IPT/EGVE 2003: 7th International Workshop on Immersive Projection Technology, 9th Eurographics Workshop on Virtual Enviroments

Permanent URI for this collection


Blue-c: A Spatially Immersive Display and 3D Video Portal

Gross, M.

Towards Virtual Reality for the Masses: 10 Years of Research at Disney s VR Studio

Mine, Mark

The Invisible Person - Advanced Interaction Using an Embedded Interface

Psik, Thomas
Matkovic, Kresimir
Sainitzer, Reinhard
Petta, Paolo
Szalavari, Zsolt

The ToolFinger: Supporting Complex Direct Manipulation in Virtual Environments

Wesche, Gerold

Interactive Augmented Reality Techniques for Construction at a Distance of 3D Geometry

Piekarski, Wayne
Thomas, Bruce H.

A Virtual Environment for Conceptual Design in Architecture

Anderson, Lee
Esser, James
Interrante, Victoria

Advancements in 3D Interactive Devices for Virtual Environments

Wormell, D.
Foxlin, E.

ViSTA FlowLib - A Framework for Interactive Visualization and Exploration of Unsteady Flows in Virtual Environments

Schirski, M.
Gerndt, A.
Reimersdahl, T. van
Kuhlen, T.
Adomeit, P.
Lang, O.
Pischinger, S.
Bischof, C.

Immersive VR Decision Training: Telling Interactive Stories Featuring Advanced Virtual Human Simulation Technologies

Ponder, Michal
Herbelin, Bruno
Molet, Tom
Schertenlieb, Sebastien
Ulicny, Branislav
Papagiannakis, George
Magnenat-Thalmann, Nadia
Thalmann, Daniel

Augmented Reality for manufacturing planning

Doil, F.
Schreiber, W.
Alt, T.
Patron, C.

Real-Time Representation of Complex Lighting Data in a Nightdrive Simulation

Berssenbrügge, J.
Gausemeier, J.
Grafe, M.
Matysczok, C.
Pöhland, K.

The Virtual Showcase as a new Platform for Augmented Reality Digital Storytelling ve

Bimber, Oliver
Encarnação, L. Miguel
Schmalstieg, Dieter

Automated Testing of Virtual Reality Application Interfaces

Bierbaum, Allen
Hartling, Patrick
Cruz-Neira, Carolina

The Metaverse - A networked collection of inexpensive, self-configuring, immersive environments

Jaynes, C.
Seales, W. B.
Calvert, K.
Fei, Z.
Griffioen, J.

The blue-c Distributed Scene Graph

Naef, Martin
Lamboray, Edouard
Staadt, Oliver
Gross, Markus

Immersive Sound Field Simulation in Multi-screen Projection Displays

Ogi, T.
Kayahara, T.
Kato, M.
Asayama, H.
Hirose, M.

Detecting Dynamic Occlusion in front of Static Backgrounds for AR Scenes

Fischer, Jan
Regenbrecht, Holger
Baratoff, Gregory

An Innovative Design Approach to Build Virtual Environment Systems

Oliveira, M.
Crowcroft, J.
Slater, M.

Fast Approximate Visible Set Determination for Point Sample Clouds

Mantler, Stephan
Fuhrmann, Anton L.

A Panoramic Walkthrough System with Occlusion Culling

Yang, Lining
Crawfis, Roger

A vision-based head tracking system for fully immersive displays

Hogue, A.
Robinson, M.
Jenkin, M. R.
Allison, R. S.

A Testbed for Studying and Choosing Predictive Tracking Algorithms in Virtual Environments

Jr., Joseph J. LaViola

Double Exponential Smoothing: An Alternative to Kalman Filter-Based Predictive Tracking

Jr., Joseph J. LaViola

PHANToM Haptic Device Implemented in a Projection Screen Virtual Environment

Fischer, A.
Vance, J. M.

Search Space Reduction in Optical Tracking

Liere, Robert van
Rhijn, Arjen van

An Affordable Optical Head Tracking System for Desktop VR/AR Systems

Mulder, Jurriaan D.
Jansen, Jack
Rhijn, Arjen van

Softgenlock: Active Stereo and GenLock for PC Cluster

Allard, Jérémie
Gouranton, Valérie
Lamarque, Guy
Melin, Emmanuel
Raffin, Bruno

A Survey and Performance Analysis of Software Platforms for Interactive Cluster-Based Multi-Screen Rendering

Staadt, Oliver G.
Walker, Justin
Nuber, Christof
Hamann, Bernd

Haptic Rendering Techniques for the Interactive Exploration of CFD Datasets in Virtual Environments

Reimersdahl, T. van
Bley, F.
Kuhlen, T.
Bischof, C.H.

A Comprehensive Calibration and Registration Procedure for the Visual HapticWorkbench

Ikits, Milan
Hansen, Charles D.
Johnson, Christopher R.

Haptic Rendering of Complex Force Fields

Krenek, Ales

Interacting with real time simulations - virtual reality in industry applications

Jönsson, A.
Bathelt, J.
Broman, G.

Seamless Multi-Projector Display on Curved Screens

Baar, Jeroen van
Willwacher, Thomas
Rao, Srinivas
Raskar, Ramesh

Color Consistency for Digital Multi-Projector Stereo Display Systems : The HEyeWall and The Digital CAVE

Kresse, W.
Reiners, D.
Knöpfle, C.

Color Gamut Matching for Tiled DisplayWalls

Wallace, Grant
Chen, Han
Li, Kai

Extending the Working Volume of Projection-based Mixed Reality Systems

Splechtna, R.C.
Fuhrmann, A.L.

Comparative Visualization of FEM-Based Cutting Simulations in a Virtual Environment

Klocke, Fritz
Straube, Andreas M.

Sensing Surfaces - Bringing the Desktop into Virtual Environments

Bues, Matthias
Blach, Roland
Haselberger, Frank

Virtual Reality in Web-Based Training Programs

Leibl, P.

Architecture of the virtual training system for buoyancy control

Korosec, Dean
Slavinec, Mitja
Bernad, Dani
Kolaric, Primoz
Prnaver, Katja

Gearbox Widget for Fine Adjustments by Hand Motion

OSAWA, Noritaka
REN, Xiangshi

Application Scenarios for Scientific Visualization and Virtual Reality Using a CAVE Infrastructure

Stern, Ch.
Noser, H.
Weissmann, J.
Stucki, P.

3D input devices and interaction concepts for optical tracking in immersive environments

Stefani, Oliver
Rauschenbach, Jörg

Open ActiveWrl - A Middleware Based Software Development Toolkit for Immersive VE Systems

Winkelholz, C.
Alexander, T.
Weiß, M.

