1998 Keynote James F. Blinn Microsoft Research ------------------------------------------------------------------------ 25 Years 1974 Boulder 1984 Minneapolis 1994 Orlando 1975 Bowling Green 1985 San Francisco 1995 Los Angeles 1976 Philadelphia 1986 Dallas 1996 New Orleans 1977 San Jose 1987 Anaheim 1997 Los Angeles 1978 Atlanta 1988 Atlanta 1998 Orlando 1979 Chicago 1989 Boston 1980 Seattle 1990 Dallas 1981 Dallas 1991 Las Vegas 1982 Boston 1992 Chicago 1983 Detroit 1993 Anaheim ------------------------------------------------------------------------ Observations Then Calligraphic Now Raster ------------------------------------------------------------------------ Observations Then Mainframe or Mini $$$ Later Workstation $$ Now Desktop $ ------------------------------------------------------------------------ Observations Then Few users Now Everybody's getting into the act ------------------------------------------------------------------------ Observations Then Everything was hard Now Lot's of stuff is easy ------------------------------------------------------------------------ Observations Then Had to be clever Now More brute force ------------------------------------------------------------------------ Observations Then CAD Now Special effects ------------------------------------------------------------------------ Observations Then Feasibility Now Refinement/practicality ------------------------------------------------------------------------ Observations Then Application papers Now Rendering papers ------------------------------------------------------------------------ Observations Then Talks gave whole paper Now Talk is an advertisement for the paper ------------------------------------------------------------------------ Unsolved Problems 1966 Sutherland 1977 Newell and Blinn 1987 Heckbert 1991 Siggraph Panel 1998 Blinn ------------------------------------------------------------------------ Unsolved Problems Sutherland 66 Cheap machines with basic capability Basic Interaction techniques Coupling simulation to display Describing motion Continuous tone displays Making structure of drawings explicit Hidden line removal Program instrumentation and visualization Automated sensible diagram layout Visualizing abstractions ------------------------------------------------------------------------ Unsolved Problems Newell and Blinn 77 Increasing scene complexity Fuzzy objects (hair, clouds) Transparency and refraction Extended light sources Antialiasing Systems integration ------------------------------------------------------------------------ Unsolved Problems Heckbert 87 Parametrizing implicit models High quality texture filtering Antialiasing Shadows without ray tracing Practical ray tracing Practical radiosity Frame-to-frame coherence Automating model culling Smooth model transitions Affordable real-time rendering hardware ------------------------------------------------------------------------ Unsolved Problems SIGGRAPH Panel 91 Managing scene complexity (Barr) Tools for serious modeling (Brooks) Large-scale user interfaces (Card) Multimedia (Clark) Automatic graphic design (Feiner) Robust geometric algorithms (Forrest) Efficient and physically valid light transport algorithms (Hanrahan) Graphics Standards (van Dam) ------------------------------------------------------------------------ Unsolved Problems Blinn 98 What does "solution" mean? ------------------------------------------------------------------------ (Solved) Problems Nonphotorealistic Rendering Image Based Rendering The Tyranny Of The Frame Buffer ------------------------------------------------------------------------ Unsolved Problems Blinn 98 1 Novelty Finding something that hasn't been done yet ------------------------------------------------------------------------ Unsolved Problems Blinn 98 2 Education Keeping track of what has been done Dissemination of new discoveries Avoiding temptation to reinvent ------------------------------------------------------------------------ Unsolved Problems Blinn 98 3 Systems Integration Using all techniques in one system ------------------------------------------------------------------------ Unsolved Problems Blinn 98 4 Simplicity ------------------------------------------------------------------------ Unsolved Problems Blinn 98 5 Pixel Arithmetic Theory Pre-multiplied alpha Local/Global alpha Correllated vs. Uncorrelated edges Combining with light reflection models ------------------------------------------------------------------------ Unsolved Problems Blinn 98 6 Legacy Compatibility TV pixels Calculations on gamma corrected pixels Different quantization range 3D API's ------------------------------------------------------------------------ Unsolved Problems Blinn 98 7 Arithmetic Sloppiness Pixel Quantization Problems Texture filtering Lighting Models (Need criteria for how accurate we need to be) ------------------------------------------------------------------------ Unsolved Problems Blinn 98 8 Anti Aliasing ------------------------------------------------------------------------ Unsolved Problems Blinn 98 9 Modeling, Rendering, Animation Challenges Spaghetti ------------------------------------------------------------------------ Unsolved Problems Blinn 98 10 Finding A Use For Real Time 3D Have: Games and Simulators Need: Business, Communication, Visualization, UI ------------------------------------------------------------------------ Unsolved Problems Blinn 98 1 Novelty 2 Education 3 Systems Integration 4 Simplicity 5 Pixel Arithmetic Theory 6 Legacy Compatibility 7 Arithmetic Sloppiness 8 Anti Aliasing 9 Spaghetti 10 Finding A Use For It ------------------------------------------------------------------------ The Future Dr. Blinn Predicts: Faster Cheaper More Memory More Realistic Seamless Integration Run on NT ------------------------------------------------------------------------ The Future Synthetic Actors indistinguishable from Real Actors 2000 April 23 3:00PM ------------------------------------------------------------------------ The Future Better display screen technology Sprite based displays Videos distributed in layered format Holographic projections Direct brain input ------------------------------------------------------------------------ The Future Replace Hollywood back lots Theme parks become virtual Siggraph 2003 held in Virtual Reality Anything not on the Web will be forgotten ------------------------------------------------------------------------ 25 Years We've created a new industry We've changed technical conferences We've changed the world We have a new medium ------------------------------------------------------------------------ Volunteer transcription by John M. Fujii, SIGGRAPH 98 Copyright © 1998, ACM SIGGRAPH 98