By Topic

Selection Techniques for Dense and Occluded Virtual 3D Environments, Supported by Depth Feedback: Double, Bound and Depth Bubble Cursors

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$33 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

2 Author(s)
Daniel Alejandro Winkler Rosa ; Dept. of Inf., Univ. Tec. Federico Santa Maria, Valparaíso, Chile ; Hubert Hoffmann Nagel

In 3D Graphic Environments the selection of an object can be hampered by other objects. This occurs when the object becomes occluded by others. The probability of this happening is high if there are many objects in the scene. Over the years, this problem has been addressed by developing various techniques of selection, in order to provide a good mechanism to manipulate objects in a 3D virtual environment. These techniques have been evolving as they solved the problems of their predecessors. Although the third dimension is the distinguishing characteristic of these environments, the best among them does not take depth feedback as an important factor. Therefore, this document addresses this deficiency through the creation of three techniques based on that feedback.

Published in:

Chilean Computer Science Society (SCCC), 2010 XXIX International Conference of the

Date of Conference:

15-19 Nov. 2010