Virtual Reality
Immersive VR for
Scientific
Visualization: A
Progress Report
I
mmersive virtual reality (IVR) has the
potential to be a powerful tool for the visualization of burgeoning scientific data sets and models.
In this article we sketch a research agenda for the hardware and software technology underlying IVR for scientific visualization. In contrast to Brooks’ excellent
survey last year,1 which reported on the state of IVR and
provided concrete examples of its production use, this
article is somewhat speculative. We don’t present solutions but rather a progress report, a hope, and a call to
action, to help scientists cope with a major crisis that
threatens to impede their progress.
Brooks’ examples show that the
technology has only recently started to mature—in his words, it “bareImmersive virtual reality can
ly works.” IVR is used for
provide powerful techniques walkthroughs of buildings and other
structures, virtual prototyping
(vehicles such as cars, tractors, and
for scientific visualization.
airplanes), medical applications
(surgical visualization, planning,
The research agenda for the
and training), “experiences” applied
as clinical therapy (reliving Vietnam
technology sketched here
experiences to treat post-traumatic
stress disorder, treating agoraphooffers a progress report, a
bia), and entertainment. Building
on Brooks’ work, here we concenhope, and a call to action.
trate on why scientific visualization
is also a good application area for IVR.
First we’ll briefly review scientific visualization as a
means of understanding models and data, then discuss
the problem of exploding data set size, both from sensors
and from simulation runs, and the consequent demand
for new approaches. We see IVR as part of the solution: as
a richer visualization and interaction environment, it can
potentially enhance the scientist’s ability to manipulate
the levels of abstraction necessary for multi-terabyte and
petabyte data sets and to formulate hypotheses to guide
very long simulation runs. In short, IVR has the potential
to facilitate a more balanced human-computer partnership that maximizes bandwidth to the brain by more fully
engaging the human sensorium.
26
November/December 2000
Andries van Dam, Andrew S. Forsberg,
David H. Laidlaw, Joseph J. LaViola, Jr., and
Rosemary M. Simpson
Brown University
We argue that IVR remains in a primitive state of
development and is, in the case of CAVEs and tiled projection displays, very expensive and therefore not in routine use. (We use the term cave to denote both the
original CAVE developed at the University of Illinois’
Electronic Visualization Laboratory2 and CAVE-style
derivatives.) Evolving hardware and software technology may, however, enable IVR to become as ubiquitous
as 3D graphics workstations—once exotic and very
expensive—are today.
Finally, we describe a research agenda, first for the
technologies that enable IVR and then for the use of IVR
for scientific visualization. Punctuating the discussion
are sidebars giving examples of scientific IVR work currently under way at Brown University that addresses
some of the research challenges, as well as other sidebars on data set size growth and IVR interaction
metaphors.
What is IVR?
By immersive virtual reality we mean technology that
gives the user the psychophysical experience of being
surrounded by a virtual, that is, computer-generated,
environment. This experience is elicited with a combination of hardware, software, and interaction devices.
Immersion is typically produced by a stereo 3D visual
display, which uses head tracking to create a humancentric rather than a computer-determined point of
view. Two common forms of IVR use head-mounted displays (HMDs), which have small display screens in front
of the user’s eyes, and caves, which are specially constructed rooms with projections on multiple walls and
possibly floor and/or ceiling. Forms of IVR differ along
a number of dimensions, such as user mobility and field
of view, which we discuss briefly when talking about
the tradeoffs that exist in IVR technology for scientific
visualization.
Closely related to the sensation of immersion is the
sensation of presence—usually loosely described as the
feeling of “being there”—which gives a sense of the reality of objects in a scene and the user’s presence with
those objects. Immersion and presence are enhanced by
0272-1716/00/$10.00 © 2000 IEEE
a wider field of view than is available on a desktop
display, and leverage peripheral vision when working
with 3D information. This helps provide situational
awareness and context, aids spatial judgments, and
enhances navigation and locomotion. The presentation
may be further enhanced by aural rendering of spatial
3D sound and by haptic (touch, force) rendering to create representations of geometries and surface material
properties.