CAD/CAE visualization in virtual environment for automotive industry

Paillot, D.
Merienne, F.
Thivent, S.


BibTeX (IPT/EGVE 2003: 7th International Workshop on Immersive Projection Technology, 9th Eurographics Workshop on Virtual Enviroments)
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/009-010,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Blue-c: A Spatially Immersive Display and 3D Video Portal}},
author = {
Gross, M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/009-010}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/011-018,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Towards Virtual Reality for the Masses: 10 Years of Research at Disney s VR Studio}},
author = {
Mine, Mark
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/011-018}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/029-038,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
The Invisible Person - Advanced Interaction Using an Embedded Interface}},
author = {
Psik, Thomas
and
Matkovic, Kresimir
and
Sainitzer, Reinhard
and
Petta, Paolo
and
Szalavari, Zsolt
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/029-038}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/039-046,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
The ToolFinger: Supporting Complex Direct Manipulation in Virtual Environments}},
author = {
Wesche, Gerold
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/039-046}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/019-028,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Interactive Augmented Reality Techniques for Construction at a Distance of 3D Geometry}},
author = {
Piekarski, Wayne
and
Thomas, Bruce H.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/019-028}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/057-064,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A Virtual Environment for Conceptual Design in Architecture}},
author = {
Anderson, Lee
and
Esser, James
and
Interrante, Victoria
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/057-064}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/047-056,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Advancements in 3D Interactive Devices for Virtual Environments}},
author = {
Wormell, D.
and
Foxlin, E.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/047-056}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/077-086,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
ViSTA FlowLib - A Framework for Interactive Visualization and Exploration of Unsteady Flows in Virtual Environments}},
author = {
Schirski, M.
and
Gerndt, A.
and
Reimersdahl, T. van
and
Kuhlen, T.
and
Adomeit, P.
and
Lang, O.
and
Pischinger, S.
and
Bischof, C.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/077-086}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/097-106,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Immersive VR Decision Training: Telling Interactive Stories Featuring Advanced Virtual Human Simulation Technologies}},
author = {
Ponder, Michal
and
Herbelin, Bruno
and
Molet, Tom
and
Schertenlieb, Sebastien
and
Ulicny, Branislav
and
Papagiannakis, George
and
Magnenat-Thalmann, Nadia
and
Thalmann, Daniel
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/097-106}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/071-076,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Augmented Reality for manufacturing planning}},
author = {
Doil, F.
and
Schreiber, W.
and
Alt, T.
and
Patron, C.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/071-076}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/065-070,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Real-Time Representation of Complex Lighting Data in a Nightdrive Simulation}},
author = {
Berssenbrügge, J.
and
Gausemeier, J.
and
Grafe, M.
and
Matysczok, C.
and
Pöhland, K.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/065-070}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/087-096,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
The Virtual Showcase as a new Platform for Augmented Reality Digital Storytelling ve}},
author = {
Bimber, Oliver
and
Encarnação, L. Miguel
and
Schmalstieg, Dieter
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/087-096}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/107-114,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Automated Testing of Virtual Reality Application Interfaces}},
author = {
Bierbaum, Allen
and
Hartling, Patrick
and
Cruz-Neira, Carolina
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/107-114}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/115-124,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
The Metaverse - A networked collection of inexpensive, self-configuring, immersive environments}},
author = {
Jaynes, C.
and
Seales, W. B.
and
Calvert, K.
and
Fei, Z.
and
Griffioen, J.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/115-124}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/125-134,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
The blue-c Distributed Scene Graph}},
author = {
Naef, Martin
and
Lamboray, Edouard
and
Staadt, Oliver
and
Gross, Markus
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/125-134}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/135-142,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Immersive Sound Field Simulation in Multi-screen Projection Displays}},
author = {
Ogi, T.
and
Kayahara, T.
and
Kato, M.
and
Asayama, H.
and
Hirose, M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/135-142}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/153-162,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Detecting Dynamic Occlusion in front of Static Backgrounds for AR Scenes}},
author = {
Fischer, Jan
and
Regenbrecht, Holger
and
Baratoff, Gregory
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/153-162}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/143-152,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
An Innovative Design Approach to Build Virtual Environment Systems}},
author = {
Oliveira, M.
and
Crowcroft, J.
and
Slater, M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/143-152}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/163-168,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Fast Approximate Visible Set Determination for Point Sample Clouds}},
author = {
Mantler, Stephan
and
Fuhrmann, Anton L.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/163-168}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/169-178,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A Panoramic Walkthrough System with Occlusion Culling}},
author = {
Yang, Lining
and
Crawfis, Roger
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/169-178}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/179-188,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A vision-based head tracking system for fully immersive displays}},
author = {
Hogue, A.
and
Robinson, M.
and
Jenkin, M. R.
and
Allison, R. S.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/179-188}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/189-198,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A Testbed for Studying and Choosing Predictive Tracking Algorithms in Virtual Environments}},
author = {
Jr., Joseph J. LaViola
