GPU Implementation of 3D Object Selection by Conic Volume Techniques in Virtual Environments

Tobias Rick, Anette von Kapri, and Torsten Kuhlen
IEEE Virtual Reality Conference (VR), 2010, pp. 243-246
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Abstract. In this paper we present a GPU implementation to accurately select 3D objects based on their silhouettes by a pointing device with six degrees of freedom (6DOF) in a virtual environment (VE). We adapt a 2D picking metaphor to 3D selection in VE’s by changing the projection and view matrices according to the position and orientation of a 6DOF pointing device and rendering a conic selection volume to an off-screen pixel buffer. This method works for triangulated as well as volume rendered objects, no explicit geometric representation is required.

images/RKK2010_1.jpg images/RKK2010_2.jpg

Left: Coarse bounding volumes introduce selection ambiguity as the bounding box of the sphere is contained within the bounding box of the non-convex U-shaped geomtry. Right: A silhouette based approach is required for objects with holes in them (e.g. a torus) or for volumetric object with no explicit geometric representation (e.g. the volumetric bonsai).



Bibtex entry
@inproceedings{RKK2010,
author={Tobias Rick and Anette von Kapri and Torsten Kuhlen},
booktitle={Proc. {IEEE} Virtual Reality Conference}, 
title={{GPU} implementation of {3D} object selection by conic volume techniques in virtual environments},
year={2010},
month={20-24},
pages={243--246},
}