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Issue No.06 - November/December (1994 vol.14)
pp: 14-19
ABSTRACT
<p>Starting from a single display giving test-data feedback on MIT's Whirlwind system, computer graphics grew to a multibillion-dollar industry that revolutionized human-computer communication. Cutting across all application areas-whether engineering and scientific, or business and arts/entertainment-are the fundamental technologies and business issues of computer graphics. The increasing power of the personal computer and the enormous numbers currently installed-on the order of 100 million-provide a tempting base for investment and growth. The author expects selectively healthy industry growth through the end of this decade. Annual growth in the early 1990s has been about 12 percent. How long double digit compound revenue growth can continue, in view of the continuing price pressure, is not clear. However, the author expects to see 10 percent annual unit growth for at least the next five years (1994-99). Certainly, companies continue to form, although professional investors now seem to favor software over hardware start-ups. In particular, companies specializing in graphical user interfaces, object-oriented programming, VR, and parallel processing software appear attractive to investors.</p>
CITATION
Carl Machover, "Four Decades of Computer Graphics", IEEE Computer Graphics and Applications, vol.14, no. 6, pp. 14-19, November/December 1994, doi:10.1109/38.329088
REFERENCES
1. C. Machover, "A Brief, Personal History of Computer Graphics,"Computer, Vol. 11, No. 11, 1978, pp. 38-45.
2. "Retrospectives I: The Early Years in Computer Graphics at MIT, Lincoln Lab, and Harvard,"Computer Graphics(Siggraph Panel Proc.), Vol 23, No. 5, 1989, pp. 19-38.
3. I.E. Sutherland, "Sketchpad: A Man-Machine Graphic Communication System," TR-296, MIT Lincoln Laboratory, Lexington, Mass., Jan. 1963.
4. S.H. Chasen, "Historical Highlights of Interactive Computer Graphics,"Mech. Eng., Nov. 1981, pp. 32-41.
5. D.J. Sturman and D. Zeltzer, "A Survey of Glove-based Input,"IEEE CG&A, Vol. 14, No. 1, Jan. 1994, pp. 30-39.
6. J. Bryan, "The Power of Graphics,"Byte, Vol. 18, No. 12, Nov. 1993, pp. 207-210.
7. G. Taubes, "Taking the Data in Hand--Literally--with Virtual Reality,"Science, Vol. 265, No. 12, Aug. 12, 1994, pp. 884-886.
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