Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!sdd.hp.com!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!mkant@a.gp.cs.cmu.edu From: mkant@a.gp.cs.cmu.edu (Mark Kantrowitz) Newsgroups: sci.virtual-worlds Subject: Re: Reading text in virtual reality? Message-ID: <9008242131.AA07154@rutgers.edu> Date: 24 Aug 90 21:27:40 GMT References: <.90Aug17102006@division.cs.columbia.edu> Sender: hlab@milton.u.washington.edu Organization: Carnegie-Mellon University, CS/RI Lines: 20 Approved: hitl@hardy.u.washington.edu In theory, 3D text should not be much harder than 2D text. Using an intelligent scan conversion algorithm, first generate the orthogonal projection of the outlines onto the plane of the "screen", then use the algorithm to produce bitmaps. Of course, while the Bitstream and Compugraphic algorithms could be modified to do this, neither would be fast enough unless supported in hardware. One could get good approximations by estimating visual point size, rasterizing at that size, and then doing a small projection. This would be much faster. Ideally, one would need an intelligent scan conversion algorithm which is independent of character orientation. Sadly, there is no such beast at this time. Naive scan conversion would fit the bill, but looks awful at resolutions of 100 dpi. Boost screen resolution to 1000dpi, and you'd have no problems. It also has the benefit of being the fastest method. --mark