Jeffrey M. Barber

Tombstone

SliceEm

2003 โ€“ 2004 ยท age 21โ€“22

What it was

A 3D modelling tool built on one idea: a body is a stack of 2D slices. In a C# Windows Forms editor, Jeff drew circles and polygons on planes at different heights, and an OpenGL window stitched neighbouring outlines together with quad strips to make a mesh. Each slice object published its own commands, so a polygon could copy, join edges, split edges, or grow a new branch from a run of selected vertices, which is how an arm came off a torso. The lofter paired outlines on adjacent planes by nearest centre, and a region number, typed as digits over the selection, overrode the guess when two arms crossed. A document was the object graph itself, saved with .NET's SOAP formatter. It ran as a working modelling toy, with Undo and Redo on the menu and never enabled.

Wins, for the age

What it taught

Genealogy

Ancestors: none on record. The modeller arrived without a parent. Descendants: Cauldron v1: the mesh work moved into a real engine and its tool pipeline.

Epitaph

Here lies SliceEm, which could turn a stack of outlines into a body, and kept the outlines because the body never had anywhere to go.