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/189-198}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/199-206,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Double Exponential Smoothing: An Alternative to Kalman Filter-Based Predictive Tracking}},
author = {
Jr., Joseph J. LaViola
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/199-206}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/225-230,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
PHANToM Haptic Device Implemented in a Projection Screen Virtual Environment}},
author = {
Fischer, A.
and
Vance, J. M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/225-230}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/207-214,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Search Space Reduction in Optical Tracking}},
author = {
Liere, Robert van
and
Rhijn, Arjen van
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/207-214}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/215-224,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
An Affordable Optical Head Tracking System for Desktop VR/AR Systems}},
author = {
Mulder, Jurriaan D.
and
Jansen, Jack
and
Rhijn, Arjen van
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/215-224}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/255-260,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Softgenlock: Active Stereo and GenLock for PC Cluster}},
author = {
Allard, Jérémie
and
Gouranton, Valérie
and
Lamarque, Guy
and
Melin, Emmanuel
and
Raffin, Bruno
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/255-260}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/261-270,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A Survey and Performance Analysis of Software Platforms for Interactive Cluster-Based Multi-Screen Rendering}},
author = {
Staadt, Oliver G.
and
Walker, Justin
and
Nuber, Christof
and
Hamann, Bernd
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/261-270}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/241-246,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Haptic Rendering Techniques for the Interactive Exploration of CFD Datasets in Virtual Environments}},
author = {
Reimersdahl, T. van
and
Bley, F.
and
Kuhlen, T.
and
Bischof, C.H.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/241-246}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/247-254,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
A Comprehensive Calibration and Registration Procedure for the Visual HapticWorkbench}},
author = {
Ikits, Milan
and
Hansen, Charles D.
and
Johnson, Christopher R.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/247-254}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/231-240,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Haptic Rendering of Complex Force Fields}},
author = {
Krenek, Ales
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/231-240}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/305-306,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Interacting with real time simulations - virtual reality in industry applications}},
author = {
Jönsson, A.
and
Bathelt, J.
and
Broman, G.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/305-306}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/281-286,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Seamless Multi-Projector Display on Curved Screens}},
author = {
Baar, Jeroen van
and
Willwacher, Thomas
and
Rao, Srinivas
and
Raskar, Ramesh
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/281-286}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/271-280,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Color Consistency for Digital Multi-Projector Stereo Display Systems : The HEyeWall and The Digital CAVE}},
author = {
Kresse, W.
and
Reiners, D.
and
Knöpfle, C.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/271-280}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/293-302,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Color Gamut Matching for Tiled DisplayWalls}},
author = {
Wallace, Grant
and
Chen, Han
and
Li, Kai
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/293-302}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/287-292,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Extending the Working Volume of Projection-based Mixed Reality Systems}},
author = {
Splechtna, R.C.
and
Fuhrmann, A.L.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/287-292}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/307-308,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Comparative Visualization of FEM-Based Cutting Simulations in a Virtual Environment}},
author = {
Klocke, Fritz
and
Straube, Andreas M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/307-308}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/303-304,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Sensing Surfaces - Bringing the Desktop into Virtual Environments}},
author = {
Bues, Matthias
and
Blach, Roland
and
Haselberger, Frank
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/303-304}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/311-312,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Virtual Reality in Web-Based Training Programs}},
author = {
Leibl, P.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/311-312}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/309-310,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Architecture of the virtual training system for buoyancy control}},
author = {
Korosec, Dean
and
Slavinec, Mitja
and
Bernad, Dani
and
Kolaric, Primoz
and
Prnaver, Katja
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/309-310}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/313-314,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Gearbox Widget for Fine Adjustments by Hand Motion}},
author = {
OSAWA, Noritaka
and
REN, Xiangshi
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/313-314}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/319-320,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Application Scenarios for Scientific Visualization and Virtual Reality Using a CAVE Infrastructure}},
author = {
Stern, Ch.
and
Noser, H.
and
Weissmann, J.
and
Stucki, P.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/319-320}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/317-318,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
3D input devices and interaction concepts for optical tracking in immersive environments}},
author = {
Stefani, Oliver
and
Rauschenbach, Jörg
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/317-318}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/321-322,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
Open ActiveWrl - A Middleware Based Software Development Toolkit for Immersive VE Systems}},
author = {
Winkelholz, C.
and
Alexander, T.
and
Weiß, M.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/321-322}
}
@inproceedings{
:10.2312/EGVE/IPT_EGVE2003/315-316,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
Andreas Kunz and Joachim Deisinger
}, title = {{
CAD/CAE visualization in virtual environment for automotive industry}},
author = {
Paillot, D.
and
Merienne, F.
and
Thivent, S.
}, year = {
2003},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {978-3-905674-06-4},
DOI = {
/10.2312/EGVE/IPT_EGVE2003/315-316}
}

