20Th Anniversary Opengl Year Book
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2 0th ANNIVERSARY | 1992 - 2012 OFFICIAL YEARBOOK ING THE FIR MEMBER ST 20 Y RE EARS A exture | RB_mu th_t ltisa dep mp B_ le R Pipelinia | A e.199 A | (1.0) 2 R B ct _ je m b O u o range _ B lt r o i e o t f k e f x B t u u b a r _ l y e e x | i p o g _ A a l R B V e ertexia p i B R ch _ A B r lue A t t e | Book n x e t Cha u t nne m l g r a a r e o F _ l c f u _ b e r ment Frag ia e _ u m t (2.0) e.2004 x a e t VAO p _ | B Valley R TH (3.0) ER A A E R e.2008 P B B | OLY E G O _ t v c N e S e j ! r b t o e x _ _ r C t e om ia p f putat e r f (4 l o u .3) e.2012 g b n r _ I a x m e t L r e S | v _ L A B G R R B A _ f | r a g m m a e r n g t o _ r p www.opengl.org 20th anniversary 1 OUR GENEROUS SPONSORS Thanks to the companies and individuals who made this possible ® Takeshi Haga Takashi Hirai Tadamasa Teranishi Rob Barris Tomohiro Matsumoto Jesse Barker Masahito Hirose Lawrence McDonough Vicki & Dave Shriener Lingjun Chen John Kessenrich Tom Olson Kentaro Suzuki English Tiddlywinks Barthold Lichtenbelt Kentaro Oku Dominic Agoro-Ombaka Association Linderdaum “kioku/System K” Glenn Fredericks Tomohiro Matsumoto Arzhange Safdarzadeh 2 20th anniversary TABLE OF CONTENTS 3 Table of Contents 4 Introduction 5 OpenGL Stories 5 John Carmack 5 Mark Kilgard 6 Mike Bailey 6 Rob Barris 6 Linjun Chen 6 Patrick Cozzi, Christophe Riccio 7 Andrew Garrard 7 Cass Everitt 7 Kevin Goldsmith 8 Masahito Hirose 8 Jonathan Hirshon 8 Eri Hoshino 8 Brent Insko 9 Frank Kane 9 Sergey Kosarevsky 9 Jon Leech 10 Barthold Lichtenbelt 10 Larry McDonough 11 Jon Peddie 12 Ed Plowman 12 Randi Rost 13 SPEC Graphics Performance Group 13 Dave Shreiner 13 Kentaro Suzuki 14 Neil Trevett 14 Shawn Underwood 14 Mitch Williams 14 Tony King-Smith 15 Photos 20th anniversary 3 20th anniversary 3 20th Anniversary Party 7:00, JW Marriott at LA Live Gold Ballroom –Salon 1, 2, 3 Welcome to the 20th anniversary celebration of OpenGL! Join us for the festivities as we pay homage to a With so many different kinds of graphics hardware, real game changer - OpenGL! It was in 1992 that getting them all to speak the same language in the first OpenGL specification was released by this way had a remarkable impact by giving soft- Kurt Akeley and Mark Segal. It changed the world. ware developers a higher level platform for 3D- software development. Thanks to all of you for your dedication to com- puting development standards and kudos for the Today, we applaud the founders of OpenGL whose passion it takes to succeed. vision and dedication led to the first API standard. Some of them are with us today to join in the cel- We are honored to welcome Kurt Akeley as a spe- ebration and to take us through a retrospective cial guest and to make a few opening remarks. look at the first OpenGL to today’s multifunctional versions. Kurt has been there since the beginning. Over the years, he has written and collaborated on numer- It has been 20 years of growing and learning and ous articles, papers and books. Most notable on adapting to speed of light technology develop- this 20th anniversary of OpenGL is the 20th anni- ment. It’s a cause worthy of celebration and fun. versary of the publication of The OpenGL Graphics System: A Specification, Silicon Graphics, Inc., 1992 Thank you for joining us this evening as we honor co-authored with Mark Segal. OpenGL and its dedicated community! He is the recipient of many outstanding contribu- tion awards and is a Fellow of the Association for Computing Machinery. He is also a member of the National Academy of Engineering. OpenGL standardized access to hardware, pushed the development responsibility of hardware inter- face programs to hardware manufacturers, and delegated windowing functions to the underlying operating system. 