Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!cs.utexas.edu!sdd.hp.com!ucsd!ogicse!milton!beshers@division.cs.columbia.edu From: beshers@division.cs.columbia.edu (Clifford Beshers) Newsgroups: sci.virtual-worlds Subject: Re: Reading text in virtual reality? Message-ID: Date: 17 Aug 90 17:20:06 GMT References: <25797@cs.yale.edu> Sender: hlab@milton.u.washington.edu Organization: Columbia University Computer Science Lines: 32 Approved: hitl@hardy.u.washington.edu In article brucec%phoebus.phoebus.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