Browse

Recent Submissions

Now showing 1 - 45 of 45
  • Item
    Blue-c: A Spatially Immersive Display and 3D Video Portal
    (The Eurographics Association, 2003) Gross, M.; Andreas Kunz and Joachim Deisinger
    We present the blue-c, a new generation immersive projection and 3D video acquisition environment for telepresence and collaboration. It combines simultaneous acquisition of multiple life video streams with advanced 3D projection technology in a CAVE<sup>TM</sup>-like environment creating the impression of total immersion. The blue-c portal currently consists of three rectangular projection screens which are built from glass panels containing liquid crystal layers. These screens can be switched from a whitish opaque state to a transparent state allowing the video cameras to "look through the walls". Our projection technology is based on active stereo using two LCD projectors per screen. The projectors are synchronously shuttered along with the screens, the stereo glasses, active illumination devices, and the acquisition hardware. From multiple video streams, we compute a 3D video representation of the user in real-time. The thus created video inlays can be transmitted progressively through networked virtual environments.
  • Item
    Towards Virtual Reality for the Masses: 10 Years of Research at Disney s VR Studio
    (The Eurographics Association, 2003) Mine, Mark; Andreas Kunz and Joachim Deisinger
    The VR Studio was founded in 1992 to explore the potential of Virtual Reality technology for theme park attractions. This paper presents an overview of the VR Studio s history, from the location-based entertainment attractions developed for DisneyQuest, to research in using virtual reality technology for theme park design. The goal is to present many of the lessons learned during 10 years of building interactive virtual worlds. In particular, the paper will focus on the challenge of creating location-based virtual reality attractions for the mass audience.
  • Item
    The Invisible Person - Advanced Interaction Using an Embedded Interface
    (The Eurographics Association, 2003) Psik, Thomas; Matkovic, Kresimir; Sainitzer, Reinhard; Petta, Paolo; Szalavari, Zsolt; Andreas Kunz and Joachim Deisinger
    In this paper we describe an advanced user interface enabling even playing games in an immersive virtual environment. There are no common input devices, users presence in the environment, movements, and body postures are the available tools for interaction. Furthermore, a publicly accessible installation in the Vienna Museum of Technology implementing such an advanced environment is described. In this installation computers are completely hidden, and it is one of the most popular exhibits in the museum, which has been accessed by more than 200,000 visitors since September 1999.
  • Item
    The ToolFinger: Supporting Complex Direct Manipulation in Virtual Environments
    (The Eurographics Association, 2003) Wesche, Gerold; Andreas Kunz and Joachim Deisinger
    Virtual environments (VEs) such as the Responsive Workbench were designed to support interactive, complex applications. The possibility of direct manual interaction with virtual objects, using both hands in a natural, intuitive way is one of the great advantages of such configurations. The related work on interaction techniques for these environments is mainly concentrated on hand-oriented, spatial manipulation. With increasing complexity of applications, application control issues become more relevant, including the problem of tool selection. In this paper, we propose a new interaction technique, optimized for handling tool selection tasks comfortably, called the ToolFinger. The ToolFinger is a hand held 3D widget, resembling a pen, to which a set of tools is assigned in a way that selecting and applying a tool are no longer two separated tasks. The ToolFinger concept allows a fluent integration of tool selections and tool switches with the workflow of geometry editing. It benefits complex manipulation tasks in applications such as immersive geometric modelling, or interactive visualisation.
  • Item
    Interactive Augmented Reality Techniques for Construction at a Distance of 3D Geometry
    (The Eurographics Association, 2003) Piekarski, Wayne; Thomas, Bruce H.; Andreas Kunz and Joachim Deisinger
    This paper presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures, part of an overall concept we have named construction at a distance. We use information about the user s physical presence, along with hand and head gestures, to allow the user to capture and create the geometry of objects that are orders of magnitude larger than themselves, with no prior information or assistance. Using augmented reality and these new techniques, users can enter geometry and verify its accuracy in real time. This paper includes a number of examples showing objects that have been modelled in the physical world, demonstrating the usefulness of the techniques.
  • Item
    A Virtual Environment for Conceptual Design in Architecture
    (The Eurographics Association, 2003) Anderson, Lee; Esser, James; Interrante, Victoria; Andreas Kunz and Joachim Deisinger
    We present a virtual environment application that has been developed for conceptual design in architecture and seeks to emulate aspects of a typical designer's work area. The environment provides a means of creating and manipulating basic geometry using a kiosk toolbox. More importantly, the environment provides simple means for using imagery and videos developed outside of the environment for use within the environment for both information and design. A DesignStation is provided within the environment to create a work area for the designer, concentrating imagery and information associated with the design as well as an area for reflecting upon, presenting and critiquing the design process. A unique aspect of the environment is the ability to work in more than one scale simultaneously.
  • Item
    Advancements in 3D Interactive Devices for Virtual Environments
    (The Eurographics Association, 2003) Wormell, D.; Foxlin, E.; Andreas Kunz and Joachim Deisinger
    New commercially available interactive 3D tracking devices and systems for use in virtual environments are discussed. InterSense originally introduced the IS-900 scalable-area hybrid tracking system for virtual environments in 1999. In response to customer requests, we have almost completely revamped the system over the past two years. The major changes include a drastic 3-fold reduction in the size and weight of the wearable sensor devices, introduction of wireless tracking capability, a standardized I2C interface to allow OEM system integrators to add additional custom controls, and evolution of the system software interfaces, the performance, and the price. This paper will briefly describe the underlying technology changes that have allowed these advances to occur, and will outline some of the configuration possibilities that are now supported. Specific examples of how these devices and systems are being used to improve productivity in oil & gas seismic analysis & well field planning; automotive design & test; and, industrial/military training applications will be used to illustrate. Customization standards and future developments are discussed.
  • Item
    ViSTA FlowLib - A Framework for Interactive Visualization and Exploration of Unsteady Flows in Virtual Environments
    (The Eurographics Association, 2003) Schirski, M.; Gerndt, A.; Reimersdahl, T. van; Kuhlen, T.; Adomeit, P.; Lang, O.; Pischinger, S.; Bischof, C.; Andreas Kunz and Joachim Deisinger
    In the past a lot of work has been invested in various aspects of an interactive visualization of CFD simulation data. This includes e.g. increasing the rendering speed and responsiveness of complex visualizations, using and enhancing multimodal user interfaces, and incorporating parallel approaches for an efficient extraction of flow properties and their respective visual representation. Still, only few projects combine the significant advances in these areas. In this paper, we describe our software framework ViSTA FlowLib, which facilitates merging current research results of various related areas. This is done by connecting dedicated sub-modules with clearly defined responsibilities through appropriate interfaces, whilst implementing sensible default behavior. ViSTA FlowLib combines efficient rendering techniques and a parallel computation of the visualization with intuitive multimodal user interfaces to allow for an interactive exploration of unsteady fluid flows in a virtual environment. Special care has been taken to achieve a high scalability in respect to computing power, projection technology, and input-output device availability.
  • Item
    Immersive VR Decision Training: Telling Interactive Stories Featuring Advanced Virtual Human Simulation Technologies
    (The Eurographics Association, 2003) Ponder, Michal; Herbelin, Bruno; Molet, Tom; Schertenlieb, Sebastien; Ulicny, Branislav; Papagiannakis, George; Magnenat-Thalmann, Nadia; Thalmann, Daniel; Andreas Kunz and Joachim Deisinger
