From: sunisv!sense8!tom@Sun.COM (Tom Coull)
Subject: Sense8 WorldToolKit Information
Date: Thu, 7 Nov 91 09:40:51 PST




Dear Bob:

Several of our customers have forwarded to us WTK information 
requests that they have seen on sci.virtual-worlds. Would you please 
post this information for all those interested? 

Many thanks.

******************************************************

             WORLDTOOLKIT Version 1.01 

               Program Description

******************************************************


INTRODUCTION: 

WorldToolKit (WTK) version 1.01 is a rich set of over 230 functions 
written in C that enables a developer to build 3-D graphical and 
"virtual reality" applications. From writing custom sensor drivers to 
rapidly prototyping real-time simulations, WTK offers an intuitive 
set of functions that provide a wide range of functionality.


FEATURES:

High Performance -- WTK features a high-speed renderer 
incorporating the latest flight-simulator technology to provide 
superior performance on a PC.

Real-time Texturing -- Apply texture bitmaps from your DVI or 
Targa files to the surfaces of objects. For example, you can apply an 
actual wood-grain image to the top of a table model, or the elevation 
view of an entire tree to a single polygon (using the "transparent" 
texture feature to be able to peer through the tree branches).

"Hypertext"-Style Organization -- Use "portals" to create links 
between associated worlds. When a portal is "crossed", the user 
jumps to the named world. Use this feature to build arbitrarily 
complex virtual worlds.

Data Import -- Use the file import facilities to create 3D graphical 
objects from DXF, the WTK neutral ASCII file format, and other 
formats.

Dynamic Control of Lights -- Light your virtual worlds with an 
arbitrary number of directed lights. Move or change the intensity of 
these lights in real-time. 

Superior Application Development -- WTK gives superior 
application development power and runtime performance, yet 
complete applications can be built with surprisingly few lines of 
code.

Device Drivers -- WTK includes drivers for many of the sensor 
devices commercially available, including: Logitech`s "Red Baron", 
Ascension Technology Corporation's "Bird", the CiS "Geometry 
Ball Jr.", the Spaceball Technologies "Spaceball", the Polhemus 
Navigational Sciences "Polhemus" and the Fake Space Labs 
"BOOM".


SPECIFICATIONS:

Functions are provided for:

     o  simulation management.
     o  user-interaction (such as polygon picking with the mouse).
     o  universe entry and exit.
     o  terrain generation (checkerboard, random, or from data).
     o  viewpoint manipulation and control.
     o  stereoscopic viewing.
     o  sensor control and interaction.
     o  portal creation.
     o  texture application, manipulation, and removal.
     o  interactive polygon color editing.
     o  wire-frame or flat-shaded polygon display.
     o  graphical object creation and task assignment.
     o  hierarchical control of graphical objects.
     o  intersection testing.
     o  light creation and manipulation.
     o  object and texture animation.

Hardware Requirement:  80386/387 or 80486 (recommended) IBM 
compatible PC AT with 4MB RAM. Single ActionMedia 750 
Delivery board required for monoscopic viewing. Two ActionMedia 
750 Delivery boards required for stereoscopic viewing.

Resolution:  Adaptable, 256x240 to 512x480.

Color Space:  16 bit true color for flat-shaded polygons and textures. 
Textures can be unshaded, shaded or transparent.

Compiler Requirements:  32-bit C compiler (MetaWare High C 1.71 
recommended).

Memory Manager:  DOS extender (PharLap 386 DOS Extender 4.0 
recommended).


DISTRIBUTED BY:

Artificial Realities Systems S.R.L., Via Rombon, 11 - 20134, 
Milano, Italy, Phone (02) 264-12898, Fax (02) 264-13279

Asahi Electronics Co. Ltd., 4th Fl., KMM Bldg., 2-14-1 Asano, 
Kokura Kita-ku, Kitakyushu City 802, Japan, Phone (093) 511-
6471, Fax (093) 512-1780

Micron/Green, 1240 N.W. 21st Avenue, Gainseville, FL 32609, 
Phone (904) 376-1529, Fax (904) 376-0466

Robert McNeel and Associates, 3670 Woodland Park Avenue North, 
Seattle, WA 98103, Phone (206) 545-7000, Fax (206) 545-7321

Sense8 Corporation, 1001 Bridgeway, #477, Sausalito CA 94965, 
Phone (415) 331-6318, Fax (415) 331-9148

Virtual Presence, Ltd. 25 Corsham Street London N1 6DR U.K. 
Phone (071) 253 9699, Fax (071) 490-8968


FOR MORE INFORMATION:

Contact your nearest distributor, or Tom Coull at Sense8 
Corporation.

