved around cosmos related themes - as they adopted this new technology, they were also limited by its capability.

Screenshot from Tron (1982)
With the advent of the World Wide Web in 1991, the digital primitives were given new meaning. Open source and free 3D software became accessible to everyone. This fostered a participatory culture wherein many amateurs and computer users could take part. The so-called VRML ‘Virtual Reality Modelling Language’ was a technique for amateurs and computer-users to create 3D environments, which could be shared online and customised. The VRML codes were simply taken over and modified with pieces of source code. So, you did not need to be a skilled programmer to create these graphics.
At the end of the 90s VRML users started to make simple graphics because computers were still too slow to process complex shapes. Then history repeated itself. The graphics, like in the early stages of 3D simulation, consisted of digital primitives. This led to multitudes of virtual worlds being created using these forms. By simply ‘copy and pasting’ segments of source code, complex elements could be created without advanced coding abilities. VRML was made by amateurs that weren’t put off by its jaggy aesthetic. Through experimentation, amateurs created virtual worlds that exhibited a mishmash of digital primitives.
The VRML method was later acquired by POV-Ray as VRML became considered too complex and offered little creativity. The POV-Ray application had the ability to render digital primitives with a shinier look. POV-Ray also offered a variety of effects that could be applied to modelled forms, such as mirror, marble, cloud and water effects. Digital primitives were still present to a large extent and were accessible as source code that could be then decorated with a chrome or marble effect. Many amateurs used 3D clichés including reflective cones and chess-surfaces. They also made buildings out of cubes and molecules or planets out of spheres. Only the designs became more eclectic and playful. Thousands of 3D designs were created from the same pieces of source code and yet they could still appear unique.


POV ray Logo
VRML Logo
Since the concept of virtual reality began to crystalise in the 1980s, humans have attempted to replicate reality in numerous shapes and forms. Before the term entered our collective imagination, when computers were still the size of refrigerators, computer scientists were already experimenting with virtual environments. These early environments consisted only of mathematically simple three-dimensional objects, which were come to be known as digital primitives. Complex forms could not yet be realised since computing power was inadequate. Instead by first order approximation of objects – that is the combination of basic geometric forms such as the triangular facet – more sophisticated objects could be created. These basic geometric forms, which include cones, cubes, spheres and tori have been the basis of all computer-generated 3D environments for decades.
With "Digital Primitives" the Reuling brothers revisit the origins of the primitives using one of the first ray-tracing programs called POV-ray to render images from text-based scene description.
Background and history
At first, the use of primitives was a practical solution. Computer scientists and programmers sought ways to digitally replicate objects from our physical environment. Yet computer technology at the time was still incapable of doing such tasks. The first computer modelled hand from 1972 already shows that it was far too rectangular because it consisted of too few polygons. Later on, as computer technology progressed, more complex parametric objects could be modelled. The Utah teapot was one of the first more sophisticated objects to be modelled, and therefore considered to be one of the original primitives.

Screen capture of Ed Catmull's left hand - from the world's first ever 3D rendered movie created in 1972 by Ed Catmull and Fred Park.
For a long time, 3D simulations had limited applications and were predominantly used in basic visualizations that consisted of primitive 3D forms. For example, models consisting of coloured spheres and pipes were used in the field of science to illustrate molecular structures.
Another early application of primitives was found in the aviation industry, in which experiential simulations were developed to train pilots. It was not until later, that digital primitives emerged in popular culture through the medium of film and television.

3D render of water molecule.
In the late 70s, the film industry began to experiment with 3D computer animation in creating visual effects. As the science fiction genre boomed, many films began to incorporate visual effects to depict extra-terrestrial environments. Whilst mainly primitive 3D objects could be modelled, they were effective in representing planets and stars in films such as Star Wars, Superman and Tron. The ground surface of the 3D simulated world of Tron was represented by an endless grid of squares. This was a simple way to give structure to the ground plane which at the same time creating a dimension of otherworldliness. This type of plane has been repeatedly used in film and video games, and later evolved into the chessboard-surface.
Since the digital primitives were clearly used to resemble familiar objects, it is no coincidence that pyramids, globes, spaceships and skyscrapers were often the objects visualised using computer animation. Computer games were often set in ‘space’ such as in the game Starglider. Further, in the computer game, ‘Alpha Waves’ physical levels were simple cubical rooms with triangles. Thus, it was inevitable that video games in the 80s often revolved around cosmos related themes - as they adopted this new technology, they were also limited by its capability.

Screenshot from Tron (1982)
With the advent of the World Wide Web in 1991, the digital primitives were given new meaning. Open source and free 3D software became accessible to everyone. This fostered a participatory culture wherein many amateurs and computer users could take part. The so-called VRML ‘Virtual Reality Modelling Language’ was a technique for amateurs and computer-users to create 3D environments, which could be shared online and customised. The VRML codes were simply taken over and modified with pieces of source code. So, you did not need to be a skilled programmer to create these graphics.
At the end of the 90s VRML users started to make simple graphics because computers were still too slow to process complex shapes. Then history repeated itself. The graphics, like in the early stages of 3D simulation, consisted of digital primitives. This led to multitudes of virtual worlds being created using these forms. By simply ‘copy and pasting’ segments of source code, complex elements could be created without advanced coding abilities. VRML was made by amateurs that weren’t put off by its jaggy aesthetic. Through experimentation, amateurs created virtual worlds that exhibited a mishmash of digital primitives.
The VRML method was later acquired by POV-Ray as VRML became considered too complex and offered little creativity. The POV-Ray application had the ability to render digital primitives with a shinier look. POV-Ray also offered a variety of effects that could be applied to modelled forms, such as mirror, marble, cloud and water effects. Digital primitives were still present to a large extent and were accessible as source code that could be then decorated with a chrome or marble effect. Many amateurs used 3D clichés including reflective cones and chess-surfaces. They also made buildings out of cubes and molecules or planets out of spheres. Only the designs became more eclectic and playful. Thousands of 3D designs were created from the same pieces of source code and yet they could still appear unique.


POV ray Logo
VRML Logo