    Based on the premise of a synergy between the interactive storytelling and VR training simulation this paper treats the main issues involved in practical realization of an immersive VR decision training system supporting possibly broad spectrum of scenarios featuring interactive virtual humans. The paper describes a concrete concept of such a system and its practical realization example.
  • Item
    Augmented Reality for manufacturing planning
    (The Eurographics Association, 2003) Doil, F.; Schreiber, W.; Alt, T.; Patron, C.; Andreas Kunz and Joachim Deisinger
    The shortening of development cycles demand for efficient methods and tools for the planning of complex production systems. Recently immersive Virtual Reality technologies have been introduced to the manufacturing planning functions. This has lead to a decrease in planning times as well as to the improvement of the quality of planning results. The introduction of various virtual planning tools is targeting the complete integration of all planning tasks and demands an intuitive interaction with complex computer models of machinery, factorylayouts etc. Known methods and tools are limited to a purely virtual representation of planning objects and thus require the complete modeling of the production system. The high costs reduce the possible benefits of these tools and this technology in general. New potential for the improvement of the industrial planning process are offered by the AR-technology. Using AR-techniques an physically existing production environment can be superimposed with virtual planning objects. Planning tasks can thus be validated without modeling the surrounding environment of the production site. In this contribution we discuss the support of manufacturing planning tasks with the Augmented Reality technology. We present potential benefits and describe the development of an prototypical AR-System for the support of planning tasks.
  • Item
    Real-Time Representation of Complex Lighting Data in a Nightdrive Simulation
    (The Eurographics Association, 2003) Berssenbrügge, J.; Gausemeier, J.; Grafe, M.; Matysczok, C.; Pöhland, K.; Andreas Kunz and Joachim Deisinger
    For the development of new automobile lighting systems, special raytracing methods are used to completely simulate the illumination properties of the new product. For further evaluation, real test drives with real prototypes are still necessary. But changing weather and lighting conditions make the test drive results not fully comparable. Therefore, a high number of test drives have to be performed. This leads to a time-consuming and cost-intensive development process. Virtual test drives at night combined with a realistic simulation of a lighting system s illumination characteristics can minimize the number of real nightdrives and allow reproducible testing conditions as well as comparable results. A close-to-reality simulation poses high demands on the real-time method for calculating and displaying illumination data in a virtual scene. This paper introduces a real-time illumination method for use in a nightdrive simulation.
  • Item
    The Virtual Showcase as a new Platform for Augmented Reality Digital Storytelling ve
    (The Eurographics Association, 2003) Bimber, Oliver; Encarnação, L. Miguel; Schmalstieg, Dieter; Andreas Kunz and Joachim Deisinger
    In this paper we discuss a case study for which we applied a customized augmented reality display - the Virtual Showcase - as a new platform for digital storytelling. Different storytelling components are identified and examples for their specific realization are explained. Our case study focuses on communicating scientific information to a novice audience in a museum context. Addressing first user feedback, we describe our current efforts of improvement.
  • Item
    Automated Testing of Virtual Reality Application Interfaces
    (The Eurographics Association, 2003) Bierbaum, Allen; Hartling, Patrick; Cruz-Neira, Carolina; Andreas Kunz and Joachim Deisinger
    We describe a technique for supporting testing of the interaction aspect of virtual reality (VR) applications. Testing is a fundamental development practice that forms the basis of many software engineering methodologies. It is used to ensure the correct behavior of applications. Currently, there is no common pattern for automated testing of VR application interaction. We review current software engineering practices used in testing and explore how they may be applied to the specific realm of VR applications. We then discuss the ways in which current practices are insufficient to test VR application interaction and propose a testing architecture for addressing the problems. We present an implementation of the design written on top of the VR Juggler platform. This system allows VR developers to employ standard software engineering techniques that require automated testing methods.
  • Item
    The Metaverse - A networked collection of inexpensive, self-configuring, immersive environments
    (The Eurographics Association, 2003) Jaynes, C.; Seales, W. B.; Calvert, K.; Fei, Z.; Griffioen, J.; Andreas Kunz and Joachim Deisinger
    Immersive projection-based display environments have been growing steadily in popularity. However, these systems have, for the most part, been confined to laboratories or other special-purpose uses and have had relatively little impact on human-computer interaction or user-to-user communication/collaboration models. Before large-scale deployment and adoption of these technologies can occur, some key technical issues must be resolved. We address these issues in the design of the Metaverse. In particular, the Metaverse system supports automatic self-calibration of an arbitrary number of projectors, thereby simplifying system's setup and maintenance. The Metaverse also supports novel communication models that enhance the scalability of the system and facilitate collaboration between Metaverse portals. Finally, we describe a prototype implementation of the Metaverse.
  • Item
    The blue-c Distributed Scene Graph
    (The Eurographics Association, 2003) Naef, Martin; Lamboray, Edouard; Staadt, Oliver; Gross, Markus; Andreas Kunz and Joachim Deisinger
    In this paper we present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. Our distributed scene graph includes both locally stored nodes for static scene data as well as nodes shared across multiple sites, thus minimizing synchronization overhead. We discuss the performance and demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment.
  • Item
    Immersive Sound Field Simulation in Multi-screen Projection Displays
    (The Eurographics Association, 2003) Ogi, T.; Kayahara, T.; Kato, M.; Asayama, H.; Hirose, M.; Andreas Kunz and Joachim Deisinger
    This paper describes the immersive sound field simulation technology that represents an interactive sound field in the multi-screen projection display. In this method, convolution filters, that were calculated based on the wave equation, are replaced in real-time using the multi-channel digital signal processor, and the simulated sounds are displayed using the 16-channel speakers. In addition, compensation filters are used to reduce the influence of the screen attenuation. This system was applied to the video avatar communication, and the effectiveness of this method was evaluated.
  • Item
    Detecting Dynamic Occlusion in front of Static Backgrounds for AR Scenes
    (The Eurographics Association, 2003) Fischer, Jan; Regenbrecht, Holger; Baratoff, Gregory; Andreas Kunz and Joachim Deisinger
    Correctly finding and handling occlusion between virtual and real objects in an Augmented Reality scene is essential for achieving visual realism. Here, we present an approach for detecting occlusion of virtual parts of the scene by natural occluders. Our algorithm is based on a graphical model of static backgrounds in the natural surroundings, which has to be acquired beforehand. The design of the approach aims at providing real-time performance and an easy integration into existing AR systems. No assumptions about the shape or color of occluding objects are required. The algorithm has been tested with several graphical models.
  • Item
    An Innovative Design Approach to Build Virtual Environment Systems
    (The Eurographics Association, 2003) Oliveira, M.; Crowcroft, J.; Slater, M.; Andreas Kunz and Joachim Deisinger
    A Virtual Environment (VE) presents a complex problem with interesting non-trivial challenges for software development. The majority of existing systems supporting VE are based on monolithic architectures, making maintenance and software reuse difficult at best. When a novel concept or idea requires implementation, it is not possible to extend an existing system by replacing or incrementing the necessary functionality. This leads to a proliferation of VE systems. This paper identifies some of the major problems in the current development trend of VE systems that result in incremental innovation with little overall progress. However, component methodology and other software engineering principles are not widely employed in system design. We present the Java Adaptive Dynamic Environment (JADE) as an innovative design approach to building VE systems. The paper discusses some of the major elements of the JADE component framework, such as the kernel, the namespace, the event model and how to configuration takes place. In addition, a simple maze dungeon game is discussed demonstrating the runtime reconfiguration of the supporting VE system.
