- Fahrenheit graphics API
Fahrenheit was an effort to create a unified high-level
API for3D computer graphics to unifyDirect3D andOpenGL . It was designed primarily byMicrosoft and SGI and also included work from an HP-MS joint effort. Much of the original Fahrenheit project was abandoned, and Microsoft and SGI eventually gave up on attempts to work together. In the end only thescene graph portion of the Fahrenheit system was released, known as XSG, which disappeared shortly after release.History
Background
In the 1990s SGI's OpenGL was the de-facto standard for 3D computer graphics. Prior to the mid-90s different platforms had used various custom solutions, but SGI's power in the graphics market, combined with the efforts of the
OpenGL Architecture Review Board (ARB), led to the rapid standardization of OpenGL across the majority of the graphics workstation market. In the mid-1990s Microsoft licensed OpenGL for theirWindows NT operating system as its basic 3D system; Microsoft was positioning NT as a workstation-class system, and OpenGL was required in order to be a real competitor in this space. Initial support was released in Windows NT Workstation version 3.5 in 1994. [PC Magazine, December 20, 1994]Confusing matters was Microsoft's February 1995 purchase of
RenderMorphics . [ [http://www.qubesoft.com/index.php?main=overview.html RenderMorphics and Reality Lab History] ] TheirReality Lab product was a 3D library written specifically for gaming purposes, aimed primarily at the "low end" market. After renaming it as Direct3D 3.0, Microsoft released it as the primary 3D API for Windows 95 and game programming. This sparked off a massive debate, both in Microsoft and out, about the merits of the two APIs and whether or not Direct3D should be promoted. [ [http://windowsitpro.com/article/articleid/17161/open-gl-vs-direct3d-the-debate-continues.html Open GL vs. Direct3D: the debate continue] ] [ [http://windowsitpro.com/article/articleid/17172/direct3d-vs-opengl-continues-id-and-alex-st-john-strike-back.html Direct3D vs. OpenGL continues: id and Alex St. John strike back] ] [ [http://www.vcnet.com/bms/features/3d.html Microsoft and 3D Graphics: A Case Study in Suppressing Innovation and Competition] ]Through the mid-90s SGI had been working on a series of efforts to provide a "higher level" API on top of OpenGL to make programming easier. By 1997 this had evolved into their OpenGL++ system, a retained-mode
C++ API on top of OpenGL. They proposed that a modified version be used as a single API on top of either OpenGL or a new high-performance low-level API that Microsoft was known to be working on (not based on Reality Lab). This would not only hide the implementation details and make the OpenGL/DirectX war superfluous, but at the same time offer considerably better high-level interfaces for a more robustobject oriented development environment.The OpenGL++ effort dragged on in the ARB through 1997. Although SGI committed resources to the project in order to provide a sample implementation, it appears they were unhappy with progress overall and complained "There's been lots of work, but relatively little communication." [ [http://www.opengl.org/about/arb/meeting_notes/notes/OpenGL++_notes_6-3-97.html OpenGL ++ ARB Interest Subcomittee Meeting Notes] ] Microsoft in particular had stated in no uncertain terms that they would not be supporting the effort, and SGI felt that their support would be absolutely essential for any efforts moving forward.
Fahrenheit emerges...
A joint press release in December 1997, [ [http://www.microsoft.com/presspass/press/1997/dec97/fahrpr.mspx Silicon Graphics and Microsoft Form Strategic Alliance To Define the Future of Graphics] ] followed by an announcement at an ARB meeting in early 1998 by SGI, [ [http://www.opengl.org/about/arb/meeting_notes/notes/Meeting1.2/meeting_note_10-03-98.html ARB Meeting Notes, March 9-10, 1998] ] announced that work on OpenGL++ had been abandoned and SGI had partnered with Microsoft to produce a new system code named "Fahrenheit". SGI was to provide the primary "mid-sized" API used in most applications, Fahrenheit Scene Graph, [ [http://silicon-valley.siggraph.org/MeetingNotes/Fahrenheit.html APIs of the Fahrenheit Initiative] ] as well as a modified version for handling very large models from
CAD applications, Fahrenheit Large Model. Microsoft would provide a new low-level rendering engine for Windows known as Fahrenheit Low Level, essentially a replacement for the Reality Lab-based version of Direct3D. [http://web.archive.org/web/19990203052727/http://www.sgi.com/fahrenheit/faq.html Fahrenheit FAQ] , Wayback Machine's archive of SGI's FAQ] The project was officially announced atSIGGRAPH 1998 for release in late 1999 or early 2000. [http://www.directx.com/graphics/fahrenheit.htm What is/was Fahrenheit?] ]Fahrenheit became the primary focus of development at SGI. Their MIPS-based workstations were quickly losing the performance lead they had in the early 1990s, and the company was in serious trouble as the average PC slowly but surely encroached on the high-end graphics market. SGI saw Fahrenheit as an exit strategy; once complete they would be able to move to a PC-based lineup while still offering the best development tools for a now universal API. Although no porting work began toolkits like
Open Inventor andOpenGL Performer were intended in future to be layered on Fahrenheit, meaning that they could deliver a single fully-functional development system for Fahrenheit when it shipped, supporting both their existing customers as well as new ones....and disappears
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