        -- Tom Coull (well!sense8!tcoull)
           Sense8 Corporation
           (415) 331-6318 (phone)
           (415) 331-9148 (fax)




******************************************************

             WORLDTOOLKIT Version 1.01 
                    Price List

******************************************************

COMPONENTS:
----------

WorldToolKit software (Single Machine Development License)    $3,500

ActionMedia 750 Delivery Board (release 2.13.12 software)     $2,495 

MetaWare High C 32-bit Compiler/Debugger (Version 1.71)         $895

PharLap DOS-Extender (Version 4.0)                              $495


OPTIONS:
-------

Spaceball Technology "Spaceball"                              $1,595

Imagetects ImageCELs Library                                    $495

Truevision VIDI/O Box (RGB to Composite signal converter)	$995

Cable Package                                                   $225
    (Includes two sets of 4-RGB to 4-RGB cables with BNC 
    connectors and two 15-pin high-density to 4-RGB cables
    with BNC connectors.)


PACKAGES:
--------

WorldToolKit Introductory Package                             $6,295
    (Includes WorldToolKit, one ActionMedia 750 Delivery 
    Board (with free hardware upgrade), MetaWare High C 
    compiler/debugger and PharLap DOS-Extender.)

WorldTool Virtual Reality Presentation System Upgrade         $4,995
    (Includes one additional ActionMedia i750 Delivery 
    Board for stereoscopic image generation, two 
    Truevision VIDI/O boxes, two SyncWizard boxes and 
    the Cable Package.)

WorldTool Virtual Reality Development System                 $12,995
    (Includes WorldToolKit, two Intel ActionMedia 750 
    Delivery Boards, MetaWare High C compiler/debugger, 
    PharLap DOS-Extender, two Truevision VIDI/O boxes, 
    two SyncWizard boxes, the Cable Package, Spaceball 
    Technology "Spaceball" and the Imagetects ImageCELs 
    Library.)


TO ORDER:
--------

     Please call or fax Tom Coull at:
     Sense8 Corporation
     1001 Bridgeway, #477
     Sausalito  CA   94965
     415.331.6318 (phone)
     415.331.9148 (fax)

WorldToolKit and SENSE8 are trademarks of Sense8 Corporation. 
DVI and ActionMedia are trademarks of Intel Corporation. 
All other brand and product names are trademarks or 
registered trademarks of their respective holders. 

US prices are shown and are subject to change without notice. 
Tax or shipping not included.

             

From 70353.3056@compuserve.com Sat Nov  9 23:28:20 1991
Received: from ihb.compuserve.com by milton.u.washington.edu
	(5.65/UW-NDC Revision: 2.1 ) id AA27727; Sat, 9 Nov 91 23:28:17 -0800
Received: by ihb.compuserve.com (5.65/5.910516)
	id AA14364; Sun, 10 Nov 91 02:28:23 -0500
Date: 10 Nov 91 02:14:42 EST
From: Christopher Fry <70353.3056@CompuServe.COM>
To: "Human Int. Technology Lab" <hlab@milton.u.washington.edu>
Subject: Re: Integrated lasers for Eyephones
Message-Id: <911110071441_70353.3056_CHC13-2@CompuServe.COM>
Status: R

We're discussing displays that have variable density pixels, high density in 
the center (where your fovea looks) and lower density the further out you get.
>> Once we've got the display itself, a bunch of clever graphics software 
>>needs 
>> to be written. I expect each pixels to take considerably longer to draw 
>>than 
>> regular-array square pixels [and remember, we need to fill an oval, not a 
>> rectangle].  If our general-purpose hardware still isn't fast enough for 
>> manipulating those 150K pixels, then this sounds like an ideal candidate 
>>for 
>> special purpose parallel hardware. 

>One way to solve this problem is to spend memory on it: make the frame
>buffer match the maximum resolution over the whole field of vision, use
>ordinary algorithms on a fast standard processor to write the pixels,
>then use special hardware on the video output side to filter output to
>the display with the filter kernel based on where in the field of vision
>the pixel is.
Yes, you've said the obvious solution of how to drive an irregular display.
If we're talking about 120 pixes per degree, then for, say 100 X 80 degrees
that's 115M pixels [or at least words in your frame buffer.] Updated at
60Hz and we've got a computation and data-flow problem between the 
processor(s) and your big frame buffer. My hope was that it is fewer 
computrons to fill a 150K word frame-buffer than a 115M word fram buffer. 
Each one of my irregular pixels takes more computation than one of your 
regular ones, but is it 700 to 800 times more? If yes, then there's no 
computational advantage to the irregular pixels, but I suspect clever 
algorhithms could do it in under 100 times more, perhaps only 10 times more. 
