{"title":"Two pointer input for 3D interaction","authors":"R. Zeleznik, Andrew S. Forsberg, P. Strauss","doi":"10.1145/253284.253316","DOIUrl":"https://doi.org/10.1145/253284.253316","url":null,"abstract":"We explore a range of techniques that use two hands to control two independent cursors to perform operations in 3D desktop applications. Based on research results in 2D applications, we believe that two-handed input provides the potential for creating more efficient and more fluid interfaces, especially for tasks that are context-sensitive or that have many degrees of freedom. These tasks appear frequently in 3D applications and are commonly broken down into a series of sequential operations, each controlling fewer degrees of freedom – even though this may dramatically change the character of the task. However, two-handed interaction, in theory, makes it possible to perform the same tasks using half the number of sequential steps since two previously sequential operations can be performed simultaneously. In addition, many forms of two-handed interaction may be simpler to use and to understand since they correspond to common interactions in the physicat world. It is significant when tasks that need to be broken down into two sequential single-cursor steps, can be performed as a single fluid operation using two cursors. CR Categories and Subjeet Descriptors: 1.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; 1.3.1 [Computer Graphics]: Hardware Architecture Input Devices. Additional","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116500169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Attention and visual feedback: the bimanual frame of reference","authors":"K. Hinckley, R. Pausch, D. Proffitt","doi":"10.1145/253284.253318","DOIUrl":"https://doi.org/10.1145/253284.253318","url":null,"abstract":"We investigate the synergy of the two hands for virtual object manipulation. We report results from an experiment which suggest that the two hands together provide sufficient perceptual cues to form a frame of reference which is independent of visual feedback. The same is not true for one hand moving in empty space. Our interpretation is that users may not have to constantly maintain visual attention when both hands can be involved in a manipulation. Our results suggest that using two hands can provide more than just a time savings over one-handed manipulation. Two hands together provide the user with information which one hand alone cannot. Our results also suggest that using two hands can potentially impact performance at the cognitive level by changing how users think about a task. Since the user can potentially integrate subtasks controlled by each hand without an explicit cost to switch between subtasks, this encourages exploration of the task solution space. Finally, to illustrate why one might expect this to be true, we present a task analysis which helps to reason about the differences between one and two-handed interfaces.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124908624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Context sensitive flying interface","authors":"C. Ware, Daniel J. Fleet","doi":"10.1145/253284.253319","DOIUrl":"https://doi.org/10.1145/253284.253319","url":null,"abstract":"The requirement to change scale frequently is common to many 2D and 3D applications. Users must “zoom in” to examine details and “zoom out” to appreciate the context. This presents a problem in the context of “fly by” interfaces that use a flying metaphor to enable the user to change the point of view and explore a data space. The problem is that radical changes in velocity sensitivity may needed when working at different scrdes. A method is described that uses continous depth sampling to modulate the flying speed. The distribution of depths in the current frame of animation is used to set the Device to Control ratio so that it is always comfortable when operating over a range of scales. This is called Depth Modulated Flying (DMF). A family of related methods are evaluated in a task that requires subjects to search for small targets in a scene. The results show that scaling the velocity control by the near point in the scene and by the average point in the scene are equally effective.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126143303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"View-dependent culling of dynamic systems in virtual environments","authors":"Stephen Chenney, D. Forsyth","doi":"10.1145/253284.253307","DOIUrl":"https://doi.org/10.1145/253284.253307","url":null,"abstract":"Abstract","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127410349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive vessel tracing in volume data","authors":"L. Serra, N. Hern, Chua Beng Choon, T. Poston","doi":"10.1145/253284.253320","DOIUrl":"https://doi.org/10.1145/253284.253320","url":null,"abstract":"On many scales, volume data sets often lack the resolution to allow automatic network segmentation, from blood vessels to molten rock channels; even where humans can see the net clearly. We introduce a precise and dextrous environment for users to transform perception to data, using a stereoscopic view for easy identification of vessels. Our tools exploit the reach-in handimmersion ergonomics of the Virtual Workbench to allow sustained productive work, and 3D-textured subvolumes to allow interactive vessel tracing in real time.