  • Item
    Fast Approximate Visible Set Determination for Point Sample Clouds
    (The Eurographics Association, 2003) Mantler, Stephan; Fuhrmann, Anton L.; Andreas Kunz and Joachim Deisinger
    We present a fast, efficient method to determine approximate visible sets for vegetation rendered as point sample clouds. A hardware accelerated preprocessing step is used to determine exact visibility for a selected set of views; at runtime the current view is rendered using an approximate visible set constructed from the three closest precalculated views. We will further demonstrate how this method leads to a significant per-frame reduction of the original data size.
  • Item
    A Panoramic Walkthrough System with Occlusion Culling
    (The Eurographics Association, 2003) Yang, Lining; Crawfis, Roger; Andreas Kunz and Joachim Deisinger
    The interactive and high quality rendering of very complex scenes in a virtual environment is very difficult if not impossible to achieve. This research extends our previous EGVE paper that presents a panoramic walkthrough system, allowing the user to move inside the datasets on a pre-defined track and look around interactively in both the horizontal and vertical directions. The interactivity is achieved by using Image-Based Rendering ideas to pre-compute the partial renderings for the reference viewpoints chosen on the track and store them on the server so that the client can retrieve and reconstruct novel views using the appropriate information. In this paper, we present simple and efficient methods to partition the scene into depth layers to avoid occlusion and dis-occlusion problems. We also present a novel track-dependent occlusion cullion algorithm to efficiently cull away unnecessary information. The system is tested using several scenes and provides realtime walkthroughs on even the most challenging scenes.
  • Item
    A vision-based head tracking system for fully immersive displays
    (The Eurographics Association, 2003) Hogue, A.; Robinson, M.; Jenkin, M. R.; Allison, R. S.; Andreas Kunz and Joachim Deisinger
    Six-sided fully immersive projective displays present complex and novel problems for tracking systems. Existing tracking technologies typically require tracking equipment that is placed in locations or at- tached to the user in a way that is suitable for typical displays of five or less walls but which would interfere with the immersive experience within a fully enclosed display. This paper presents a novel vision-based tracking technology for fully-immersive projective displays. The technology relies on the operator wearing a set of laser diodes arranged in a specific configuration and then visually tracking the projection of these lasers on the external walls of the display outside of the user's view. This approach places minimal hardware on the user and no visible tracking equipment is placed within the immersive environment. This paper describes the basic visual tracking system including the hardware and software infrastructure.
  • Item
    A Testbed for Studying and Choosing Predictive Tracking Algorithms in Virtual Environments
    (The Eurographics Association, 2003) Jr., Joseph J. LaViola; Andreas Kunz and Joachim Deisinger
    We present a testbed for comparing predictive tracking algorithms that allows virtual environment system developers to make better choices about which predictors to use in their environments and aids researchers in determining how predictors work across various virtual environment configurations. Our testbed saves the virtual environment developer and researcher both time and effort with the important task of reducing dynamic tracking error and masking latency. The testbed consists of three components: a prediction algorithm library, a motion data repository, and a graphical testing application which provides users with the ability to test different predictive tracking algorithms across a variety of user motion sequences. The testbed provides enough generality for testing across different algorithmic and system parameters such as sampling rate, prediction time, and noise variance. The paper describes the contents of the predictor library and how to extend it, the types of motion data sets collected thus far, the motion data preparation methodology, and the graphical testing application's functionality and architecture. A simple testing scenario showing output from the testbed is also presented.
  • Item
    Double Exponential Smoothing: An Alternative to Kalman Filter-Based Predictive Tracking
    (The Eurographics Association, 2003) Jr., Joseph J. LaViola; Andreas Kunz and Joachim Deisinger
    We present novel algorithms for predictive tracking of user position and orientation based on double exponential smoothing. These algorithms, when compared against Kalman and extended Kalman filter-based predictors with derivative free measurement models, run approximately 135 times faster with equivalent prediction performance and simpler implementations. This paper describes these algorithms in detail along with the Kalman and extended Kalman Filter predictors tested against. In addition, we describe the details of a predictor experiment and present empirical results supporting the validity of our claims that these predictors are faster, easier to implement, and perform equivalently to the Kalman and extended Kalman filtering predictors.
  • Item
    PHANToM Haptic Device Implemented in a Projection Screen Virtual Environment
    (The Eurographics Association, 2003) Fischer, A.; Vance, J. M.; Andreas Kunz and Joachim Deisinger
    This research combines the PHANToM 1.5 haptic device with a six-sided projection screen virtual environment in order to explore the benefits haptic devices bring to this type of immersive environment. The PHANToM is placed on a specially designed and constructed work stand which allows the device to be moved anywhere in the virtual environment. An algorithm has been developed which maps the size of the CAD model represented in the virtual environment, or the movement of the CAD model, to the working space of the PHANToM. Two applications are explored which illustrate using the PHANToM for different tasks: exploring a large NURBS surface and installing an aircraft rudder pedal assembly.
  • Item
    Search Space Reduction in Optical Tracking
    (The Eurographics Association, 2003) Liere, Robert van; Rhijn, Arjen van; Andreas Kunz and Joachim Deisinger
    In this paper we present a practical method for reducing the space when searching for point patterns in optically tracked virtual reality applications. The method uses a predictor to estimate the future position of a point. The key idea is to define a metric that determines the quality of the predictor, and use this metric to construct a 3D region around the predicted position of each point. The size and shape of the 3D region is based on the kinematic properties of the predicted point. The 3D region is projected into 2D to obtain the required search window. The contribution of the paper is that the search space can be reduced substantially by making use of adaptive window shapes and sizes.
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    An Affordable Optical Head Tracking System for Desktop VR/AR Systems
    (The Eurographics Association, 2003) Mulder, Jurriaan D.; Jansen, Jack; Rhijn, Arjen van; Andreas Kunz and Joachim Deisinger
    We present an affordable optical head tracking system for desktop-like VR/AR environments. The generic and specific head tracking requirements for these type of environments are defined, as well as the relaxations such environments put on head tracking systems. The presented head tracker is based on two low-cost, commodity FireWire cameras that track a simple 3D dot pattern. It is shown that the tracker provides high accuracy, an update rate of 30 updates per second, a low computational load, and a moderate delay of 66 ms. It is competitive to commercially available, moderate-cost head tracking systems yet for substantially lower costs.
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    Softgenlock: Active Stereo and GenLock for PC Cluster
    (The Eurographics Association, 2003) Allard, Jérémie; Gouranton, Valérie; Lamarque, Guy; Melin, Emmanuel; Raffin, Bruno; Andreas Kunz and Joachim Deisinger