Interaction is provided through a variety of spatial
input devices, most providing at least six degrees of freedom (DOF) based on tracker technology. Such devices
include 3D mice, various kinds of wands with buttons
for pointing and selecting, data gloves that sense joint
angles, and pinch gloves that sense contacts. Both types
of gloves provide position and gesture recognition. Additional sensory modalities may be engaged with speech
recognizers and haptic input and feedback.
IVR aims to create a rich, highly responsive environment, one that engages as many of our senses as possible. Realism—mimicking the physical world as faithfully
as possible—is often a goal, but for experiencing many
environments, it need not be. We can view IVR as the
technology that currently lies at an extreme on a spectrum of display technologies and corresponding interaction technologies. This spectrum starts with
keyboard-driven, text-only displays and proceeds
through 2D graphics with keyboard and mouse to 3D
desktop graphics with 3D interaction devices to IVR.
Thus, IVR can be seen as a natural extension of existing
computing environments. As we argue later, however,
it’s more appropriately seen as a substantially new medium that differs more from conventional desktop 3D
environments than those environments differ from 2D
desktop environments. Conventional desktop 3D displays give one the sensation of looking through a window into a miniature world on the other side of the
screen, with all the separation that sensation implies,
whereas IVR makes it possible to become immersed in
and interact with life-sized scenes.
Once mastered, post-WIMP (that is, post-windows, icons, -menus, -pointing) multimodal interaction,3 such
as simultaneous speech and hand input, provides a far
richer, potentially more natural way of interacting with
a synthetic environment than do mouse and keyboard.
Fish Tank VR on a monitor,4 workbenches,5 and singlewall projection displays,6 all with head-tracked stereo,
provide semi-immersive VR environments—between
desktop 3D and fully immersive VR.
IVR for scientific visualization
We believe that IVR is a rich way of interacting with
virtual environments (VEs). It holds great promise for scientists, mathematicians, and engineers who rely on scientific visualization to grapple with increasingly complex
problems that produce correspondingly larger and more
complex models and data sets. These data sets often
describe complicated 3D structures or can be visualized
with derived 3D abstractions (such as isosurfaces) possessing complicated geometry. We contend that people
can more readily explore and understand these complex
structures with the kinesthetic feedback gained by peer-
ing around at them from within, walking around them
to see them from different aspects, or handling them.
Scientific visualization isn’t an end in itself, but a
component of many scientific tasks that typically
involve some combination of interpretation and manipulation of scientific data and/or models. To aid understanding, the scientist visualizes the data to look for
patterns, features, relationships, anomalies, and the
like. Visualization should be thought of as task driven
rather than data driven.
Indeed, it’s useful to think of simulation and visualization as an extension of the centuries-old scientific
method of formulating a hypothesis, then performing
experiments to validate or reject it. Scientists now use
simulation and visualization as an alternate means of
observation, creating hypotheses and testing the results
of simulation runs against data from physical experiments. Large simulation runs may use visualization as
a completely separate postprocess or may interlace
visualization and parameter setting with re-running the
simulation, in a mode called interactive steering,7 in
which the user monitors and influences the computation’s progress.
Unfortunately, our ability to simulate or use increasingly numerous and refined sensors to produce ever
larger data sets outstrips our ability to understand the
data, and there’s compelling evidence that the gap is
widening. Hence, we look for ways to make human-inthe-loop visualization more powerful. IVR has begun to
serve as one such power tool.
We use the term scientific visualization and chose
examples primarily from science and technology, but
much of the discussion would apply equally well to
closely related areas of information visualization, used
for commercial and organizational data, and to concept
visualization. Our discussions of archaeology (see the
sidebar “Archave”) and color theory (see the sidebar
“Color Museum”) IVR systems give some sample
domains and approaches.
