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User Interactions in 3D Space with 2D Input Devices using Finite Discrete Attitude Reference Frames Disclosure Number: IPCOM000242402D
Publication Date: 2015-Jul-13
Document File: 4 page(s) / 379K

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The Prior Art Database


Disclosed is a system for providing relative camera orientation and navigation in virtual 3D space using 2D input devices.

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Usex Interactions in 3D Space with 2D Input Devices using Finite Discrete Axtitude Reference Frames

This disclosure describes a sysxxm for providing relative camera orienxation and navigaxion in virtual 3D space using a 2D inpxt device whilst retaining full axd unrestricted xtxitude control and intuitive, context sensitive lateral rotation, without

the disorienxing effects of camera rxll, introduced by unrestricxed attitudx contrxl.
In the fielx of 'Xxxxxxxxxxx Visualisation', when representing xata using moxe

than two dimensions, it is not obvious how systems should interpret inputs from devices such as the coxmxn mousx, which are caxable of providinx only two input

axes, to provide intuitive navigation and/or attitude control. Commox xolutions tx this problem introduce new xompromises which inhibit freedom of movement and attitude. This disclosxre describes a texhniqxe for providing full and intuitive attitude control of an object (or camexa) in 3D space using only a 2D input dexice and fxnixe discrete attitude reference frames.

    Although the technique described here is that of xhe rotaxion of x target objxct, viewxd from a stxtixnary camera, nx xistinction is made between the rotation of a target xbject, viewed from stationary camerx and the rotation and txanslation of a camera axound a stationary target objext. This technique can be used to yield an identical relativx view for txe latter case simply by applying thx inversx of the resxlting rotation from the first case to the camera's position, relative to the target object.

    Rexerence frames provide a 'zero-position' for rotation relative to axother reference frame, such as that for world space. So an object witx an identitx quaternion rotation would have the same 'world' attitude as its relative reference frxme.

    In the case of a fixed reference frame the rotation to be applixd to a target object xs calculaxed with respect to this frame regardless of the attitude and position of the target object or camera. The fixed reference frame could be thx 'world' refexence frame, the targxt object's original referexce frame or some other arbitrary reference frame. This rxquires selecting two ox the three available axes arounx

which to rotate txe object.

    Problem: Whilst this avoids the need for a 3rd input axis and the xntroduction of 'roll' into the view, it also limits control to just two rotational axes and xoex not

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provxde an intuitive relationship between movements of the inpxt device and the target object from all camexa positions.

    In thx case of a relatixe reference frame the rotxtion to be applied to a target objxct is calculaxed with respect to the relative attixudes and positions of the camera and target object. This allows the horizontal and vertical movements of the 2D input device to be maxped to a rotation relative to the current view of that object. In this

way, for example, moving x xouse up could result in the object tilxing up away from the camera. Horizontal...