4 20th anniversary OpenGL stories We asked people what OpenGL means to them John Carmack Mark Kilgard INDUSTRY LEGEND NVIDIA Way back around 1996, the imminent arrival of 3D My involvement in OpenGL started in 1991 while acceleration to the consumer space drove me to working at Compaq. My boss discussed with me make a very critical decision. Our existing NEXT- traveling to California to represent Compaq on a STEP development environment wasn’t going to new initiative to define a 3D graphics standard. I be getting first class 3D support anytime soon, so went, met Kurt Akeley, Mark Segal, and Phil Karl- I started evaluating all the other platforms avail- ton. It was one of the first meeting of the OpenGL able to us. Having previously worked with several Architectural Review board. I’ve been involved in rather unsatisfactory proprietary graphics APIs, it OpenGL ever sense. Compaq abandoned its plans was startling how easy it was for me to get things for a MIPS-based PC and announced a restructur- working under OpenGL, and then to make it work ing of the company. Working for Silicon Graphics on platforms as different as IRIX and WindowsNT. looked so much better than Compaq’s restructur- ing. I took a job at Silicon Graphics working on the After writing our next generation game editor X server. I didn’t actually work on OpenGL directly (some small bits of which stil linger in modern then; I helped with its window system integration. game studios today) with OpenGL, the obvious I started writing GLUT and began writing a book think to do was to make a version of Quake that on OpenGL. It wasn’t until I switched jobs to work used OpenGL. It didn’t matter that there wasnt a at NVIDIA that I started working on OpenGL itself. system under $5,000 at that moment that would I implemented the OpenGL support for NVIDIA’s be able to properly run it; things were moving rap- original GeForce 256. Many GPU generations idly on the hardware front, and it seemed like a since, I’m still commited and enthused to OpenGL’s good idea to get out in front of it. So glQuake ran vision of a ubiquitous, powerful, and portable in- on our Intergraph workstations, and also made its terface for hardware-accelerating graphics. It’s way to high end Infinite Reality Systems. been an amazing 20+ years. Kurt Akeley, Mark Se- gal, Phil Karlton (R.I.P.), and all the early OpenGL What turned out to be a little surprising to many pioneers can look back now with wonder at what was how well OpenGL turned out to be suited for they’ve accomplished. I’ve been glad to be a part the emerging crop of consumer level cards. The of it! rise of the GPU was a technological inevitability, but I like to think that OpenGL and glQuake played a part in making it happen sooner and better. 20th anniversary 5 Mike Bailey Linjun Chen INDIVIDUAL, QUALCOMM OREGON STATE UNIVERSITY Many years ago, I made unsuccessful program- OpenGL has spent 20 years influencing my life in ming OpenGL on SGI indigo2, and eventually two ways: my research software development, switched to GL. I was hired by Trident Microsys- and in my educational activities. tem Inc. in 2001 to develop an OpenGL driver on Windows for a chip called XP4; it is probably the In research, OpenGL has tracked hardware avail- first chip I programmed OpenGL successfully. ability. It has given us all access to the latest speed Happy Anniversary to OpenGL! and feature improvements. Where hardware is able to go, we can rely on OpenGL to bring us along too. And, the fact that it is so cross-platform Patrick Cozzi, is a huge plus. Researchers tend to want to bounce around between Windows, Linux, and Macintosh Christophe Riccio platforms, and now mobile devices as well. No OPENGL INSIGHTS matter where we bounce to, we know that our OpenGL is more than an API for hardware-accel- OpenGL programs will port there. OpenGL’s influ- erated graphics. It is a passionate developer com- ence in the education arena has been remarkable. munity that brings people together. Patrick Cozzi OpenGL is easy to teach (from my point of view) and Christophe Riccio live in different counties, and easy to learn (from the students’ points of but work closely together because of OpenGL. views). I was always impressed because students could come into a graphics class with no prior Patrick first started using OpenGL at Analytical knowledge of 3D programming, and by the end of Graphics Inc. (AGI) for virtual globe rendering in the first week be smugly showing off their 3D pro- 2004, started teaching OpenGL at the University grams to their friends. That kind of quick learning of Pennsylvania in 2011, and most recently is us- curve is quite motivating, and has brought thou- ing WebGL to develop Cesium, an open-source sands of new practitioners enthusiastically into 3D globe and 2D map engine.