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