THESIS
1996
xiv, 116 leaves : ill. ; 30 cm
Abstract
Computing object interactions for virtual reality applications, animations, or motion analysis and simulations is intrinsically dependent on the specification of the objects coexisting within a virtual environment and their kinematic and dynamic constraints. A script-based approach is limited due to the lack of visual feedback and the lack of the possibility for effortless immediate changes in the configuration of a large system. We demonstrate a visual editing system with a consistent user-interface that provides direct manipulation of objects and their spaces of interaction. In this context, the natural extension of the traditional trackball user-interface for spatial positioning and orientation of objects is achieved via a trackball-ruler interface. This provides a consistent manipul...[
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Computing object interactions for virtual reality applications, animations, or motion analysis and simulations is intrinsically dependent on the specification of the objects coexisting within a virtual environment and their kinematic and dynamic constraints. A script-based approach is limited due to the lack of visual feedback and the lack of the possibility for effortless immediate changes in the configuration of a large system. We demonstrate a visual editing system with a consistent user-interface that provides direct manipulation of objects and their spaces of interaction. In this context, the natural extension of the traditional trackball user-interface for spatial positioning and orientation of objects is achieved via a trackball-ruler interface. This provides a consistent manipulation mechanism for objects in virtual environments and motion synthesis. We present the utility of this simple 3D user-interface paradigm in the construction and manipulation of constrained multibody systems.
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