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  VRML: The First Ten Years
   
 

Mark Pesce
co-creator of VRML
http://www.playfulworld.com

 

To the VRML Community,

Ten years ago today (25/5/94) a group of Web enthusiasts gathered for a birds-of-a-feather session in a small conference room at CERN to talk about “VR and the Web”. That BOF, chaired by Dave Raggett, the father of HTML, was part of the larger suite of BOFs on the opening day of the First International Conference on the World Wide Web. During the BOF, people knocked around all sorts of ideas for providing virtual reality interfaces to the Web. Some people – Raggett included – favored abstract description languages, where the token "house" would refer to a semantic definition of a house - different from user to user - rather than a strictly defined grouping of geometry, materials, and lighting.

Raggett had already decided what to call this new Web-based language: Virtual Reality Markup Language. When I heard this, I muttered, "Hmm. Good name." And immediately started to re-title my presentation slides.

As real-time 3D graphics were still something of a rarity in the early 90s - before Direct3D, before nVidia and ATI, before a hundred million polygons a second could be had for a hundred dollars - no one else at the BOF had any practical experience working with virtual reality. Well-intentioned, most of the proposals floated at the BOF had, for various reasons, no practical implementation. But that didn't really matter: that room constituted the core of a nascent VRML community. Two folks in that room have names that may be familiar to you: Kevin Hughes, who, as an undergraduate at the University of Hawaii, realized that you could apply a link to an image and thereby created the button; who first said "vermal" to me, a neologism that stuck in all the years that followed; who showed me a cute little picture grid of a green cube, red sphere and blue cone that became the semi-official VRML logo. Another person in that room was Brian Behlendorf, who'd just taken a course on computer graphics at UC Berkeley, and would go on to become the father of Apache, co-founder of Organic Online, and open-source advocate extraordinaire. It was Brian Behlendorf who talked the management at WIRED into letting the VRML community use WIRED's servers for a mailing list and website; it was Brian who gave Rikk Carey a call, suggesting his Inventor group at SGI might want to talk to this guy Pesce who has this idea about 3D on the web.

The formal unveiling of VRML - that is, Tony Parisi's parser and my renderer and network interfaces - came two days later, in a session titled "Advanced Topics". The other presenters blew me away: one group had connected the Web to the phone network to a television station in Germany, creating real interactive television on a roll-your-own budget; another had developed tools that allowed you to publish the entire content of a CD-ROM just by popping into it into the drive of your computer. None of this seems incredibly exciting today; we've seen things like this many times over the last ten years -- just as super-fast 3D graphics rarely elicit more than an "ooh, pretty" from any but hard-core graphics weenies. It's all a matter of course, these technical wonders. But back then, when everything was shiny and new, when everything lay before us and anything seemed possible, it was a fairly heady brew.

My own presentation used VRML (almost as an afterthought, to be totally honest) as the starting point for an exploration of shared virtual spaces: using network protocols to share databases among an arbitrarily large number of internet-connected machines. I probably should have stopped with an explanation of VRML and its associated "helper app" (remember those?). Instead I went on to a detailed explanation of topological storage, query structure for distributed spatial databases, and a formula for calculating the speed of light in cyberspace. In retrospect, complete overkill. But who knew when I'd have this opportunity again? As I concluded, one poor conferee came up to the presentation table, muttered "Very interesting," and ran from the room.

***

And now we flash forward ten years. The 3D graphics revolution has happened, as predicted. As we all knew it would. No one talks about
virtual reality anymore, except, maybe at SIGGRAPH, NASA, or in bad science fiction movies. But real-time 3D can be found in a few hundred million households, courtesy of Sony, Microsoft and Nintendo. No one calls it virtual reality, because it lacks the conspicuous clumsiness of head-mounted displays and data gloves. Thankfully. But make no mistake, whether it's the imaginal world of EverQuest, Star Wars Galaxies or GTA3, it's all virtual reality - a mature technology used daily by hundreds of millions, on every continent.

