Proceedings of the 24th annual conference on Computer graphics and interactive techniques
New developments for virtual model displays
ACM SIGGRAPH Computer Graphics
Interactive stereoscopic display for three or more users
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Designing and Building the PIT: a Head-Tracked Stereo Workspace for Two Users
Designing and Building the PIT: a Head-Tracked Stereo Workspace for Two Users
New Research and Explorations into Multiuser Immersive Display Systems
IEEE Computer Graphics and Applications
A Modular System for Collaborative Desktop VR/AR with a Shared Workspace
VR '04 Proceedings of the IEEE Virtual Reality 2004
Multi-Viewpoint Images for Multi-User Interaction
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Proceedings of the ACM symposium on Virtual reality software and technology
Usability of Multiviewpoint Images for Spatial Interaction in Projection-Based Display Systems
IEEE Transactions on Visualization and Computer Graphics
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Sharing one large screen projection display, such as the Virtual Workbench, with multiple users can cause distortions in viewing and interaction, as the users perceive a sheared and moving space. Generally, object rotation in non-orthogonal, sheared coordinate spaces is something that should be avoided as it consequently invalidates homogeneous geometric object transformations. Although this problem seems to be artificial, in shared multiple-user VR this issue gets a real, substantial flavor. It is typically a problem for the "secondary" users viewing and interacting with a VR system. Due to rendering the scene from a different viewpoint, they perceive several distortions in the stereo image, one of which is that the VE appears to be sheared. This is also the case in our affordable approach to a multiple user VR Workbench. In this paper we describe technical aspects of our novel viewpoint compensation method to make the object selection, translation, and rotation consistent with the (secondary) user's view of the scene. We focus on description of object rotation inside sheared VE's. We demonstrate that our techniques ensure a sense of interaction consistency despite the view distortions.