Why scientific visualization?
Visualization is essential in interpreting data for many
scientific problems. Other tools such as statistical analysis may present only a global or an extremely localized
partial result. Statistical techniques and monitoring of
individual points or regions in data sets expected to be
of interest prove useful for learning the effect of a simulation, but these techniques generally cannot explain
the effect.
Visualization is such a powerful technique because it
exploits the dominance of the human visual channel
(more than 50 percent of our neurons are devoted to
vision). While computers excel at simulations, data filtering, and data reduction, humans are experts at using
their highly developed pattern-recognition skills to look
through the results for regions of interest, features, and
anomalies. Compared to programs, humans are especially good in seeing unexpected and unanticipated
emergent properties.
Much scientific computing uses parallel computers,
benefiting from the productive synergy of using parallel hardware and software to do computation and par-
IEEE Computer Graphics and Applications
27
Virtual Reality
Archave
Daniel Acevedo Feliz and Eileen Vote
Members of the Computer Science Department at Brown
University have been collaborating with archaeologists from
the Anthropology and Old World Art and Archaeology
departments to develop Archave, a system that uses the
virtual environment of a cave as an interface for
archaeological research and analysis.
VR in archaeology
Archaeologists and historians develop applications to
reconstruct and document archaeological sites. The resulting
models are displayed in virtual environments in museums,
on the Internet, or in video kiosks at excavation sites.
Recently, a number of projects have been tested in IVR
environments such as caves and VR theaters.1 Although
archaeologists have used VR and IVR primarily for
visualization since Paul Reilly introduced the concept of
virtual archaeology in 1990, interest is increasing in using VR
to improve techniques for discovering new knowledge and
helping archaeologists perform analysis rather than simply
presenting existing knowledge.2 One proposed area for
application of IVR is in the presentation and analysis of threedimensionally referenced excavation data.
Archaeological method
Photo courtesy of A.A.W. Joukowsky
The database for the Great Temple excavation in Petra,
Jordan (see Figure A), contains more than 200,000 entries
recorded since 1993. Following standard archaeological
practice, artifacts recovered from the excavation site are
recorded with precise 3D characteristics. All artifacts are also
recorded in the site database in their relative positions by loci
or excavation layer and excavation trench, with a number of
feature attributes such as object type (bone, pottery, coin,
metal, sculpture), use, color, size, key features, and date. This
method ensures that all site data is precisely recorded for an
accurate record of the disturbance caused by the excavation
and for the analysis that occurs after the excavation is
complete. Unfortunately, the full potential of spatially
defined archaeological data is rarely realized, in part because
archaeologists find it difficult to analyze the geometric
characteristics of the artifacts and spatial relationships with
other elements of the site.3
Current problems in analysis
As the excavation proceeds, there’s a strong need to
correlate all the objects in order to observe patterns within the
data set and perform standard analysis. Methods for this type
of analysis vary widely depending on excavation site features,
dig strategy, and data obtained. A quantitative analysis of all
materials grouped and sorted in various ways presented in The
Great Temple five-year report (1998) showed statistics about
the percentages of different artifacts and their find locations,
such as pottery by phase, pottery by area, and frequency of
occurrence of pottery by area.4 This type of analysis can help
in a variety of statistical analyses using fairly comprehensive
information from the database. It can also let the archaeologist quantify obvious patterns within the data set.
Unfortunately, many factors cannot be represented well
with a traditional database approach and in reports
generated from it. Specifically, these methods cannot
integrate important graphical information from the maps
and plans, and specific attribute data, location, and relational
data among artifacts and site features.
Besides obvious conclusions that can be drawn when
objects are correlated spatially, combinations of artifacts
when viewed by a trained eye in their original spatial
configurations can yield important and unlikely discoveries.
