Monday, October 20, 1997
4:00 PM (refreshments 3:45)
Edgerton Hall, Room 34-101
EECS Colloquium
Abstract
The next grand challenge in computer graphics is the development of a truly three-dimensional computer-human interface. In "interface" I include not only three-dimensional display devices but also appropriate input devices and computational methods. To date, independent developments in tracking, image generation, and display devices have been the primary emphasis of most research activities in the virtual reality (VR) field. As a result of this piecemeal approach the task of constructing a VR system is widely viewed as just a system-integration problem. However, as is often the case, the simple concatenation of locally optimized subsystems may not result in the best overall system.
In this talk I will present a wider view of many problems in current VR systems. I will discuss the advantages and limitations of many competing subsystem approaches. I will focus on identifying opportunities where a particular choice of, or slight modification to, one subsystem can provide a significant benefit to other parts of the system. Often a slight modification in computation can dramatically reduce or eliminate many problems. I will also explore several specific application domains in which the limitations of existing systems are either unimportant or can be surmounted.
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Modified: Oct 7, 1997
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