Pixel abuse: the wonders of 3D graphics
It's all over the press, and a battle will soon be joined: Desktops need 3D.
But what kind of 3D? The term is vague, would it be isometric 3D, Z-buffered vector 3D used to display 2D elements - as we can see in games -, or something hopefully more profound?
Now, frankly - it was time for a little innovation in the computer display area, and 3D may just be it. Starting with the Xerox Alto (and subsequent Apple Lisa) interface, computer users left the single-dimension of the command-line to attain 2D: mosaics, windows, icons, taskbars, and such interface pieces that we now take for granted. That was in 1973, and reached the public in 1983 (darn, Wikipedia can really make someone feel smart!).
To give a better idea of the lack of progress in this area, consider that the X window system (which just celebrated the first minor revision of its 7th major version) is now 22 years old. Of course, pseudo-3D has been creeping in for the past few years - stacked virtual desktops, 3D desktop switchers, motion capturing input devices...
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