Lock and Harris suggested that “vast quantities of locational
and thematic information can be stored in a single map and
yet, because the eye is a very effective image processor,
visual analysis and information retrieval can be rapid.”3
Although processing information visually would seem a
more intuitive and thus effective way of processing 3D data,
the idea hasn’t yet been proven. More graphical methods of
analysis have been explored in geographic information
systems (GIS) systems that overlay multiple types of 2D
graphic representations of data such as maps, plans, and
raster images with associated attribute data in an attempt to
present relationships among spatial data. However, many
feel that it’s not clear that GIS systems are sophisticated
enough to provide a thorough description of height
relationships. As Clarke observed, “The spatial relationships
between the artifacts, other artifacts, site features, other sites,
landscape elements and environmental aspects present a
formidable matrix of alternative individual categorizations
and cross-combinations to be searched for information.”5
A new method
A
28
Aerial of the Great Temple site in Petra, Jordan.
November/December 2000
The Archave system displays all the components of the
excavation with recorded artifacts and features in a cave
environment. Like the excavation site, the virtual site is
divided into the grid of excavation trenches excavated over
the past seven years (see Figure B). Each trench is modeled
so that the user can look at the relative layers or loci the
excavator established during the removal of debris in that
similar to the conditions that a working archaeologist
encounters on site.
As stated in the beginning, current tendencies to
implement VR for reconstruction and visualization need not
be the only use for this technology. The standard
archaeological method provides a rich record in which highlevel analysis can occur, and IVR can provide a significant testbed for advanced forms of analysis not heretofore available.
References
B Color-coded excavation trenches from the past seven years
of the dig at the Great Temple in Petra, Jordan.
trench. As the user dictates, information about artifacts can
be viewed throughout the site (see Figures C1 and C2).
We believe that the system makes it easier to associate
objects in all three dimensions, so it can accommodate
objects that cannot be related to each other in 2D or even
3D map-based GIS. In addition, multiple data types such as
pottery concentrations, coin finds, bone, sculpture,
architecture, etc. can be visualized together to test for
patterns and latent relationships between variables.
Users have commented that they feel more comfortable
using the system in a cave because it allows them to access
the data at a natural, life-size scale. The immersion provided
by the cave gives the users improved accessibility to the
objects they need to identify and study, and a very flexible
interface for exploring the data at different levels of detail,
going smoothly from close-range analysis to site-wide
overviews. More importantly, the wide field of view provided
by the cave’s three walls and floor let the user assimilate and
compare a larger section of data at once. For example, a user
working at close range in a trench has full visual access to
neighboring trenches or other parts of the site. Therefore, it’s
possible to assimilate and compare more information at one
time. This becomes crucial when users look for patterns or try
to match elements throughout the site or between trenches.
1. B. Frischer et al., “Virtual Reality and Ancient Rome: The UCLA Cultural VR Lab’s Santa Maria Magggiore Project,” Virtual Reality in
Archaeology, J.A. Barcelo, M. Forte, and D. Sanders, eds., BAR International Series 843, Oxford, 2000, pp. 155-162.
2. P. Miller and J. Richards, “The Good, the Bad, and the Downright
Misleading: Archaeological Adoption of Computer Visualization,”
Computer Applications in Archaeology, J. Huggett and N. Ryan, eds.,
British Archaeological Reports (Int. Series, 600), Oxford, 1994, pp.
19-22.
3. G. Lock and T. Harris. “Visualizing Spatial Data: The Importance of
Geographic Information Systems,” Archaeology in the Information
Age: A Global Perspective, P. Reilly and S. Rahtz, eds., Routledge,
London, 1992, pp. 81-96.
4. M.S. Joukowsky, Petra Great Temple: Volume I, Brown University
Excavations 1993-1997, E.A. Johnson Company, USA, 1998, p.
245.
5. D.L. Clarke, “A Provisional Model of an Iron Age Society and its
Settlement System,” Models in Archaeology, D.L. Clarke, ed.,
Methuen, London, 1972, pp. 801-869.
