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