So where is VRML? We all know what happened: too much hype, too fast, too soon. SGI saw a path into the consumer market - and a way to go one up on SUN - and plowed their enormous PR resources into Cosmo. But John Carmack pronounced VRML dead on arrival. His words carried more weight with the people who really mattered - the core 3D developers - so what should have been the core constituency for VRML, games developers, never materialized. There was never a push to make VRML games-ready or even games-capable, because there were no market-driven demands for it. Instead, we saw an endless array of "science experiments" (to quote a famous venture
capitalist) which showed how interesting VRML could be. But never, ever, how lucrative.

These science experiments continue today. Although the projects I've seen in Australia (Australia, for some curious reason, is a hotbed of VRML development) are interesting, and potentially lucrative, each of them is hamstrung at a fundamental level because the basic VRML "player" (a more useful term than "browser" and more in keeping with the concept of the media players proliferating on desktops and in pockets around the world) hasn't matured much (to be brutally honest, at all) in the last decade. The processors have gotten faster, the GPUs can render at speeds undreamt of just a few years ago, but the player itself is nearly always buggy or incomplete in some fundamental way, making it, in the end, nearly always unsuitable for any task assigned to it.

I have seen people do amazing things in VRML, but this is almost always because they have waged wars with the player, learned their way around its bugs, and adapted to it, only to find themselves platform-bound (a decade should have been long enough to write a good player for the Macintosh, and another for LINUX), unable to share their work widely enough for it to break through to the wider audience of desktop media consumers.

And let's not even talk about MPEG-4... Well, let me say this: MPEG greedily took our IP to help them make more money. We thought it would help us, but it turns out their greed got the best of them, and MPEG-4 BIFS is just about as useful as a buggy whip. Maybe less useful, because there are still horses and carriages around. When was the last time you used or even saw an MPEG-4 BIFS-capable media player?

Fortunately, there is a solution. Unfortunately, some of you won't like it.

***

The open source movement had its beginnings long before VRML, though it was much smaller and more poorly organized than the GNU/Linux community is today. VRML tried to be an open-source movement from the beginning, or rather, half-tried. In retrospect, this was a mistake of the first order, but an honest mistake, which was made in order to encourage a variety of commercial enterprises to compete in the creation of a range of VRML players, targeted at a broad range of platforms. And this mistake was made before anyone knew that giving your software IP away generally makes it more valuable, not less.

By 1994 I'd had time to reflect about the debacle of the early-90s VR industry, which did the whole boom-and-bust cycle in an eerie foreshadowing of the Web dot-bomb. One reason that the VR industry collapsed was because too many companies were competing to offer the same sorts of basic solutions to fundamental problems. Each company - armed with its particular patents in one or another area of VR hardware or software - had dreams of "ruling the world". Each walked the garden path to destruction.

I never like to repeat my mistakes. I wanted VRML to become a standard - to rule the world - and that meant sharing: specifications, insights, and code. Tony and I never released the source code for the "Labyrinth" proto-VRML player, but only because it a) sucked and b) never ran VRML 1.0. SGI did contribute VRML 1.0 parser source code to the VRML community, and many VRML coders used it to build their first browsers.

And that's where it stopped.

Yes, I know there have been several open source VRML players; I could download one right now and run it on my LINUX workstation - though would probably crash, and it would definitely run slowly. Perhaps it's for this reason that commercially available players are considered "crown jewels" by those who have created them, and are guarded jealously. This is a mistake. The player is irrelevant: without a kick-ass, world-class VRML player (and there has _never_ been one of these) VRML is dead on arrival. Which explains the current state of affairs. (And let me assure you: most of the world thinks VRML died a long, long time ago.)