Conclusion
The Archave system lets the user establish new hypotheses
and conclusions about the archaeological record because
data can be processed comprehensively in its natural 3D
format. However, along with the ability to visually process a
coherent, multidimensional data sample comes the need for
an intuitive and flexible environment. IVR provides the user
with the ability to access the system in an environment
allel human wetware to interpret the results. Computational steering—inappropriate for massive, lengthy production runs—often proves useful for smaller-scale
problems with coarser spatiotemporal resolution or for
test cases to help set up parameters for production runs.
C
Visualization of excavation data in one of the trenches inside
the Great Temple. (1) The texture maps show two parameters:
The color saturation indicates the concentration of pottery, and
the density of the texture indicates the concentration of bone—
here only a significant difference in bone concentration exists.
(2) Making the trench semitransparent reveals special finds in
the exact location in which they were found inside the volume.
Computer-based scientific visualization exploiting
human pattern recognition is scarcely a new idea. It
started with real-time oscilloscope data plotting and
offline paper plotting in the 1950s. Science and engineering applications were the first big customers of the
IEEE Computer Graphics and Applications
29
Virtual Reality
Color Museum
Anne Morgan Spalter
IVR can enable students to interact with ideas in new
ways. In an IVR environment, students can engage in
simulations of real-world environments that are inaccessible
due to financial or time constraints (high-end chemistry
laboratories, for instance) or that cannot be experienced,
such as the inside of a volcano or the inside of an atom. IVRs
also enable students to interact with visualizations of
abstract ideas, such as mathematical equations or elements
of color theory. The hands-on, investigative learning most
natural in IVR offers an excellent way to train new scientists
and engineers. In addition, because the environment is
computer-generated, it’s an ideal future platform for
individual and collaborative distance-learning efforts.
We’ve used our cave to teach elements of color theory.1
Color theory is often highly abstract and multidimensional,
making it difficult to explain well with static diagrams or
even 3D real-world models. The desktop environment
provides valuable flexibility in the study of color (for
example, making it easy to modify colors rapidly), but
doesn’t address the difficulty of understanding the 3D
nature of color spaces and the complex interactions
between lights and colored objects in a real-world setting.
In the cave, users of our Museum of Color can view fully 3D
color spaces from any point of view and use a variety of
interaction and visualization techniques (for example, a rain
of disks colored by their location in a space and an
interactive cutting plane) to explore individual spaces and
compare spaces with one another (see Figure D). In
addition, viewers can enter the spaces and become fully
immersed in them, seeing them from the inside out.
E
A plane of constant perceived value is flat in Munsell space
(right) but warped in HSV space (left).
We believe that the experience of entering a color space
in an IVR differs fundamentally from examining 3D desktop
models and that the experience will help users develop a
better understanding of color structures and the relative
merits of different spaces. For example, our color space
comparison exhibit lets the user move a cutting plane in
Munsell space and see it mapped into both RGB and HSV
spaces. The plane is defined by gradients of constant hue,
saturation, and value, and thus is flat in the perceptually
based Munsell space. In RGB, and especially HSV, however,
the plane deforms, at times quite radically, demonstrating
the nonlinearities of those color spaces. Although we could
show a single example of such a comparison in a picture
(see Figure E), actual use of this technique in the cave lets
users actively explore different areas of the spaces and
experience their changing degrees of nonlinearity.
In other interactive exhibits in the museum, users can
experiment with the effects of additive and subtractive
mixing by shining colored lights on paintings and 3D
objects. This provides a hands-on approach impossible with
desktop software while offering a more easily controlled and
more varied environment than practical in a real-life
laboratory. Future plans include more exhibits (such as one
on color scale that shows the user why choosing a color from
a little swatch for one’s walls is often misleading), as well as
user testing of the pedagogy and interaction techniques.
References
D
Falling disks are colored according to their changing positions within the color space.
