2009
DOI: 10.1007/978-3-642-04141-9_16
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Interaction Volume Management in a Multi-scale Virtual Environment

Abstract: This book chapter explores issues of interaction and stereoscopic display in multiscale virtual environments. When interaction, especially direct manipulation, is combined with stereoscopic display, there are trade-offs that must be considered when optimizing both. The chapter addresses the design issues for different types of large displays and then concentrates on the virtual workbench for an implementation that balances interaction and stereoscopic display needs. The general importance of recognizing and us… Show more

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Cited by 7 publications
(2 citation statements)
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“…Further, the addition of VR display technology could be especially important with time-varying volumetric dataset that are viewed in real-time where extensive preprocessing for optimized transfer functions and volume rendering parameters is not possible. An example would be real-time, streaming Doppler weather radar data [5]. With the increasing affordability of semi-immersive VR displays and GPUs capable of advanced volume rendering, there is a need to quantify the effectiveness of stereopsis and structure-from-motion on volumetric data and also to quantify how these display parameters interact with other volumetric rendering conditions.…”
Section: Introductionmentioning
confidence: 99%
“…Further, the addition of VR display technology could be especially important with time-varying volumetric dataset that are viewed in real-time where extensive preprocessing for optimized transfer functions and volume rendering parameters is not possible. An example would be real-time, streaming Doppler weather radar data [5]. With the increasing affordability of semi-immersive VR displays and GPUs capable of advanced volume rendering, there is a need to quantify the effectiveness of stereopsis and structure-from-motion on volumetric data and also to quantify how these display parameters interact with other volumetric rendering conditions.…”
Section: Introductionmentioning
confidence: 99%
“…With these data, Ware, Gobrecht, and Paton (1998) created a two-pass algorithm to appropriately adjust the virtual eye separation and the zero parallax plane distance with the Z-buffer of the main camera. Wartell et al (2009) enhanced Ware's model to apply to different types of s3D display configurations. All this research adjusted the s3D parameters by relying on the Z-buffer of the main camera.…”
Section: Introductionmentioning
confidence: 99%