ABSTRACT

Until very recently, the cost of computer power and memory has put three-dimensional model-based graphical work beyond the reach of many archaeological units.1 Due to the problem of funding (Blake 1989), most of the reconstruction modelling achieved so far has been as a result of contacts with specialists, often not archaeologists themselves, with access to the necessary hardware, software and operating expertise. This has inevitably meant that the software used has not always been chosen specifically with archaeology in mind, but has been appropriated to archaeology from a different primary purpose. It is also the case that the majority of this work has been generated on solid modelling packages of the kind used for engineering (Reilly 1992), rather than the surface modellers more commonly used in architecture.