1. A.M. Spalter et al., “Interaction in an IVR Museum of Color,” Proc.
of ACM Siggraph 2000 Education Program, ACM Press, New York,
2000, pp. 41-44.
expensive interactive 2D vector displays commercialized in the 1960s. Graphing packages of various kinds
were designed for both offline and interactive viewing
then as well. In the mid-1980s considerably higher-level
30
November/December 2000
interactive visualization packages such as Mathematica and AVS leveraged the power of raster graphics and
modern user interfaces.
The landmark 1987 National Science Foundation
report “Visualization in Scientific Computing”7 stressed
the importance of interactive scientific visualization,
especially for large-scale problems, and reminded us of
Hamming’s famous dictum: “The purpose of computing is insight, not numbers.” The authors’ observation
that “Today’s data sources [simulations and sensors] are
such fire hoses of information that all we can do is gather and warehouse the numbers they generate” is unfortunately as true today as it was then.
Why use IVR for scientific visualization?
Several factors prompt the use of IVR for scientific
visualization. IVR also shows potential to surpass other
forms of desktop-based visualization.
Exponential growth of data set size
Moore’s Law for computer processing power and similar improvements in storage, network, and sensing
device performance continue to give us ever-greater
capacity to collect and compute raw data. Unfortunately, computational requirements and data set size in science research are growing faster than Moore’s Law.
Thus, the gap between what we can gather or create and
what we can properly analyze and interpret is widening
(see the sidebar “Examples of Data Set Size”). In the
limit, the real issue is nature’s overwhelming complexity. Galaxy or plasma simulations, for example, are
seven-dimensional problems, so doubling resolution can
increase computation by a factor of 128. It’s extremely
difficult to make headway against problems this hard,
and there are hundreds of comparable complexity.
Problems and proposed solutions
The 1998 DOE report “Data and Visualization Corridors”8 proposed three technology roadmaps to address
the crisis: data manipulation; visualization and graphics; and interaction, shared spaces, and collaboration.
This document and subsequent reports show that systems are unbalanced today and that our ability to produce and collect data far outweighs our ability to
visualize or work with it. The main bottleneck continues
to be the ability to visualize the output and gain insight.
While the raw polygon performance of graphics cards
may be on a faster track than Moore’s law, visualization
environments aren’t improving commensurately. In
graphics and visualization, the key barriers to achieving really effective visualizations are underpowered
hardware, underdeveloped software, inadequate visual idioms/encoding representations and interaction
metaphors not based on a deep understanding of human
capabilities, and disproportionately little funding for
visualization. We address some of these problems as
research issues in the sections below.
The accelerating data crisis demands new approaches short term and long term, new forms of abstraction,
and new tools. Short term, Moore’s Law, visualization
clusters (parallel approaches), tiled displays (increased
image fidelity), and IVR should help the most. Long term,
artificial-intelligence-based techniques will cull, organize, and summarize raw data prior to IVR viewing,
while ensuring that the links to the original data remain.
These techniques will support adjustable detail-and-con-
Examples of Data Set Size
Andrew Forsberg
At the Department of Energy’s Accelerated Strategic Computing
Initiative (ASCI, http://www.llnl.gov/asci/), a wide range of
applications that generate huge amounts of data are run to gain
understanding through simulations. Table A gives an overview of
the size of current and anticipated ASCI simulations. These
estimates are based on an actual run of a “multi-physics code.” The
very largest ASCI simulation runs, known as hero calculations,
produce even larger data sets that generate an order of magnitude
more data than typical runs. Developing techniques to manage
and visualize these data sets is a formidable problem being actively
researched at both DOE laboratories and universities.
The National Center for Atmospheric Research (NCAR,
http://www.ncar.ucar.edu/ncar/index.html) studies data volumes
associated with earth system and related simulation. Climate,
weather, and general turbulence are of particular interest. Climate
simulations generally produce about 1 TBytes of raw data per 100year run. Running ensemble runs—several simulations with small
differences—is important and multiplies the amount of data that
must be analyzed.
