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Silicon Graphics Essay, Research Paper
Silicon Graphics: Computers for 3-D
Silicon Graphics, Inc.
(SGI) is a manufacturer of high-end computers specifically designed for
the rendering and manipulation of three-dimensional images. At a time
when computer technology has become increasingly standardized and specialized,
SGI has been described as a throwback to an earlier age of computing because
the company manufactures its own workstations, central processors and
operating software.
Although Silicon Graphics workstations are best known
for their creation of the stunning cinematic effects seen in many recent
Hollywood blockbusters, they are also the tool of choice for a wide range
of applications that require the absolute highest level of 3-D graphic
capability. Examples include flight simulation, product design, scientific
modeling, Internet graphics and gaming software. A list of SGI’s
customers include many of the world’s largest governments and corporations.
SGI’s strong growth over a period of nearly a decade
has been based on its production of successively cheaper workstations
that embody capabilities previously not available at each given price
level. The company has thus been able to create new markets for its products
by stimulating new productive applications of 3-D technology.
Although the price of SGI’s lowest-end workstations
has fallen to about $6,000, the company has chosen not to take the final
step into the highly competitive, low margin market for personal computers
(PCs). This strategy has drawn some criticism from analysts and shareholders
who question where the markets will be found to fuel the company’s
future growth. In response to these concerns (and to an associated drop
in the valuation of their stock) SGI has begun to move into some consumer
markets, producing PC-compatible software and graphics cards. At the same
time, the company continues to cater to its elite market, bringing progressively
greater levels of "supercomputer" power to its upper and mid-level
users.
History and Founding
The success of Silicon Graphics has been built upon the
technological innovations and business instincts of co-founder Jim
Clark. Clark, a Ph.D. computer scientist, took a four-year appointment
at Stanford University for the
express purpose of developing a technology that would serve as the basis
for a start-up company. Clark left Stanford in 1982, along with some of
his colleagues and students, and founded Silicon Graphics. The company’s
objective was to produce computers that would provide greater 3-D capability
than any existing platform by obtaining more efficient use of computing
power.
SGI’s technological success was accomplished by the
application one of Clark’s own innovations, the geometry engine (also
known as a graphics engine). The geometry engine is a method of embedding
complex algorithms for the generation of 3-D images onto the hardware
of a computer chip. The resulting architecture effectively transfers capability
from software to hardware, allowing a computer to almost instantaneously
perform complex 3-D functions that would otherwise require it to read
thousands of lines of code. SGI’s first workstations allowed engineers,
designers and artists, for the first time, to pick-up, rotate, and effectively
"walk through" complex 3-D objects on the screen in real time.
Clark’s describes his own role during the early years
of SGI as providing vision and technological knowledge. To manage the
day-to-day operation of the company, as well as to implement long term
strategy, he hired Ed
McCracken in 1984 to serve as CEO. McCracken, a former division president
at Hewlett-Packard (HP), was reportedly so
anxious to leave his previous employer that he took a very substantial
cut in salary in order to join the fledgling SGI. Although McCracken has
become known for the freewheeling and casual management style he brought
to Silicon Graphics, he has been able to take firm and immediate control
of the company’s operation and its market strategy. It was McCracken
who guided SGI’s move toward lower-priced computers, a formula that
would sustain the company’s growth for the better part of a decade.
McCracken was also responsible for negotiating a series of fruitful deals
and alliances with mega-corporations such as Time-Warner
Cable, Nippon Telephone and Telegraph,
AT&T and Nintendo.
Clark recalls that as a start-up company, Silicon Graphics
was not an overnight sensation. It took a good five years of "preaching
the gospel of 3-D graphics" before sales of SGI’s workstations
really began to take off. The company placed its first workstation on
the market in 1985, and in 1987 introduced its first model with RISC (Reduced
Instruction Set Computer) chip technology. RISC is a unique architecture
that reduces chip complexity, significantly adding to the efficiency of
SGI workstations. The RISC chip used by SGI was manufactured by MIPS Computer
systems. SGI purchased MIPS in 1992, and has manufactured its own RISC
chip since that time.
Almost immediately following the release of SGI’s
first RISC-based system, it was adopted by the US military for the graphic
simulation of weapon trajectories. Within a short time, many of the world’s
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