{"title":"Navigating static environments using image-space simplification and morphing","authors":"L. Darsa, Bruno Costa Silva, A. Varshney","doi":"10.1145/253284.253298","DOIUrl":"https://doi.org/10.1145/253284.253298","url":null,"abstract":"We present a z-buffered image-space-based rendering technique that allows navigation in complex static environments. The rendering speed is relatively insensitive to the complexity of the scene as the rendering is performed a priori, and the scene is converted into a bounded complexity representation in the image space. Realtime performance is attained by using hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the viewpoint–dependent warping function. Our proposed method correctly simulates the kinetic depth effect (parallax), occlusion, and can resolve the missing visibility information by combining z-buffered environment maps from multiple viewpoints. CR","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"15 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":"130354889","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":"Two-handed direct manipulation on the responsive workbench","authors":"Lawrence D. Cutler, B. Fröhlich, P. Hanrahan","doi":"10.1145/253284.253315","DOIUrl":"https://doi.org/10.1145/253284.253315","url":null,"abstract":"We have built a system that allows users to naturally manipulatevir-tual 3D models with both hands on the Responsive Workbench, a tabletop VR device. Our design is largely based upon Guiard’s observations of how humans distribute work between the two hands in the real world. We show how to apply these principles for the workbenchenvironmentand describe many issues encountered during the design. We first develop a framework for two-handed interaction and then explore a variety of two-handed 3D tools and interactive techniques. Related issues include how constraints are implemented and controlled by the two hands and how transitions be-tween one-handedandtwo-handedtasksoccurseemlessly. Informal observations of the system in practice show that users can perform navigation and manipulation tasks easily and with little training us-ing the two-handed environment. One of our interesting findings was that users often performed two-handed manipulations by combining two otherwise independent one-handed tools in a synergistic fashion. In these cases, we did not program two-handed behaviors explicitly into the system; instead they emerged naturally.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"60 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":"133608171","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":"Providing a low latency user experience in a high latency application","authors":"Brook Conner, Loring Holden","doi":"10.1145/253284.253305","DOIUrl":"https://doi.org/10.1145/253284.253305","url":null,"abstract":"Through the use of particular visual effects, we provide a low latency user experience, even when extremely large latencies occur in an application. We demonstrate these effects in a wide-areadistributed virtual reality application. These effects include the use of motion blur, transparency, and defocusing. While the effects incur a performance penatty, the penalty is predictable, unlie the lag induced by network delays. Thus, we provide immediate feedback to each participant even when the network prevents information more useful than the fact that delays are occurring. When updates are finally receiv~ we use the same effects to provide coherent updates to the user’s information, without the jarring discontinuities that otherwise would confuse a participant’s understanding of the environment. CR","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":"122642039","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":"Managing latency in complex augmented reality systems","authors":"Marco C. Jacobs, M. Livingston, A. State","doi":"10.1145/253284.253306","DOIUrl":"https://doi.org/10.1145/253284.253306","url":null,"abstract":"Managing Latency in Complex Augmented Reality Marco C. Jacobs* Mark A. Livingston Andrei State University of North Carolina at Chapel Hill *Delft University of Technology, the Netherlands {jacobsllivingst [state} @cs.unc.edu Systems Registration (or alignment) of the synthetic imagery with the real world is crucial in augmented reality (AR) systems. The data from user-input devices, tracking devices, and imaging devices need to be registered spatially and temporally with the user’s view of the surroundings. Each device haa an associated delay between its observations of the world and the moment when the AR display presented to the user appeto be afkted by a change in the data. We call the differences in delay the relative Iatencies. Relative latency is a source of misregistration and should be reduced. We give general methods for handling multiple data streams with different latency values associated with them in a working AR system. We measure the latency differences (part of the system dependent set of calibrations), time-stamp on-host, adjust the moment of sampling, and interpolate or extrapolate data streams. By using these schemes, a more accurate and consistent view is computed and presented to the user. CR","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"112 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":"123683490","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":"Fast backface culling using normal masks","authors":"Hansong Zhang, K. E. Hoff","doi":"10.1145/253284.253314","DOIUrl":"https://doi.org/10.1145/253284.253314","url":null,"abstract":"This paper presents a novel method for fast and efficient backface culling: we reduce the backface test to one logical operation per polygon while requiring only two bytes extra storage per polygon. The normal mask is introduced, where each bit is associated with a cluster of normals in a normal-space partitioning. A polygon's normal is approximated by the cluster of normals in which it falls; the cluster's normal mask is stored with the polygon in a preprocessing step. Although conceptually the normal masks require as many bits as the number of clusters, we observe that only two bytes are actually necessary. For each frame (and for each viewing volume), we calculate the backface mask by ORing the normals masks of all normal clusters that are backfacing. The backface test finally reduces to a single logical AND operation between the polygon's normal mask and the backface mask. CR","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"21 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":"126611623","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}