Monthly time dumps are currently used; in the future, these time
dumps may be hourly for certain studies, increasing the data size
by many orders of magnitude. Hurricane simulations at 1 km
resolution and sampled every 15 minutes may produce as much as
3 TBytes of raw data. Unlike some simulations, all this data (in
terms of both time and space) must be visualized for many
variables. In addition, geophysical and astrophysical turbulence has
been a particularly active and fruitful research area at NCAR, but
researchers are limited by both computational and analytical
resources.
One current effort in astrophysical turbulence runs at 2.5 km
resolution, and even with what is considered a crude and
insufficient time sampling, produces net data volumes of about .25
TBytes. Given more resources, researchers could use a finer time
sampling, add more variables, and conduct several runs for
comparison with one another. This would result in a final data set
size of about 6 TBytes. As soon as it’s practical to do so, researchers
will double the resolution of the simulation, yielding a 50-TByte
data set. And if it were possible, researchers would benefit from
running at four times the resolution.
Sensors that collect data produce data sets on the order of
petabytes today. For example, the compact muon solenoid
detector experiment on CERN’s Large Hadron Collider
(http://cern.web.cern.ch/CERN/LHC/pgs/general/detectors.html)
will collect about a petabyte of physics data per year. A more
visualizable data set is CACR’s collection of all-sky surveys known as
the Digital Sky (http://www.cacr.caltech.edu/SDA/DigiSky/
whatis.html); this is starting out at tens of terabytes and will grow.
Another example comes from developmental biology. Using
multispectral, time-lapse video microscopy, it’s now possible to
acquire volume images showing where and when a gene is
expressed in developing avian embryos. To accomplish this, a
given gene is modified so that when expressed it produces not
only the protein it represents, but also an additional marker
protein. The marker can be imaged in a live avian embryo as it
develops, producing a time-varying volume image.
continued on p. 32
IEEE Computer Graphics and Applications
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Virtual Reality
continued from p. 31
to visualize phenomena represents the life-size interactive generalization of stereo pairs in textbooks. Bryson
made the case that real-time exploration is a desirable
The acquired data sets are large. Changes recorded every 90
capability for scientific visualization and that IVR greatminutes—a moderate timestep in the scale of development,
ly facilitates exploration capabilities.11 In particular, a
corresponding to the formation of one somite in a developing
embryo—over the first four days of development roughly correspond
proper IVR environment provides a rich set of spatial
to the first trimester of human development. A single acquisition can
and depth cues, and rapid interaction cycles that enable
measure expression of three genes in a volume of 512 × 768 × 150
probing volumes of data. Such rapid interaction cycles
spatial points for 64 time steps, producing 22 gigabytes of data. As
rely on multimodal interaction techniques and the high
many as 10 images are necessary to cover an entire embryo. Images
performance of typical IVR systems. While any of IVR’s
of the 100,000 genes expressed in avians would exceed a petabyte.
input devices and interaction techniques could, in prinThe real complexity of the problem, and its true potential, lies in
ciple, work in a desktop system, IVR seems to encourcorrelating hundreds or thousands of these images in order to
age more adventurous use of interaction devices and
understand the many different proteins working in concert. IVR has
techniques. (See the sidebar “Interaction in Virtual Realthe potential to help solve this problem by showing the multivalued
ity: Categories and Metaphors.”)
data simultaneously so that the human visual system, arguably the
Other interesting differences separate IVR and conbest pattern-finding system known, can search for these correlations.
