25 years since MI2.

https://beforesandafters.com/2020/05/27/mission-impossible-ii-a-virtual-production-game-changer/

IIRC I hadn't put my automatically differentiating photogrammetry tool into production at that point. What I did write were some semi-automated tools to align photography with geometry (eg. 3D models of Sydney) and then a completely crazy tool that sliced the models up into pieces according to which cameras they were visible from so each piece could be texture mapped efficiently from that camera.

@dpiponi Was AD niche back then in computer graphics? It must have been; at least I don't remember it being much of a thing when I was still paying attention to SIGGRAPH in that period (well, a little after).

@pervognsen Yeah.

I first found it purely by chance in this paper, but almost nobody in graphics seemed aware of the method: https://dl.acm.org/doi/10.1145/74877.74895

Soon after papers like this appeared: https://grail.cs.washington.edu/projects/control/

But earlier it's hard to find references. For example one use was in Tom Duff's patent for motion blur for blobbies in Renderman.

@dpiponi @pervognsen The earliest I remember hearing about AD applied to graphics was Don Mitchell's ray tracing system that leveraged AD and interval arithmetic. He had a paper on caustic rendering that used the former. http://mentallandscape.com/Papers_siggraph92.pdf And then of course Tom's AD-based raindrop renderer ;)