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View Interpolation for Image Synthesis
"... Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry t ..."
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Cited by 470 (0 self)
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Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today’s high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
Surround-screen projection-based virtual reality: The design and implementation of the CAVE
, 1993
"... Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches ..."
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Cited by 468 (19 self)
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Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches the quality of workstation screens in terms of resolution, color, and flicker-free stereo. In addition, this format helps reduce the effect of common tracking and system latency errors. The off-axis perspective projection techniques we use are shown to be simple and straightforward. Our techniques for doing multi-screen stereo vision are enumerated, and design barriers, past and current, are described. Advantages and disadvantages of the projection paradigm are discussed, with an analysis of the effect of tracking noise and delay on the user. Successive refinement, a necessary tool for scientific visualization, is developed in the virtual reality context. The use of the CAVE as a one-to-many presentation
A Touring Machine: Prototyping 3D Mobile Augmented Reality Systems for Exploring the Urban Environment
, 1997
"... We describe a prototype system that combines together the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing. The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday inter ..."
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Cited by 255 (31 self)
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We describe a prototype system that combines together the overlaid 3D graphics of augmented reality with the untethered freedom of mobile computing. The goal is to explore how these two technologies might together make possible wearable computer systems that can support users in their everyday interactions with the world. We introduce an application that presents information about our university’s campus, using a head-tracked, see-through, headworn, 3D display, and an untracked, opaque, handheld, 2D display with stylus and trackpad. We provide an illustrated explanation of how our prototype is used, and describe our rationale behind designing its software infrastructure and selecting the hardware on which it runs.
A Survey of Augmented Reality
, 1997
"... This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the ch ..."
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Cited by 243 (0 self)
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This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems, including a detailed discussion of the tradeoffs between optical and video blending approaches. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper summarizes current efforts to overcome these problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality. 1. Introduction 1.1 Goals This paper surveys the current state-of-the-art in Augmented Reality. It describes work performed at many different sites and explains the issues and problems encountered when ...
Collision Detection for Interactive Graphics Applications
- IEEE Transactions on Visualization and Computer Graphics
, 1995
"... Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle sim ..."
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Cited by 161 (5 self)
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Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle simulators. These applications use a collision-detection algorithm to enforce the solidness of objects. Unfortunately, previous collision-detection algorithms do not adequately address the needs of interactive applications. To work in these applications, a collision-detection algorithm must run at real-time rates, even when many objects can collide, and it must tolerate objects whose motion is specified "on the fly" by a user. This dissertation describes a new collision-detection algorithm that meets these criteria through approximation and graceful degradation, elements of time-critical computing. The algorithm is not only fast but also interruptible, allowing an application to trade accuracy ...
Evaluating stereo and motion cues for visualizing information nets in three dimensions
- ACM Transactions on Graphics
, 1996
"... This article concerns the benefits of presenting abstract data in 3D. Two experiments show that motion cues combined with stereo viewing can substantially increase the size of tbe graph that can be perceived. The first experiment was designed to provide quantitative measurements of how much more (or ..."
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Cited by 107 (5 self)
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This article concerns the benefits of presenting abstract data in 3D. Two experiments show that motion cues combined with stereo viewing can substantially increase the size of tbe graph that can be perceived. The first experiment was designed to provide quantitative measurements of how much more (or less) can be understood in 3D than in 2D. Tbe 3D display used was configured so that the image on the monitor was coupled to the user’s actual eye positions (and it was updated in real-time as the user moved) as well as being in stereo. Thus the effect was like a local “virtual reality ” display located in the vicinity of the computer monitor. The results from this study show that head-coupled stereo viewing can increase the size of an abstract graph that can be understood by a factor of three; using stereo alone provided an increase by a factor of 1.6 and bead coupling alone produced an increase by a factor of 2.2, Tbe second experiment examined a variety of motion cues provided by head-coupled perspective (as in virtual reality displays), hand-guided motion and automatic rotation, respectively, both with and without stereo in each case. The results show that structured 3D motion and stereo viewing both help in understanding, but that the kind of motion is not particularly important; all improve performance, and all are more significant than stereo cues. These results provide strong reasons for using advanced 3D graphics for interacting with a large variety of information structures.
