Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!samsung!uunet!zephyr.ens.tek.com!uw-beaver!milton!portal!cup.portal.com!thinman@uunet.UU.NET From: portal!cup.portal.com!thinman@uunet.UU.NET Newsgroups: sci.virtual-worlds Subject: We Need A New Language: Part 1 of 3 Message-ID: <15444@milton.u.washington.edu> Date: 30 Jan 91 03:43:10 GMT Sender: hlab@milton.u.washington.edu Lines: 98 Approved: cyberoid@milton.u.washington.edu Real-time interaction with screen, input devices, and force-feedback devices, (the building blocks of "virtual reality") promises to revolutionize mass-market computer graphics, and indeed all of computer interaction. We need a common programming language for 3D computer graphics. It is a common mistake (c.f. Unix and the PC) to standardize on an architecture that happens to work well for contemporary applications, but cannot stretch to meet new needs. The anatomical analogy is to animal species which grow larger and larger (cubic increase in weight) with the same relative skeletal thickness (squared increase in strength). Indeed, the original purpose of the Mach project was to design a new type of skeleton for UNIX with thicker bones and more regular coupling mechanisms. With unification around one software architecture, the use of 3D computer graphics will explode. The current totality of 3D graphics systems will become a sliver of the total market. Standard PC GUI's will be 3D, not 2D. Virtual reality hardware is here today, but pleasant user interaction is not. Software is not available for a mass- market platform. It will require the collective effort of many artists, designers, and programmers. These energies will only be unleashed if 3D graphics unifies. A short marketing digression: the computer market can be divided into two sectors: computers which are affordable to the average affluent consumer, and those which are used exlusively by businesses. In the latter sector we have many examples of successful software systems: Berkeley TCP/IP, sendmail, and the X Window System. These systems share a common profile: 1) they are free or easily available, 2) they are portable, 3) they are reasonably functional, and 4) they have a backing organization which coordinates user-contributed enhancements and bug fixes. Before 1980, UNIX also followed the above profile. Another short marketing digression: the life cycle of a computer market is strongly influenced by its level of unification: a. A new idea or level of technology appears. b. A few pioneering vendors appear. c. The market heats up. d. Many more vendors appear. There are now many proprietary schemes, all of which do roughly the same thing. The customers favor one or a few schemes. e. The market is now at a cusp point where it has 2 choices: Unification around one architecture. The market achieves lift-off. Most of the original vendors and lots of proprietary schemes are frozen out. A vendor either provides unifying bridge software that helps customers re-use software for old proprietary scheme under the new unified architecture, or the vendor dies. or Non-unification with a slow die-off of proprietary schemes with lesser market share. Total market growth is much slower without unification. The user's "standard of living" is much lower because without one clear platform, much second- and third-tier "fill in the gaps" software is never written. It's crucial to the future of 3D computer graphics, and Virtual Reality in particular, that the field settle on a common software standard. We are now at the cusp point. The basics of 3D graphics are widely accepted; there exists a plethora of textbooks. There are a few generally agreed methods for the construction of each level of graphics systems. Yet, there is no common standard for 3D softare development. Several major vendors have proprietary library systems which achieve excellent results for their particular graphics architecture. Researchers rarely release the software resulting from their efforts because that software will only work on a small fraction of the machines used by their colleagues. It is very much in the interest of 3D graphics vendors to collectively fund a freeware VR software system. Lance Norskog thinman@cup.portal.com