{"title":"Priority round-robin scheduling for very large virtual environments","authors":"C. Faisstnauer, D. Schmalstieg, W. Purgathofer","doi":"10.1109/VR.2000.840491","DOIUrl":"https://doi.org/10.1109/VR.2000.840491","url":null,"abstract":"In virtual environments containing a very large number of objects, the limited amount of available resources often proves to be a bottleneck, causing a competition for those resources, for example network bandwidth, processing power or the rendering pipeline. This leads to a degradation of the system's performance, as only a small number of elements can be granted the resource required. We present a generic scheduling algorithm that allows us to achieve a graceful degradation: it is output sensitive, minimizes the risk of starvation and enforces priorities based on a freely definable error metric. Hence it can be employed in virtual environments of almost any size, to schedule elements which are competing for a determined resource because of a bottleneck.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121716535","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":"A collaborative virtual environment for industrial training","authors":"J. Oliveira, S. Shirmohammadi, N. Georganas","doi":"10.1109/VR.2000.840516","DOIUrl":"https://doi.org/10.1109/VR.2000.840516","url":null,"abstract":"The concept of collaborative virtual environments has been deployed in many systems in the past few years. Applications of such technology have been used anywhere from military combat simulations to various civilian commercial applications. We present a specific system developed for industrial teletraining. The system, which aims to reduce the cost of training, consists of an interactive 3D environment with collaboration and management capabilities that allows a trainer to lead and control a session attended by many trainees.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122401311","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}
Toshihiro Kobayashi, Goki Inoue, Y. Ohta, Long Quan
{"title":"A unified linear algorithm for a novel view synthesis and camera pose estimation in mixed reality","authors":"Toshihiro Kobayashi, Goki Inoue, Y. Ohta, Long Quan","doi":"10.1109/VR.2000.840507","DOIUrl":"https://doi.org/10.1109/VR.2000.840507","url":null,"abstract":"We propose a linear algorithm that is useful for realizing geometric registration between the view of a real scene and that of a virtual object in an image-based rendering framework. In a unified framework, the novel view synthesis of a virtual object based on three views' matching constraints and the recovery of the camera pose that is necessary for the base image selection can be performed. The feasibility of the algorithm is demonstrated by using ground-truth synthesized data and real scene data.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121095572","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":"String-based haptic interface device for multi-fingers","authors":"S. Walairacht, Y. Koike, Makoto Sato","doi":"10.1109/VR.2000.840521","DOIUrl":"https://doi.org/10.1109/VR.2000.840521","url":null,"abstract":"We propose a novel two-handed multi-finger haptic interface device. This system is another kind of string based hand haptic display system. DC motors, rotary encoders, pulleys, and strings are used to measure the position of eight fingertips of the user in real time. When any fingertip comes into contact with any virtual object, the system will control the tension of the strings pulled by the motors to display force feedback at that fingertip of the user. We briefly describe the system as well as the methods used for calculation of the fingertip positions and the generation of force feedback.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121110390","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":"Accurate image overlay on video see-through HMDs using vision and accelerometers","authors":"Y. Yokokohji, Y. Sugawara, T. Yoshikawa","doi":"10.1109/VR.2000.840505","DOIUrl":"https://doi.org/10.1109/VR.2000.840505","url":null,"abstract":"Proposes a method for accurate image overlay on head-mounted displays (HMDs) using vision and accelerometers. The proposed method is suitable for video see-through HMDs in augmented reality applications but is not limited to them. Acceleration information is used for predicting the head motion to compensate the end-to-end system delay and to make the vision-based tracking robust. Experimental results showed that the proposed method can reduce the alignment errors within 6 pixels on average and 11 pixels at the maximum, even is the user moves his/her head quickly (with 10 m/s/sup 2/ and 49 rad/s/sup 2/ at the maximum). The viewing range was enlarged by placing additional landmarks in the environment.