{"title":"虚拟环境中基于圆锥体技术的三维物体选择的GPU实现","authors":"T. Rick, Anette von Kapri, T. Kuhlen","doi":"10.1109/VR.2010.5444783","DOIUrl":null,"url":null,"abstract":"In this paper we present a GPU implementation to accurately select 3D objects based on their silhouettes by a pointing device with six degrees of freedom (6DOF) in a virtual environment (VE). We adapt a 2D picking metaphor to 3D selection in VE's by changing the projection and view matrices according to the position and orientation of a 6DOF pointing device and rendering a conic selection volume to an off-screen pixel buffer. This method works for triangulated as well as volume rendered objects, no explicit geometric representation is required.","PeriodicalId":151060,"journal":{"name":"2010 IEEE Virtual Reality Conference (VR)","volume":"104 ","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"GPU implementation of 3D object selection by conic volume techniques in virtual environments\",\"authors\":\"T. Rick, Anette von Kapri, T. Kuhlen\",\"doi\":\"10.1109/VR.2010.5444783\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we present a GPU implementation to accurately select 3D objects based on their silhouettes by a pointing device with six degrees of freedom (6DOF) in a virtual environment (VE). We adapt a 2D picking metaphor to 3D selection in VE's by changing the projection and view matrices according to the position and orientation of a 6DOF pointing device and rendering a conic selection volume to an off-screen pixel buffer. This method works for triangulated as well as volume rendered objects, no explicit geometric representation is required.\",\"PeriodicalId\":151060,\"journal\":{\"name\":\"2010 IEEE Virtual Reality Conference (VR)\",\"volume\":\"104 \",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-03-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 IEEE Virtual Reality Conference (VR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2010.5444783\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 IEEE Virtual Reality Conference (VR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2010.5444783","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
GPU implementation of 3D object selection by conic volume techniques in virtual environments
In this paper we present a GPU implementation to accurately select 3D objects based on their silhouettes by a pointing device with six degrees of freedom (6DOF) in a virtual environment (VE). We adapt a 2D picking metaphor to 3D selection in VE's by changing the projection and view matrices according to the position and orientation of a 6DOF pointing device and rendering a conic selection volume to an off-screen pixel buffer. This method works for triangulated as well as volume rendered objects, no explicit geometric representation is required.