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"505 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123070413","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Real-time occlusion culling for models with large occluders","authors":"S. Coorg, S. Teller","doi":"10.1145/253284.253312","DOIUrl":"https://doi.org/10.1145/253284.253312","url":null,"abstract":"Real-Time Occlusion Culling for Models with Large Occluders SATYAN COORG SETH TELLER Computer Graphics Group MIT Laboratory for Computer Science Efficiently identifying polygons that are visible from a dynamic synthetic viewpoint is an important problem in computer graphics. Typically, visibility determination is performed using the z-buffer algorithm. As this algorithm must examine every triangle in the input scene, z-buffering can consume a significant fraction of graphics processing, especially on architectures that have a low performance or software z-buffer. One way to avoid needlessly processing invisible portions of the scene is to use an occlusion culling algorithm to discard invisible polygons early in the graphics pipeline. In this paper, we exploit the presence of large occluders in urban and architectural models to design a real-time occlusion culling algorithm. Our algorithm has the following features: it is conservative, i.e., it overestimates the set of visible polygons; it exploits spatial coherence by using a hierarchical data structure; and it exploits temporal coherence by reusing visibility information computed for previous viewpoints. The new algorithm significantly accelerates rendering of several complex test models. CR","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"217 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115280382","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efficient radiosity rendering using textures and bicubic reconstruction","authors":"R. Bastos, Mike Goslin, Hansong Zhang","doi":"10.1145/253284.253309","DOIUrl":"https://doi.org/10.1145/253284.253309","url":null,"abstract":"Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"1 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116676333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Subodh Kumar, Dinesh Manocha, Hansong Zhang, K. E. Hoff
{"title":"Accelerated walkthrough of large spline models","authors":"Subodh Kumar, Dinesh Manocha, Hansong Zhang, K. E. Hoff","doi":"10.1145/253284.253313","DOIUrl":"https://doi.org/10.1145/253284.253313","url":null,"abstract":"CAD and rmimation applications. In this pa-per, we present algorithms for interactive walkthrough ofcomplex NURBS models composed of tens of thousands ofpatches on current graphics systems. Given a spline model,the algorithm precomputes simplification of a collection ofpatches and represents them hierarchically. Given a chang-ing viewpoint, the algorithm combines these simplificationswith dynamic tessellations to generate appropriate levels ofdetail. We also propose a system pipeline for parallel im-plementation on multi-processor configurations. Diiferentcomponents,","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125915981","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multi-pass pipeline rendering: realism for dynamic environments","authors":"P. Diefenbach, N. Badler","doi":"10.1145/253284.253308","DOIUrl":"https://doi.org/10.1145/253284.253308","url":null,"abstract":"A coordinated use of hardwareprovided bltplanes and rendering pipelines can create fast ray traced quality illumination effects for dynamic environments by using Multi-pass Pipeline Rendering (MPR) techniques. We provide recttrsive reflections and refractions through the use of secondary viewpoints and projective image mapping. We extend the traditional use of shadow volumes to provide global direct illumination effects which fit into our recursive viewpoint paradiim. Hardware surface shading is fit to a physicallybaaed BRDF to provide a better local model, and the framework permits incorporation of indirect illumination as well. Furthermore, material transmittance is approximated using an extension to projective textures. Together, these techniques provide a platform for producing realistic images in highly dynamic environments. While most appropriate for scenes which specular components contribute largely to the secondary illumination, the integration of MPR with indirect racliosity solutions also provides a dynamic solution for highly diffuse environments. These techniques are immediately applicable to areas such as walkthroughs, animation, and interactive dynamic environments to produce more realistic images in near real-time.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"153 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134397644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Model simplification using vertex-clustering","authors":"Kok-Lim Low, T. Tan","doi":"10.1145/253284.253310","DOIUrl":"https://doi.org/10.1145/253284.253310","url":null,"abstract":"This paper presents a practical technique to automaticallycompute approximations of polygonal representations of3D objects. It is based on a previously developed modelsimplification technique which applies vertex-clustering.Major advantages of the vertex-clustering technique are itslow computational cost and high data reduction rate, andthus suitable for use in interactive applications. This paperadvances the technique with careful consideration ofapproximation quality and smoothness in transitionsbetween different levels of simplification, whilemaintaining its efficiency and efb%iveness. Its majorcontributions include: accuracy in grading vertices forindication of their visual importance, robustness inclustering for better preservation of important fimtures andconsistencies between levels of simplification, thick-lineswith dynamic normals to maximize visual fidelity, andexploitation of object and image space relationship forlevels-of-simplificationdetermination.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120955818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}