    In this paper, we present SoftGenLock, an open source software that enables genlock and active stereo on commodity graphics cards. SoftGenLock is implemented on top of Linux. It does not require any hardware modification of the graphics card. Rather than to gain total control on signal generation, which would make the software deeply dependent on the graphics card specification, SoftGenLock applies continuous small modifications to converge and maintain genlocked video signals. To be properly synchronized with each video retrace, SoftGenLock is executed as a real-time task. The genlock signal is propagated along the different machines using the parallel port, a low latency device present on all PCs. It results in a software that only requires access to few specific registers on a graphics card: it can be ported with minimal effort on potentially any graphics card.
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    A Survey and Performance Analysis of Software Platforms for Interactive Cluster-Based Multi-Screen Rendering
    (The Eurographics Association, 2003) Staadt, Oliver G.; Walker, Justin; Nuber, Christof; Hamann, Bernd; Andreas Kunz and Joachim Deisinger
    We present a survey of different software architectures designed to render on a tiled display. We provide an in-depth analysis of three selected systems, including their implementation of data distribution, sort-first rendering, and overall usability. We use various test cases to analyze the performance of these three systems.
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    Haptic Rendering Techniques for the Interactive Exploration of CFD Datasets in Virtual Environments
    (The Eurographics Association, 2003) Reimersdahl, T. van; Bley, F.; Kuhlen, T.; Bischof, C.H.; Andreas Kunz and Joachim Deisinger
    In pure CFD visualization tools, some flow features are hard to visualize such as the properties of a local flow probe. Haptic rendering techniques offer an intuitive understanding and allow more detailed insights than the visual perception solely. In our application framework ViSTA FlowLib for the interactive visualization and exploration of unsteady flows in virtual environments we implemented haptic rendering techniques as an add-on feature for the commonly used visualization algorithms for scalar and vector fields. We extended the ideas of Pao and Lawrence and developed new promising techniques.
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    A Comprehensive Calibration and Registration Procedure for the Visual HapticWorkbench
    (The Eurographics Association, 2003) Ikits, Milan; Hansen, Charles D.; Johnson, Christopher R.; Andreas Kunz and Joachim Deisinger
    We present a simple yet efficient calibration and registration procedure for improving the overall static display accuracy of the Visual Haptic Workbench. The procedure is used for precisely colocating the visual and haptic workspaces of the system and is divided into three stages. First, we calibrate and register the PHANToM to the display surface of the workbench. Second, we calibrate the tracking system by attaching a rigid extension between the tracker sensor and the PHANToM stylus. Third, we interactively find the remaining unknown display parameters including eye and hotspot offsets as well as a local reference frame. Initial evaluation of the approach indicates that it is possible to improve static display accuracy by at least an order of magnitude for this system.
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    Haptic Rendering of Complex Force Fields
    (The Eurographics Association, 2003) Krenek, Ales; Andreas Kunz and Joachim Deisinger
    With a particular focus in scientific applications, we propose a method of haptic rendering of virtual environments which require rather complex calculations to evaluate their behaviour. Therefore it is not possible to perform the calculations within a haptic loop. We specify a class of problems for which the method is applicable, describe the designed data structure, present involved algorithms, and prove their critical properties. The general section is followed by a case study of applying the method in a specific application in computational chemistry. The paper is concluded with first practical results of deployment of the method as well as preliminary quantitative assessment.
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    Interacting with real time simulations - virtual reality in industry applications
    (The Eurographics Association, 2003) Jönsson, A.; Bathelt, J.; Broman, G.; Andreas Kunz and Joachim Deisinger
    Modern manufacturing machines are highly multidisciplinary, and with demands on short time-to-market, product development based on traditional prototype testing has become impractical. By using virtual models, it is possible to test large numbers of variants and optimise the product with the aid of a minimum of physical prototypes. Due to the immense development of software and hardware for simulation and visualisation it should today be possible also for small and medium sized enterprises to use methods that just few years ago were too expensive and complicated. There is however still a great need for building knowledge and competence. This work is an early step in a project aiming at a virtual water jet cutting machine to be used by the industrial partner for optimisation during the development process. The possibility of performing real-time simulations of this machine in a virtual environment, using a normal PC and commercial software, will be investigated. Initially strongly simplified models of the system components are used and the focus is on the overall system model and the interaction between the operator and the virtual machine. It is shown that realtime interaction is possible with this system and with the obtained flexibility of the overall virtual model it should be easy to include more realistic component models for improved accuracy in future work. Preliminary results indicate however that to include, for example, flexibility within the mechanic structure, component modelling will be delicate. These models must describe relevant characteristics accurately enough while still being computationally effective enough for real-time interaction and systems optimisation to be possible. This will probably be a challenge in the continuation of the project, even with an expected continued strong development of computer capacity.
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    Seamless Multi-Projector Display on Curved Screens
    (The Eurographics Association, 2003) Baar, Jeroen van; Willwacher, Thomas; Rao, Srinivas; Raskar, Ramesh; Andreas Kunz and Joachim Deisinger
    We describe a new technique to display seamless images using overlapping projectors on curved surfaces. Our method addresses issues such as automatic registration, smooth intensity blending and efficient render-ing. Previous techniques for automatically registered seamless displays have focused mainly on planar dis-plays. Techniques for curved screens currently involve cumbersome manual alignment to make the installation conform to the intended design.
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    Color Consistency for Digital Multi-Projector Stereo Display Systems : The HEyeWall and The Digital CAVE
    (The Eurographics Association, 2003) Kresse, W.; Reiners, D.; Knöpfle, C.; Andreas Kunz and Joachim Deisinger
    Digital projectors have a significant advantage over CRTs for IPT setups: brightness. But they also have a number of disadvantages, one of which is color consistency. This problem is exacerbated when using the Infitec method for stereo separation, which in itself has some strong advantages for CAVE and tiled wall setups. In this paper we will describe a method for color and brightness correction of multi-projector display systems. The method itself is used in two new projection systems, which are currently under construction at Fraunhofer-IGD: The HEyewall and the Digital CAVE. The HEyeWall is the first stereo capable tiled display worldwide. The Digital CAVE is the first CAVE with digital projectors and stereo separation based on Infitec(tm). In this paper we present these new IPTs in more detail and also present our experience with digital projectors. To calibrate all the involved projectors photometric measurements of the different projectors are used to calculate a common gamut in a linear colorspace. Input colors are mapped into this gamut and from there mapped into the individual projector's colorspace. This method allows to adjust the rendering output of two or more projectors with different color gamuts in such a way that the projected images are photometrically calibrated. Since the correction has to be done for each pixel, a straightforward implementation would be very slow and far away from realtime. Consequently we will outline a method how to improve performance and overcome this limitation.
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    Color Gamut Matching for Tiled DisplayWalls
    (The Eurographics Association, 2003) Wallace, Grant; Chen, Han; Li, Kai; Andreas Kunz and Joachim Deisinger
