Virtual reality on a WIM: interactive worlds in miniature
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hands-free multi-scale navigation in virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The Interactive 3D BreakAway Map: A navigation and examination aid for multi-floor 3D worlds
CW '05 Proceedings of the 2005 International Conference on Cyberworlds
Overcoming World in Miniature Limitations by a Scaled and Scrolling WIM
3DUI '06 Proceedings of the 3D User Interfaces
Interactive Perspective Cut-away Views for General 3D Scenes
3DUI '06 Proceedings of the 3D User Interfaces
Adaptive cutaways for comprehensible rendering of polygonal scenes
ACM SIGGRAPH Asia 2008 papers
A Taxonomy of 3D Occlusion Management for Visualization
IEEE Transactions on Visualization and Computer Graphics
Complexity and Occlusion Management for the World-in-Miniature Metaphor
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
Employing dynamic transparency for 3D occlusion management: design issues and evaluation
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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The World in Miniature Metaphor (WIM) allows users to select, manipulate and navigate efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic viewpoint through a hand-held miniature copy of the environment. In this paper we explore different strategies to allow the user to interact with the miniature replica at multiple levels of scale. Unlike competing approaches, we support complex indoor environments by explicitly handling occlusion. We discuss algorithms for selecting the part of the scene to be included in the replica, and for providing a clear view of the region of interest. Key elements of our approach include an algorithm to recompute the active region from a subdivision of the scene into cells, and a view-dependent algorithm to cull-away occluding geometry through a small set of slicing planes roughly oriented along the main occluding surfaces. We present the results of a user-study showing that our technique clearly outperforms competing approaches on spatial tasks performed in densely-occluded scenes.