ParaFrustum: visualization techniques for guiding a user to a constrained set of viewing positions and orientations

Mengu Sukan, Carmine Elvezio, Ohan Oda, Steven K. Feiner, B. Tversky
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引用次数: 33

Abstract

Many tasks in real or virtual environments require users to view a target object or location from one of a set of strategic viewpoints to see it in context, avoid occlusions, or view it at an appropriate angle or distance. We introduce ParaFrustum, a geometric construct that represents this set of strategic viewpoints and viewing directions. ParaFrustum is inspired by the look-from and look-at points of a computer graphics camera specification, which precisely delineate a location for the camera and a direction in which it looks. We generalize this approach by defining a ParaFrustum in terms of a look-from volume and a look-at volume, which establish constraints on a range of acceptable locations for the user's eyes and a range of acceptable angles in which the user's head can be oriented. Providing tolerance in the allowable viewing positions and directions avoids burdening the user with the need to assume a tightly constrained 6DoF pose when it is not required by the task. We describe two visualization techniques for virtual or augmented reality that guide a user to assume one of the poses defined by a ParaFrustum, and present the results of a user study measuring the performance of these techniques. The study shows that the constraints of a tightly constrained ParaFrustum (e.g., approximating a conventional camera frustum) require significantly more time to satisfy than those of a loosely constrained one. The study also reveals interesting differences in participant trajectories in response to the two techniques.
顶架:引导用户到一组受限的观看位置和方向的可视化技术
现实或虚拟环境中的许多任务要求用户从一组战略视点中查看目标物体或位置,以便在上下文中看到它,避免遮挡,或者在适当的角度或距离上查看它。我们介绍了ParaFrustum,这是一个几何结构,代表了这组战略观点和观看方向。ParaFrustum的灵感来自于计算机图形相机规范的look-from和look-at点,它精确地描绘了相机的位置和它的观察方向。我们通过定义ParaFrustum在look-from体积和look-at体积方面概括了这种方法,这对用户眼睛可接受的位置范围和用户头部可接受的角度范围建立了约束。在允许的观看位置和方向上提供公差,避免了用户在任务不需要时承担严格约束的6DoF姿势的负担。我们描述了两种用于虚拟或增强现实的可视化技术,它们指导用户假设由ParaFrustum定义的姿势之一,并展示了测量这些技术性能的用户研究结果。研究表明,紧约束的准锥体(例如,近似于传统的相机锥体)的约束比松约束的约束需要更多的时间来满足。该研究还揭示了参与者对这两种技术的反应轨迹的有趣差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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