A survey of design issues in spatial input
, 1994
"... We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues ..."
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Cited by 80 (3 self)
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We present a survey of design issues for developing effective free-space three-dimensional (3D) user interfaces. Our survey is based upon previous work in 3D interaction, our experience in developing free-space interfaces, and our informal observations of test users. We illustrate our design issues using examples drawn from instances of 3D interfaces. For example, our first issue suggests that users have difficulty understanding three-dimensional space. We offer a set of strategies which may help users to better perceive a 3D virtual environment, including the use of spatial references, relative gesture, two-handed interaction, multisensory feedback, physical constraints, and head tracking. We describe interfaces which employ these strategies. Our major contribution is the synthesis of many scattered results, observations, and examples into a common framework. This framework should serve as a guide to researchers or systems builders who may not be familiar with design issues in spatial input. Where appropriate, we also try to identify areas in free-space 3D interaction which we see as likely candidates for additional research. An extended and annotated version of the references list for this paper is available on-line through mosaic at address
Evaluating 3D Task Performance for Fish Tank Virtual Worlds
- ACM Transactions on Information Systems
, 1993
"... "Fish tank virtual reality" refers to the use of a standard graphics workstation to achieve real-time display of three-dimensional scenes using stereopsis and dynamic head-coupled perspective. Fish tank VR has a number of advantages over head-mounted immersion VR which make it more practical for man ..."
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Cited by 72 (6 self)
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"Fish tank virtual reality" refers to the use of a standard graphics workstation to achieve real-time display of three-dimensional scenes using stereopsis and dynamic head-coupled perspective. Fish tank VR has a number of advantages over head-mounted immersion VR which make it more practical for many applications. After discussing the characteristics of fish tank VR, we describe a set of three experiments conducted to study the benefits of fish tank VR over a traditional workstation graphics display. These experiments tested user performance under two conditions: (a) whether or not stereoscopic display was used and (b) whether or not the perspective display was coupled dynamically to the positions of a user's eyes. Subjects using a comparison protocol consistently preferred headcoupling without stereo over stereo without head-coupling. Error rates in a tree tracing task similar to one used by Sollenberger and Milgram showed an order of magnitude improvement for headcoupled stereo over ...
Reaching for objects in VR displays: Lag and frame rate
- ACM Transactions on Computer-Human Interaction
, 1994
"... This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the ..."
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Cited by 71 (3 self)
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This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the hand-tracking system is critical. The effect of hand lag can be modeled by means of a variation on Fitts ’ Law with the measured system lag introduced as a multiplicative variable to the Fitts ’ Law index of difilculty. This means that relatively small lags can cause considerable degradation in performance if the targets are small. Another finding is that errors are higher for movement in and out of the screen, as compared to movements in the plane of the screen, and there is a small (10’%) time penalty for movement in the Z direction in all three experiments. Low frame rates cause a degradation in performance; however, this can be attributed to the lag which is caused by low frame rates, particularly if double buffering is used combined with early sampling of the hand-tracking device.
Two-handed virtual manipulation
- ACM Transactions on Computer-Human Interaction
, 1998
"... We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, ..."
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Cited by 67 (4 self)
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We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, and to suggest possibilities for new techniques, it is important to move beyond point design and to introduce careful scientific measurement of human behavioral principles. In particular, we argue that the common-sense viewpoint that “two hands save time by working in parallel ” may not always be an effective way to think about two-handed interface design because the hands do not necessarily work in parallel (there is a structure to two-handed manipulation) and because two hands do more than just save time over one hand (two hands provide the user with more information and can structure how the user thinks about a task). To support these claims, we present an interface design developed in collaboration with neurosurgeons which has undergone extensive informal usability testing, as well as a pair of formal experimental studies which investigate behavioral aspects of two-handed virtual object manipulation. Our hope is that this discussion will help others to apply the lessons learned in our neurosurgery application to future two-handed user interface