Hundreds of man-years have gone into the creation of significant codebases for various VRML players. Some of the companies which created these players still exist, others have gone out of business, or have been swallowed up by organizations that have neither the spare cycles, the marketing prowess, nor the good sense to utilize these assets effectively.

Since I seem, these days, to be in the business of giving advice, let me give this community some advice, freely and with no lust of result: give it
away. Give it all away. Release all of the source code for every VRML player that's ever been written. And use that to build one VRML player.

There is no need for more than one VRML player, any more than there's need for more than one HTML player. (With 95% of the world using MSIE as an HTML player, that point has been proven, though not in a way I'd care to see replicated within the VRML community.) A single codebase can be designed to compile for the three major OSes: Windows, OS X, and *NIX. Given that all three platforms support OpenGL (something that wasn't true back in 1994), it shouldn't even be that hard, if there is an enormous pool of source code to serve as the starting point for development.

The idea is simple enough: with enough source code, a dedicated and focused community can begin to cherry-pick, taking the best of the best from each of the codebases, using these to construct a better player. In an open source environment, disputes about my-solution-is-better-than-your-solution are resolved in the open, or, as Brian Behlendorf has sagely noted, "open source is essentially the right to fork". So if you don't like someone else's implementation, fix it and feed it back to them and prove them wrong. Eventually they'll capitulate, overrun by the sheer logic of elegance.

With this simple transition - one that will be terrifying for some folks who have built successful commercial careers developing VRML players - you can put VRML back on the map. X3D players could be as fast (if not faster) than anything anyone sees in a Quake 3 or UT2003 or Half-Life 2 engine, better looking, more flexible, and far, far more useful. Gamers would flock to it. Millions would use it. X3D would succeed where VRML failed. This could happen - but only if those who own the player IP could be persuaded that the key to unlocking its value lies in letting it go.

Fortunately, it is easier today to make this argument than at any time before. Consider MySQL. Or RedHat. Or Novell.

***

None of this will happen unless there is someone there to herd the cats; to bring order and stability forth from the chaos of community. It's a rare bit of magick, this capability. But the VRML community has proven time and again that it is capable of confounding the odds, producing the impossible upon command. In some ways that's been its biggest downfall: it's been able to resuscitate itself so often that it has no real fear of death. And it's been irrelevant for so long people have forgotten that there was a brief, shining moment when it looked an awful lot like the future.

The future is back, but it won't be here forever. There is a rare opportunity, in the transition to X3D, to correct the mistakes of the past.
In the tradition of the Linux kernel development team, and the Apache developers, the VRML community could decide to cast their lot together.

It's either that, or hang separately.

Happy Anniversary.

Mark Pesce
Sydney, Australia
25 May 2004

   
  Tony Parisi
President of Media Machines,
co-creator of VRML
http://www.mediamachines.com
 

 

The VRML Equinox, Ten Years Later

In May of 1994, a small band of individuals burning with vision launched a movement to create a rich medium for connected communication. They were soon joined by a handful of large companies willing to take a risk, powered by the energy of the Internet boom. Despite the awesome potential inherent in this undertaking, not even the combined efforts of these experts and the expenditure of hundreds of millions of dollars worldwide could make it happen. It simply wasn't time yet. The hardware wasn't ready; the network wasn't ready; most importantly, the consumers weren't ready.

Now it is time. After two boom and bust cycles for Web3D-- the first based on the VRML standard, the second driven by propriety efforts to dominate, but learning none of the important lessons of the past -- the computing infrastructure is ready and consumers are hungry. During the preceding decade we have learned essential lessons in technology and business, and applied these to create X3D: a better, stronger, faster VRML. Unlike VRML-- a demonstration of things to come-- X3D is a solution for what people need today. After ten years, cyberspace is at last ready to deploy.

Looking back on what we have done thus far, I am very proud. It took longer than anybody would have liked, but we are finally here. I eagerly look forward to what the next ten years will bring.

Tony Parisi
San Francisco
March 21, 2004

   
   
 
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