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 Q&A Jon Peddie,
President of Jon Peddie Research (JPR)

26/08/04
Q1 A brief presentation of Jon Peddie Research.
A1 Jon Peddie Research (JPR) monitors, forecasts and consults on the graphics and multimedia markets and advises the leading companies on corporate, technology, marketing and product strategies. We also perform due diligence and “sanity” checks for investors and senior managers of companies. JPR maintains elaborate databases and files on graphics and multimedia, components, markets, companies and other related subjects.

JPR offers its consulting clients a bi-weekly technical marketing advisory analyst’s report, Jon Peddie’s Tech Watch, and a quarterly report on market shares of the semiconductor and board companies, as well as various special market reports from time to time.

The combination of extensive hands-on experience, comprehensive databases, interviewing and reporting, and actual testing makes JPR uniquely well qualified to help companies and investors in the market. JPR can provide a unique perspective and knowledge base of the market, its dynamics, trends and players. We monitor the market everyday all day—this is our only business.

The staff of JPR is a group of industry specialists with over 55 person-years experience in computers and computer graphics. One of the pioneers of the graphics industry, Dr. Jon Peddie, started his career in computer graphics in 1962. After the successful launch of several graphics manufacturing companies, Peddie began JPA in 1984, and after leaving JPA in 2001 formed Jon Peddie Research to provide comprehensive and customer-intimate data, information and management expertise to the computer graphics industry. Peddie has taught courses on display and image processing boards and lectures at numerous conferences on topics pertaining to graphics technology and the emerging trends in digital media technology. Recently voted one of the most influential industry analysts, he is frequently quoted in trade and business publications and has published over 70 articles on computer graphics as well as appearing on CNN and TechTV. Peddie is also the author of several books including Graphics User Interfaces and Graphics Standards, High Resolution Graphics Display Systems, and Multimedia and Graphics Controllers.

   
Q2 You have been involved in computer graphics since 1962, what is the more significant event in the CG industry since this date?
A2 That's a tough one, there have been so many advances in hardware and software. If you look at what we could do in 1962 the comparison to today is truly amazing. In '62 we had stroke writer displays, and computers that were built with magnetic core memory and integrated circuits that had only simply flip flops. Graphics were only line drawings and were either created with tedious assembly language or arcane Fortran. Only the elite had computer graphics, the primary applications being CAD and weapons simulation. The systems were time-shared (one main computer, several terminals), there was (at least one) operator of the main computer plus tech support for the terminal users. The main computer was as large as four to six refrigerators, and the terminal looked like giant radar screens on a special table. (I may have some pictures of this stuff if it would be helpful and/or interesting) The screens were monochromatic (white or green), had simple text (dot matrix style) and only lines for graphics, no images, no fill. A main computer costs $100,000 to $250,000 (in 1962 dollars - about $2 million in today's money) The ARPANET (forerunner to the Internet) wasn't developed yet and data was exchanged over distance by a stack of punch cards or a reel of magnetic tape. Conversational graphics consoles were developed by General Motors (DAC-1) and MIT Lincoln Laboratories (Sketchpad), resulting in computer-aided design (CAD). Sketchpad used the first light-pen, developed by Ivan Sutherland, and the IBM 7094 (the first commercial computer to use semiconductors) dominated scientific computing at the time; and researchers in England created the first computer with virtual memory. This computer was capable of 200 KFLOPS, your mobile phone is about 100 times more powerful.

Today, on a $1,500 portable PC we can create cinematic quality graphics and produce images that are so lifelike they have to be studied to be certain they are not a photograph. That has come about due to the semiconductor revolution that is epitomized by Moore's law, the explosion in sales of PCs and associated devices, the shrinkage in size and price while quadrupling in capacity of disks, the abundance of cheap memory, common high-level programming languages like C++, and the deployment of common user interfaces like Windows. Programs and data travel at near the speed of light from and to anywhere in the world, and even our grandmothers can enjoy high quality computer graphics in the form of games and email animations.

Now of that what is the most significant CG event? Assuming all of the infrastructure was a given (i.e., we have low cost highly powerful computers with high-level programming languages, plenty of memory, and great displays) then one thing that gave CG a big kick was texture mapping. It spawned, or enabled the spawning of mipmapping, anisotropic filtering, bi and tri-linear filtering, full-scene anti-aliasing, and new exploitations of alpha plane techniques. If you asked the graphics chip producers the question they would, without hesitation, say programmable shaders. So I guess the answer is two-fold: texture mapping and shaders.

   
Q3 3d contents are still very rare on the web today. How do you explain that fact?
A3 That's a lot easier; three reasons: limited bandwidth, no efficient programming model, and lack of a universal user interface.
   
Q4 We are celebrating the 10th anniversary of VRML... but, is VRML dead?
A4 We refer to the people who practice the art of VRML as furry vermals. VRML was developed to make moving CAD files easier. Some people with great visions, (perhaps too much) imagination, and seemingly unlimited energies pushed VRML into the realm of virtual reality and from there into web 3D. It never satisfied any of those visions and a lot of hearts and wallets were broken. VRML still isn't dead, but then neither is Fortran. Things don't seem to die in this industry. But neither Fortran or VRML are mainstream or considered as a viable vehicle for anything any more. And I know this will bring out of the wood work and from under the rocks all those VRML lovers who still toil away at proving what magnificent thing VRML is, or will be with the next release that is.
   
Q5 3D Chip makers predict the end of pre-render 3D in few years. What would it change?
A5 Real time rendering already exists in several areas - you experience it every time you play a modern first person shooter like Fry Cry, or Half Life. In the large studios where elaborate compositing is done, rendering still takes longer and still relies on very large very powerful machines and takes days to render a few minutes of the film. So the goal is to drive that to real time and it will happen, you could almost predict the exact date if you froze the level of special effects. For example, if you took some movie (e.g., Spiderman II) and took five minutes of a scene of it and used it as a benchmark, and said (for example) that it took four HP or sgi workstations four days to do it, then with Moore's law you could say, by 20xx it will only take 4 seconds. The problem is at 20xx we will have come to expect special effects (that we can't imagine yet) as the norm and they will still take four HP and sgi workstations four days.
   
Q6 Is it possible to predict the future of CG?
A6 Gee, I thought that's what I just did. :-)
   
   
 
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