Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!dali.cs.montana.edu!milton!leech@homer.cs.unc.edu From: leech@homer.cs.unc.edu (Jonathan Leech) Newsgroups: sci.virtual-worlds Subject: Interactive soft modelling (was Re: VR in art - medium or instrument?) Message-ID: <17813@thorin.cs.unc.edu> Date: 29 Nov 90 02:53:35 GMT References: <11812@milton.u.washington.edu> <11890@milton.u.washington.edu> Sender: hlab@milton.u.washington.edu Organization: University of North Carolina, Chapel Hill Lines: 16 Approved: hitl@hardy.u.washington.edu In article <11890@milton.u.washington.edu>, mg@munnari.oz.au (Mike Gigante) writes: |>With a pair of gloves, eyephones and lots of software, we hope to make |>a really neat equivilent to clay modelling in VR space. Some people may remember a SIGGRAPH paper a few years back (I don't have the exact reference) which used a depth span buffer to do real time CSG. This only worked from one viewpoint, but was pretty neat to watch. I recall the author referring to it as 'Cheese Whiz' due to the effect of depositing a trail of material as the cursor moved about. With high-performance voxel systems becoming available (e.g. people here can do several frames/second of a 128^3 voxel database raytraced on our Pixel-Planes 5 system), it's natural to extend this concept to full 3D with the usual VR gadgets.