20: Design and Implementation of Direct Manipulation in 3D



Monday, Half Day
8:30 am – 12:15 pm
Room 207

This course on how to incorporate direct manipulation interfaces into their 3D applications covers the basics of manipulator design and implementation, and advanced topics such as robust input processing, modular construction, and constraint handling.

Prerequisites
Module 1: Basic knowledge of user interface design ideas. Familiarity with terms such as "affordances" and "modes." Some high-school mathematics. Module 2: Familiarity with basic scene-graph concepts, coordinate systems and transformations, and fundamentals of programming interactive applications (such as picking, selection, and dragging).

Topics
The primary focus is on manipulators for affine transformations. Other topics include: design issues such as using modes, creating a consistent graphic language, dealing with visibility and collision, and choosing useful interaction behavior. The implementation module covers issues such as the relationship between the manipulator and the model, projecting input events onto geometric shapes, locate highlighting, maintaining geometric integrity, and constraining motion.

Organizer
Paul S. Strauss
Pixar Animation Studios


Lecturers
Paul Isaacs
Eyematic Interfaces, Inc.

John Schrag
Alias|Wavefront

Paul S. Strauss
Pixar Animation Studios


Schedule


Module 1: Design
8:30 Introduction
-What is 3D Direct Manipulation?
-Advantages
-Challenges
-History
Strauss
9:00 Design Issues
-What Makes a Manipulation Good?
-Temporal and Spatial Modes
-Manipulator Appearance
-Designing Useful Transformation Behavior
-Usability
Schrag
10:15 Break
Module 2: Implementation
10:30 Implementation Issues
-Using Scene Geometry
-Maintaining Consistency
-Providing Variety
-Avoiding Modes
Isaacs




Additional information from SIGGRAPH 2002 Courses is available in the Course Notes
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