Bas-relief is characterized by its unique presentation of intrinsic shape properties and/or detailed appearance using materials raised up in different degrees above a background. However, many bas-relief modeling methods could not manipulate scene details well. We propose a simple and effective solution for two kinds of bas-relief modeling (i.e., structure-preserving and detail-preserving), which is different from the prior tone mapping alike methods. Our idea originates from an observation on typical 3D models which are decomposed into a piecewise smooth base layer and a detail layer in normal field. Proper manipulation of the two layers contributes to both structure-preserving and detail-preserving bas-relief modeling. We solve the modeling problem in a discrete geometry processing setup that uses normal-based mesh processing as a theoretical foundation. Specifically, using the two-step mesh smoothing mechanism as a bridge, we transfer the bas-relief modeling problem into a discrete space, and solve it in a least-squares manner. Experiments and comparisons to other methods show that (i) geometry details are better preserved in the scenario with high compression ratios, and (ii) structures are clearly preserved without shape distortion and interference from details.
14 August 2024 in Information and Software Technology
Kinesthetic feedback, the feeling of restriction or resistance when hands contact objects, is essential for natural freehand interaction in VR. However, inducing kinesthetic feedback using mechanical hardware can be cumbersome and hard to control in commodity VR systems. We propose the kine-appendage concept to compensate for the loss of kinesthetic feedback in virtual environments, i.e., a virtual appendage is added to the user's avatar hand; when the appendage contacts a virtual object, it exhibits transformations (rotation and deformation); when it disengages from the contact, it recovers its original appearance. A proof-of-concept kine-appendage technique, BrittleStylus , was designed to enhance isomorphic typing. Our empirical evaluations demonstrated that (i) BrittleStylus significantly reduced the uncorrected error rate of naive isomorphic typing from 6.53% to 1.92% without compromising the typing speed; (ii) BrittleStylus could induce the sense of kinesthetic feedback, the degree of which was parity with that induced by pseudo-haptic (+ visual cue) methods; and (iii) participants preferred BrittleStylus over pseudo-haptic (+ visual cue) methods because of not only good performance but also fluent hand movements.
20 January 2025 in IEEE Transactions on Visualization and Computer Graphics
Heads-up computing aims to provide synergistic digital assistance that minimally interferes with users’ on-the-go daily activities. Currently, the input modalities of heads-up computing are mainly voice and finger gestures. In this work, we propose and evaluate the AmplitudeArrow (AA) technique designed for on-the-go AR menu selection to demonstrate that consecutive simple head gestures can also be an effective input modality for heads-up computing. Specifically, AA arranges menu icons into one/two row(s). To select a target icon, the user first makes their head yaw to pre-select the target icon or the column containing it and then makes their head pitch to make the arrow in the target icon expand until the arrow covers the target icon completely, i.e., the pitch amplitude surpasses the selection confirmation threshold. User studies indicated that AA demonstrated robust resistance to walking-caused head perturbation and external factors such as other people/obstacles, delivering high accuracy (error rate $< $ 5$\%$) and fast speed ($< $ 1.5s per selection) when there were no more than six icon columns (twelve icons) distributed horizontally and evenly in a menu area with a horizontal visual angle of $43^{\circ }$.
Current virtual reality (VR) devices enable users to visually immerse themselves in the virtual world, contributing to their limited awareness of bystanders’ presence. To prevent collisions when bystanders intrude into VR users’ activity area, it is necessary to intuitively alert VR users to the intrusion event and the intruder’s position, especially in cases where bystanders intrude from the side or behind the VR user. Existing intruder awareness cues fail to intuitively present the intrusion event in such cases. We propose a novel intruder awareness cue called “BrokenWall” by applying a metaphor of “a wall breached by invading soldiers” to the VR user’s safety boundary wall. Specifically, BrokenWall refers to a safety boundary wall with a gap appearing in front of a VR user and rotating, guiding the user’s attention toward an intruder coming from the side or behind the VR user. We conducted an empirical study (N = 30) comparing BrokenWall with existing awareness cue techniques, Halo and Radar. Halo employs a sphere to represent the intruder, with the size indicating proximity and the position reflecting the direction. Radar employs a radar map to visualize the intruder’s position. The results showed that the BrokenWall awareness cue not only significantly reduces the time needed for users to detect an intruder but also has superior performance in subjective ratings. Based on our findings, we have established a design space for an interactive safety boundary wall to facilitate interactions between VR users and bystanders.
11 March 2025 in IEEE Transactions on Visualization and Computer Graphics
Touch interaction is one of the fundamental interaction paradigms in XR, as users have become very familiar with touch interactions on physical touchscreens. However, users typically need to perform extensive arm movements for engaging with XR user interfaces much larger than mobile device touchscreens. We propose the SummonBrush technique to facilitate easy access to hidden windows while interacting with large XR user interfaces, requiring minimal arm movements. The SummonBrush technique adds a virtual brush to the index fingertip of a user's hand. Upon making contact with a virtual user interface, the brush bends and diverges and ink starts to diffuse in it. The more the brush bends and diverges, the more the ink diffuses. The user can summon hidden windows or background applications in situ, which is achieved by firstly pressing the brush against the user interface to make ink fully fill the brush and then perform swipe gestures. Also, the user can press the brush against the thumbtails of background applications in situ to quickly cycle them through. Ecological studies showed that SummonBrush significantly reduced the arm movement time by 39% and 34% in summoning hidden windows and activating/closing background applications, respectively, leading to a significant decrease in reported physical demand.