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121196125","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":"VR operational assistance system for rough terrain crane","authors":"M. Yoneda, F. Arai, T. Fukuda, K. Miyata","doi":"10.1109/VR.2000.840517","DOIUrl":"https://doi.org/10.1109/VR.2000.840517","url":null,"abstract":"This article deals with an operational assistance system for a rough terrain crane. The operation of rough terrain cranes is very difficult because of the complexity of the control system, the swing of payload, and the difficulty of controlling an underactuated system. We propose an operational assistance system for performance improvement based on an interactive adaptation interface. The system does not carry out automatic control directly. It provides information which is useful for the operator to operate more efficiently and safely. We propose a haptic display for swing suppression of a payload. Some experiments on a VR crane simulator have been carried out and show the effectiveness of the proposed system.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125242003","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":"Interaction with geoscience data in an immersive environment","authors":"Ching-Rong Lin, R. Loftin, H. R. Nelson","doi":"10.1109/VR.2000.840363","DOIUrl":"https://doi.org/10.1109/VR.2000.840363","url":null,"abstract":"In recent years, virtual reality (VR) has had a growing impact on business in the oil and gas industry. In 1997, there were only two VR visualization centers in the oil and gas industry, but now there are more than 20 visualization centers using VR technology. However most VR software systems in use are customized to perform specific tasks, and though some positive results have been reported, no systematic evaluation has been performed to quantify the benefits of using VR to interact with geoscience data. Therefore, we designed and implemented a VR application for the geosciences and then invited geoscientists and software developers to evaluate this application. The results show that VR provides a significantly enhanced visualization environment. Our results also suggest that the major challenge to the successful implementation of VR involves the improvement of VR interaction techniques.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122332893","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 for interactive applications","authors":"D. Brodsky, B. Watson","doi":"10.1109/VR.2000.840514","DOIUrl":"https://doi.org/10.1109/VR.2000.840514","url":null,"abstract":"As modeling and visualization applications proliferate, there arises a need to simplify large polygonal models at interactive rates. We present a simplification algorithm suitable for interactive applications. The algorithm is fast and can guarantee displayable results within a given time limit. Results also have good quality. Inspired by splitting algorithms from the vector quantization literature, we simplify models in reverse, from coarse to fine.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131135336","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}
K. Asai, Noritaka Osawa, Hideaki Takahashi, Yuji Y. Sugimoto, S. Yamazaki, Masahiro Samejima, Taiki Tanimae
{"title":"Eye mark pointer in immersive projection display","authors":"K. Asai, Noritaka Osawa, Hideaki Takahashi, Yuji Y. Sugimoto, S. Yamazaki, Masahiro Samejima, Taiki Tanimae","doi":"10.1109/VR.2000.840490","DOIUrl":"https://doi.org/10.1109/VR.2000.840490","url":null,"abstract":"We developed a pointer in 3D virtual space, using an eye-tracking system as a sensor. The eye mark pointer is installed to a virtual environment system which provides stereoscopic vision with an immersive projection display. The circular-polarization stereoscopic vision enables us to use the eye-tracking system in the immersive projection display. The eye-tracking system obtains relative gaze directions with respect to the head, so the absolute position requires compensation of the user's head motion with a head tracker. We then compare the eye mark pointer with a joystick in an experiment with the virtual environment system. The experimental result indicates the pointing of the eye mark pointer is 9.8 times quicker than that of the joystick, and suggests that the eye mark pointer is available for pointing at the target in the virtual environment.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114063562","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":"Optimization-based virtual surface contact manipulation at force control rates","authors":"Donald D. Nelson, E. Cohen","doi":"10.1109/VR.2000.840361","DOIUrl":"https://doi.org/10.1109/VR.2000.840361","url":null,"abstract":"Previous interactive works have used springs, heuristics, and dynamics for surface placement applications. We present an analytical technique for kilohertz rate manipulation of CAD models with virtual surface and trimming constraints. The optimization approach allows best placement and sensitivity analysis for mechanical design objectives and parametric domain objectives. Such objectives are not readily incorporated into previous interactive methods. Force feedback is rendered to the user using previously developed haptics principles.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122609113","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}