    This paper presents a non-parametric full-gamut color matching algorithm. Color matching is important for the seamless appearance of tiled displays. In particular we address the case where the tiled display is composed of different types of projectors or DLP projectors with white enhancement. White enhancement produces a nonadditive color space that is difficult to model. We perform our calibration using an inexpensive colorimeter as opposed to a highly accurate spectroradiometer. Our results show that we can achieve good color balance with 1.47% variance between projectors. We present a method for applying this color gamut mapping in real-time on the newest commodity graphics cards.
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    Extending the Working Volume of Projection-based Mixed Reality Systems
    (The Eurographics Association, 2003) Splechtna, R.C.; Fuhrmann, A.L.; Andreas Kunz and Joachim Deisinger
    The working volume of a Mixed Reality (MR) system - which superimposes the real environment with computer- generated virtual content - strongly depends upon the output/display device used. Single screen projection systems like the Barco Baron Table or the FakeSpace ImmersaDesk M seem rather limited regarding their working volume when compared with the CAVE, which is the only projection-based MR installation providing a wide range of viewing directions. We show how the working volume of such projection based MR systems can be extended by tracking not only the user, but also the projection screen and demonstrate how the tilting mechanism of a standard Barco Baron Table can be used to enlarge the range of usable viewing directions of the system. We also give a description of the complete calibration procedure and set-up necessary to employ this concept with any movable back projection system.
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    Comparative Visualization of FEM-Based Cutting Simulations in a Virtual Environment
    (The Eurographics Association, 2003) Klocke, Fritz; Straube, Andreas M.; Andreas Kunz and Joachim Deisinger
    As one of the final steps in the industrial manufacturing chain, machining operations require significant economic consideration. At this stage, design components have already passed through several steps of this value-added manufacturing process. Industrial companies today are using Finite Element Simulations to optimize manufacturing processes, such as mechanical cutting. In order to obtain an increased understanding of the cutting process, several simulations with different input parameters are performed. A new method for comparing these results has been developed and has many potential benefits. In this poster abstract, the comparative visualization of cutting chip formation and distribution of data values, such as tool and work piece temperatures, is investigated using a Virtual Environment.
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    Sensing Surfaces - Bringing the Desktop into Virtual Environments
    (The Eurographics Association, 2003) Bues, Matthias; Blach, Roland; Haselberger, Frank; Andreas Kunz and Joachim Deisinger
    There are many classes of information for which a suitable 3-D representation does not (yet) exist, and for which users are familiar with more or less efficient desktop interfaces. Therefore, a convenient way of accessing GUIbased systems from within a Virtual Environment can greatly enhance application possibilities and leverage integration with other IT facilities. We describe Sensing Surfaces, which follows the approach of mapping the contents of a GUI desktop to aribtrary textured geometry in the VE.
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    Virtual Reality in Web-Based Training Programs
    (The Eurographics Association, 2003) Leibl, P.; Andreas Kunz and Joachim Deisinger
    This paper illustrates the use of a virtual environment (VE) in universities and private industry educational programs and training. The principles are demonstrated in the field of the design of plastic moulded parts under special consideration of product manufacturability and cost. The main focus of this paper is to illustrate how those in education can understand the concepts associated with such projects more easily.
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    Architecture of the virtual training system for buoyancy control
    (The Eurographics Association, 2003) Korosec, Dean; Slavinec, Mitja; Bernad, Dani; Kolaric, Primoz; Prnaver, Katja; Andreas Kunz and Joachim Deisinger
    In this paper we present the structure of the simulator which would allow diving beginners to experience the effect of buoyancy control mechanisms before actually entering the water.We believe such training would be less stressful and safer for all participants, but it should also reduce the time in water needed to manage basic practical diving skills. Central design requirements for the system were: realistic modelling of diving physics, various options of man-machine interface and possibility of immersion. With future studies we plan to clarify to what extent the immersive VR interfaces are able to further improve the diving training experience.
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    Gearbox Widget for Fine Adjustments by Hand Motion
    (The Eurographics Association, 2003) OSAWA, Noritaka; REN, Xiangshi; Andreas Kunz and Joachim Deisinger
    manipulation by hand is not suitable for making fine adjustments to virtual objects in an immersive environment because it is difficult to hold an unsupported hand in midair and then to release an object at a fixed point. Therefore we propose a virtual 3D gearbox widget. This gearbox widget enables the user to adjust a value precisely. A combination technique of this widget and hand manipulation can move virtual objects and place them in a target position quickly and precisely. For a comparison, we tested the usability of four techniques. Experiments showed that using the proposed gearbox in combination with direct manipulation was the best of the four techniques in terms of both performance data and subjective preference.
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    Application Scenarios for Scientific Visualization and Virtual Reality Using a CAVE Infrastructure
    (The Eurographics Association, 2003) Stern, Ch.; Noser, H.; Weissmann, J.; Stucki, P.; Andreas Kunz and Joachim Deisinger
    Today s Virtual Reality applications require a high degree of immersion. This may be achieved by using a CAVE incorporating powerful 3D computer graphics workstations, panoramic multiple screen displays and projection walls, stereovision and interaction devices such as trackers and data gloves. This article describes Virtual Reality applications from the fields of scientific visualization in medicine and education embedded within the Blue-C environment, a state-of-the-art CAVE infrastructure.
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    3D input devices and interaction concepts for optical tracking in immersive environments
    (The Eurographics Association, 2003) Stefani, Oliver; Rauschenbach, Jörg; Andreas Kunz and Joachim Deisinger
    In this poster abstract we present an interaction concept and input devices for optical tracking in virtual immersive environments. Requirements to input devices for immersive environments will be based on a document, outlining major requirements for VR-systems. A preliminary testing of the usability will be discussed. We conclude this abstract by presenting our interim findings.
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    Open ActiveWrl - A Middleware Based Software Development Toolkit for Immersive VE Systems
    (The Eurographics Association, 2003) Winkelholz, C.; Alexander, T.; Weiß, M.; Andreas Kunz and Joachim Deisinger
    A Virtual Environment (VE) is not an application in itself. It should further be seen as a complex, multi modal human-computer interface. Immersive VE systems must be able to couple resources, most likely distributed in a cluster, into a parallel, real-time simulation. The shortcoming of most VE software libraries is the inability to provide an environment that satisfies the three main requirements in the implementation of a VE system, namely the design of the VE interface, the implementation of the actual application and the distribution of parallel tasks to appropriate resources within a cluster system. This paper presents Open ActiveWrl, an open source software project that tackles these problems by a generic software development approach. It is tailored for heterogenous cluster systems. Open ActiveWrl uses a general-purpose middleware that interprets VRML/X3D as an interface definition language.
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    CAD/CAE visualization in virtual environment for automotive industry
    (The Eurographics Association, 2003) Paillot, D.; Merienne, F.; Thivent, S.; Andreas Kunz and Joachim Deisinger
    In this paper we propose a method to link CAD models to an immersive environment. Since CAD models can not be directly viewed in a real-time visualization environment, we present here a complete chain of adapta-tion steps to view adapted CAD models in an immersive environment with high quality rendering. Our method allows high quality visualization of complex scenes in an immersive environment such as design reviewing for example.