The need for some standardization in computer graphics is felt by most of the people involved, designers, implementers, users of different sorts, and by institutions. There are several advantages in favor of standardization. Essentially standards can reduce costs by several mechanisms, as are described in (1). Due in part to the lack of consensus on anything proposed so far, some of us fear that a standardization is premature. Yet it is natural to ask the question: Is it possible to produce some acceptable set of recommendations?
The prerequisite for such a production is without doubt a clear understanding of a workable set of essential concepts. Hence, the path through methodology, a workshop on methodology in computer graphics. The Workshop has a methodological aim, the scope of which must be clearly grasped for our ambition has two sides: methodology of knowledge and methodology of action. We would like more to educate than teach- Therefore, we do not want the Workshop to merely lead to a state of the art report at the theoretical level, as this would just maintain the two well-tooted ideas: that the discipline should be left to computer graphics experts and that, being experts, they would also be neutral. Instead, we would like to produce a set of guidelines of action at a practical level.
A look at the present world of computer graphics systems will not be enough, for knowing and being able to act are very much linked. At a practical level, a systemic approach is action oriented.
The methodology we are looking for will allow us to gather and organize the body of knowledge in order to act more efficiently.
Let us outline the purpose of the Workshop and give some guidelines and commandments.
I would like to make a plea for a systemic approach. I will assume that everyone is familiar with the notion of a system, a notion that I am not going to define. Generally speaking, a systemic approach is to be preferred to an analytic approach. The two approaches could be contrasted in the following (2):
A systemic approach is not completely safe.
A systematic use of a systemic approach, (take for instance a description of models at the mere relational level), can quickly lead to a useless collection of systems.
A notion which has a too wide generality can also backfire and, instead of being prolific, can become sterile.
The uncontrolled use of analogies, metaphors and isomorphisms can also drag in interpretations which blur instead of enlighten the picture.
A few commandments or principles, acting either as a framework or to direct choices between competing designs, are tentatively set up. Some of these principles may appear to be unsound when applied too rigidly.
The search for a small set of basic concepts for computer graphics is taken as a challenge. As in the quest for the Holy Grail, we might never succeed in finding this set but we may have reached a better understanding of computer graphics leading to a simpler use for a wider set of people. Let us take this challenge as such and call the workshop:
G R A A L (3)
Any discussion of proposed standards should start from the specific objectives of standardization; in this case the most important objective should be cost reduction, where cost encompasses both the capital costs of hardware and software as well as the running costs of the complete application which uses computer graphics. Standards in this field can reduce costs by several mechanisms, in particular:
To be widely adopted a graphics standard needs to be applicable to a wide range of graphics devices (device independent), available on a wide range of computers (computer independent) and appropriate for a wide range of applications (application independent).
(1) taken from report: Device Independent Graphics Design Criteria for Network Protocols and Subroutine Packages Workshop convened by the Computer Aided Design Specialist Group of the British Computer Society on the 16th and 17th of December 1974.
(2) This part is widely inspired by the chapter II of 'La Revolution Systemique' in LE HACROSCOPE by Joel de ROSNAY Ed. SEUIL, 1976 (in French).
(3) Grail (gral), n. {OF. Graal. ML. Gradalis,dish,vessel; origin uncertain.) A platter (also taken as a chalice) which according to medieval legend was used by Christ at the Last Supper, and in which Joseph of Arimathea received the last drops of Christ's blood at the cross: often called Holy Grail. Prom the New Century Dictionary of the English Language P.F. COLLIER & Son, 1927 Edition.