Camera textures

In this paper we introduce a novel real-time rendering technique for camera deformations that can be applied to lens distortions and non-realistic projections. Our technique is based on vertex shader textures and presents a hybrid approach working in both, image and object space. As the primal deformation is achieved by a vertex deformation in object space, our technique does not exhibit any artefacts known from pixel-based scaling techniques.Additionally, we present a novel approach for an automatic lens-object tracking that assists the user in manipulating and interacting 3D objects within the scene. Here, we developed a GPU-based technique for fast bounding box determination that is defined by a set of arbitrary vertices. We also discuss different techniques allowing the user to accurately select these vertices in a nonlinearly distorted environment.

[1]  Mark Apperley,et al.  A Bifocal Display Technique for Data Presentation , 1982, Eurographics.

[2]  Edward L. Robertson,et al.  Nonlinear magnification fields , 1997, Proceedings of VIZ '97: Visualization Conference, Information Visualization Symposium and Parallel Rendering Symposium.

[3]  Manojit Sarkar,et al.  Graphical fisheye views of graphs , 1992, CHI.

[4]  Maureen C. Stone,et al.  The movable filter as a user interface tool , 1994, CHI '94.

[5]  Mark D. Apperley,et al.  A review and taxonomy of distortion-oriented presentation techniques , 1994, TCHI.

[6]  Jock D. Mackinlay,et al.  The document lens , 1993, UIST '93.

[7]  Jonathan Levene A framework for non-realistic projections , 1998 .

[8]  George Furnas,et al.  The FISHEYE view: a new look at structured les , 1986, CHI 1986.

[9]  Jim X. Chen,et al.  Nonlinear perspective projections and magic lenses: 3D view deformation , 2005, IEEE Computer Graphics and Applications.

[10]  M. Sheelagh T. Carpendale,et al.  A framework for unifying presentation space , 2001, UIST '01.

[11]  Carl Gutwin,et al.  Interacting with Big Interfaces on Small Screens: a Comparison of Fisheye, Zoom, and Panning Techniques , 2004, Graphics Interface.

[12]  Jock D. Mackinlay,et al.  The perspective wall: detail and context smoothly integrated , 1991, CHI.

[13]  Alan Keahey The generalized detail in-context problem , 1998, Proceedings IEEE Symposium on Information Visualization (Cat. No.98TB100258).

[14]  H. Bastian Sensation and Perception.—I , 1869, Nature.

[15]  Edward L. Robertson,et al.  Techniques for non-linear magnification transformations , 1996, Proceedings IEEE Symposium on Information Visualization '96.

[16]  Salvador Bayarri Computing non-planar perspectives in real time , 1995, Comput. Graph..

[17]  Y. K. Leung,et al.  Human-computer interface techniques for map based diagrams , 1989 .

[18]  John Viega,et al.  3D magic lenses , 1996, UIST '96.

[19]  Edward L. Robertson,et al.  Non-Linear Image Magni cation , 1996 .

[20]  Tony DeRose,et al.  Toolglass and magic lenses: the see-through interface , 1993, SIGGRAPH.

[21]  G. W. Furnas,et al.  Generalized fisheye views , 1986, CHI '86.

[22]  Timo Götzelmann,et al.  Form Follows Function: Aesthetic Interactive Labels , 2005, CAe.

[23]  Margaret W. Matlin,et al.  Sensation and perception (2nd ed.). , 1988 .

[24]  Carl Gutwin,et al.  A Comparison of Fisheye Lenses for Interactive Layout Tasks , 2004, Graphics Interface.