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Interactive dynamics
Our goal is to use physical simulation as an interactive medium for building and manipulating a wide range of models. A key to achieving this goal is the ability to create complex physical models dynamically by snapping simple pieces together, ...
The virtual erector set: dynamic simulation with linear recursive constraint propagation
We have implemented an algorithm for rigid body dynamics which unifies the advantages of linear recursive algorithms with the advantages of earlier linear algebra based constraint force approaches. No restriction is placed on the joints between links. ...
Reality built for two: a virtual reality tool
Researchers have been working with head mounted displays and virtual reality (VR) since 1965 when Ivan Sutherland published his first paper on the subject1. This work has centered on a single user within virtual space. The literature has covered ...
Design for interactive performance in a virtual laboratory
In recent years, a number of research groups have implemented various versions of virtual world concept [2, 4, 6, 7]. A common thread among these virtual worlds is a direct manipulation user interface paradigm based on a glove device with the position ...
Towards image realism with interactive update rates in complex virtual building environments
Two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation. Pre-computation is used in two ways. The hidden-surface problem is ...
Improving interaction with radiosity-based lighting simulation programs
We describe the main algorithms used in an interactive lighting simulation program based on a two-pass extension of the radiosity method. The system allows interactive walk-through as other systems based on radiosity calculations. Moreover, it offers ...
Acceleration techniques for progressive refinement radiosity
The progressive refinement radiosity method provides a means for computing the global illumination of an environment in time proportional to the size of the environment. Additionally, the method supplies a sequence of solutions that monotonically ...
Real time radiosity through parallel processing and hardware acceleration
This paper describes a novel implementation of the progressive refinement radiosity algorithm. Algorithm performance is greatly enhanced using the capabilities of a multiprocessor graphics workstation. Hemi-cube item buffers are produced using the ...
Automatic illustration of 3D geometric models: lines
A system for the automatic generation of line illustrations of three dimensional sculptured objects is described. In particular, an enriched vocabulary of lines are defined which provide a means to impart meaning to visual representations of complex ...
T-buffer: fast visualization of relativistic effects in space-time
We have developed an innovative ray-tracing simulation algorithm to describe Relativistic Effects in SpaceTime ("REST"). Our algorithm, called REST-frame, models light rays that have assumed infinite speed in conventional ray-tracing to have a finite ...
Visualization methods and simulation steering for a 3D turbulence model of Lake Erie
A computational model of Lake Erie serves as a framework for a study of visualization techniques and display methods. Various display methods are used to examine the 3D data. The methods use primitive representations of polygons, volumes, lines and ...
Real time spline curves from interactively sketched data
Hand-sketching is a particularly attractive solution to providing an intuitive design interface for modeling. The goal is to reduce the data collected from the input strokes and to construct a curve that faithfully represents the sketched data. This ...
Interactive techniques for implicit modeling
Recent research has demonstrated the usefulness of implicit surfaces for modeling geometric objects. The interactive design of such surfaces has not, however, received the same attention as has the design of parametric surfaces. Principally this is due ...
Rational hypersurface display
Algorithms are presented for polygonalizing implicitly defined, quadric and cubic hypersurfaces in n ≥ 3 dimensional space and furthermore displaying their projections in 3D. The method relies on initially constructing the rational parametric ...
Physical modeling with B-spline surfaces for interactive design and animation
Physically based modeling has recently become a subject of widespread interest. This paper defines a model of elastic and plastic B-spline surfaces which supports both animation and design operations, including the interference detection, within the "...
Real-time digital of virtual acoustic environments
As with most research in information displays, virtual displays have generally emphasized visual information. Many investigators, however, have pointed out the importance of the auditory system as an information channel. We believe that a three-...
The ThingWorld modeling system: virtual sculpting by modal forces
We describe a real-time solid modeling system that is based on the physical analogy of forming clay by applying forces. The system is implemented by simulating real materials as they react to user-supplied forces. Unlike other physically-based modeling ...
Distributing display lists on a multicomputer
We have developed techniques for distributing a hierarchical display list from a PHIGS-like library across a multicomputer. By storing a portion of the database at each processor, inter-processor communication is reduced. This reduction promises ...
Tracing interactive 3D graphics programs
The two goals of graphics performance analysis are to characterize application workloads and to understand how systems perform under these workloads. We have developed a set of tools to help achieve these goals. TGEN is a tracing program that intercepts ...
Control of a virtual actor: the roach
We have developed a virtual environment system which supports multiple simulations, including virtual actors. These actors exhibit motor behavior in response to activity in the environment. We present an example actor, whose low-level behavior is ...
Exploration and virtual camera control in virtual three dimensional environments
This paper evaluates three distinct metaphors for exploration and virtual camera control in virtual environments using a six degree of freedom input device. The metaphors are "eyeball in hand", "scene in hand", and "flying vehicle control". These ...
Computational complexity versus virtual worlds
The ability to simulate complex physical situations in real-time is a critical element of any "virtual world" scenario, as well as being key for many engineering and robotics applications. Unfortunately the computation cost of standard physical ...
Snap-dragging in three dimensions
A large portion of the user interface in interactive solid modeling systems is devoted to the problem of placing and orienting objects in three dimensions. In particular, many operations must be provided for selecting control points, curves and surfaces,...
A real-time optical 3D tracker for head-mounted display systems
In this paper, a new optical system for real-time, three-dimensional position tracking is described. This system adopts an "inside-out" tracking paradigm. The working environment is a room where the ceiling is lined with a regular pattern of infrared ...
Gaze-directed volume rendering
We direct our gaze at an object by rotating our eyes or head until the object's projection falls on the fovea, a small region of enhanced spatial acuity near the center of the retina. In this paper, we explore methods for encorporating gaze direction ...
3D paint
This paper advances a means by which the conventions and methods of digital "painting" and image manipulation programs can be extended into the third dimension, providing sculpting tools that are natural and appropriate for a restricted but very useful ...