home *** CD-ROM | disk | FTP | other *** search
- 90-08/text.in.vr
- From: beshers@division.cs.columbia.edu (Clifford Beshers)
- Subject: Re: Reading text in virtual reality?
- Date: 17 Aug 90 10:20:06
- Organization: Columbia University Computer Science
-
-
-
- In article <BRUCEC.90Aug16120816@phoebus.phoebus.labs.tek.com> brucec%phoebus.ph
- oebus.labs.tek.com@RELAY.CS.NET (Bruce Cohen;;50-662;LP=A;) writes:
-
- >
- > Has anyone done any work on smooth, realistic rotation of text? Almost
- > all the 3D graphics stuff I've ever seen specializes in blitting
- > lots of polygons with good shading effects, which doesn't seem very
- > applicable to the special problems text presents.
- >
- Yes, a lot of work has been done. This is essentially an anti-aliasing
- problem, with image-processing sorts of solutions. See, for instance:
-
- That addresses the issue of high quality rendering of text, but
- if you want to read about a VR system that has text in 3D, look
- at the papers by Card, Mackinlay and Robertson from Xerox Parc,
- (not necessarily in that order). They have a system they call
- the "cognitive co-processor" with a 3D rooms flavor. See ACM
- User Interface and Software Technology (UIST) '89 and SIGGRAPH
- 90. There are blackboards on the walls with messages, etc., that
- pop up to a "head's up display", i.e. rotate from their 3D
- position into the plane of the screen. The SIGGRAPH paper was
- about how you build controllers for steering towards a particular
- object or piece of text that you would like to investigate.
-
-
- --
- -----------------------------------------------
- Clifford Beshers
- 450 Computer Science Department
- Columbia University
- New York, NY 10027
- beshers@cs.columbia.edu
-
-
-