3 research outputs found

    Realtime Editing in Virtual Reality for Room Scale Scans

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    This work presents a system for the design and implementation of tools that support the editing of room-scale scans within a virtual reality environment, in real time. The moniker REVRRSS ( reverse ) thus stands for Real-time Editing (in) Virtual Reality (of) Room Scale Scans. The tools were evaluated for usefulness based upon whether they meet the criterion of real time usability. Users evaluated the editing experience with traditional keyboard-video-mouse compared to a head mounted display and hand-held controllers for Virtual Reality. Results show that users prefer the VR approach. The quality of the finished product when using VR is comparable to that of traditional desktop controls. The architecture developed here can be adapted to innumerable future projects and tools

    Automatic 3D Selection Technique Assignment Using Real-Time Scenario Analysis

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    Selection in 3D virtual environments can vary wildly depending on the context of the selection. Scene attributes such as object velocity, scene density, and user\u27s cursor velocity can impact the user\u27s ability to accurately select an object. Many 3D selection techniques have been explored, and are usually optimal for a specific set of conditions. As a result, software developers must compromise by choosing a single technique that works well on average, but is lacking in at least one scenario. We present a preliminary study that explores the feasibility of new autoselection algorithms that automatically determines the most appropriate selection technique in real-time, thus leveraging the performance benefits of each technique. We evaluated the techniques across three levels of scene density and three levels of object velocity. © 2013 IEEE
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