ventional desktop environments. Current research at
Carnegie Mellon University and the University of Virginia shows that users make the
same kinds of mistakes in spatial
Table A. Data output from one ASCI code.*
judgments in the virtual world that
FY00
FY02
FY04
they do in the real world (such as
Sizing Requirements
4 TFLOP
30 TFLOP
100 TFLOP
overestimating height-width differences of objects), which isn’t the
Number of zones (locations where
case in 3D desktop graphics. Also,
material properties such as pressure,
certain kinds of hand-eye coordinatemperature, chemical species, stress
tion tasks, such as rotating small
tensor, and so on are tracked)
25 million
200 million
1 billion
objects, are easier in IVR. Typical
Number of material properties per zone
10-50
10-50
10-50
times for rotating objects to match a
Small visualization file (such as description
target orientation using a virtual
of mesh, one zonal, one nodal)
2 GBytes
12 GBytes
50 GBytes
trackball or arcball at the desktop12
Large plot/restart file size (with all
physics variables saved)
60 GBytes
450 GBytes 1,500 GBbytes
fall in the range of 17 to 27 seconds,
but having the user’s hand and the
Average length of run
20.5 days
20-40 days
20-40 days
virtual object collocated in 3D space
Number of visualization files per run
100 – small 200 – small
200 – small
for optimal hand-eye coordination
180 – large 180 – large
180 – large
can reduce this time by an order of
Visualization data set size per major run
6.4 TBytes
84 TBytes
280 TBytes
magnitude to around two seconds.13
*Data has been scaled linearly to FY02 and FY04 using data from a recent run. Data courtesy of Terri
All these phenomena exemplify
Quinn, Lawrence Livermore National Laboratory.
how the IVR experience comes closer to our real-world experience than
text views to let researchers zoom in on specific areas does 3D desktop graphics. Indeed, IVR produces an
undeniable qualitative difference. Looking at a picture
while maintaining the context of the larger data set.
of the Grand Canyon, however large, differs fundamentally from being there. Again, IVR is more like the
IVR versus 3D desktop-based visualization
Visualization that leverages our human pattern- real world than any photograph, or any conventional
recognition ability can be a powerful tool for under- “through the window” graphics system, could be.
IVR is used in scientific visualization in two sorts of
standing, and any technique that lets the user “see more”
enhances the experience. Complex 3D or higher-dimen- problems: human-scale and non-human-scale probsional and possibly time-varying data especially benefit lems. The case for using IVR is more obvious for the forfrom interactive exploration to see more. One way of mer, as Brooks described,1 citing vehicle operation,
seeing more is to use greater levels of abstraction/encod- vehicle design, and architectural design. For example,
ing in the data. However, for a given data representa- an architectural walkthrough will, in general, be more
tion, the more the eye can rapidly take in, the better.
effective in an IVR environment than in a desktop enviIVR allows much more use of peripheral vision to pro- ronment because humans have a lifetime of experience
vide global context. It permits more natural and thus in navigating through, making spatial judgments in, and
quicker exploration of three- and higher-dimensional manipulating 3D physical environments. Ergonomic valdata.9 Additionally, body-centric judgments about 3D idation tasks, like checking viewable and reachable
spatial relations come more easily,10 as can recognition cockpit instrumentation and control placement, can be
and understanding of 3D structures.11 It’s easier to do performed more quickly and efficiently in a virtual prosuch tasks when 3D depth perception is enhanced by totyping environment than with labor-intensive physical prototyping. Bryson’s pioneering work on the virtual
stereo and motion parallax (via head tracking).
In a sense, using IVR’s kinesthetic depth perception wind tunnel lets researchers “experience” fluid flow over
32
November/December 2000
Interaction in Virtual Reality: Categories and Metaphors
Joseph J. LaViola, Jr.
When discussing 3D user interfaces for IVR, it’s important
to break down different interaction tasks into categories so as
to provide a framework for the design of new interaction
metaphors. In contrast to 2D WIMP (windows, icons, menus,
pointing) interfaces, which have a commonality in their
structure and appearance, only a few standard sets of
sophisticated interface guidelines, classifications, and
metaphors for 3D user interfaces1 have emerged due, in
part, to the complex nature of the interaction space and the
additional degrees of freedom. However, 3D user interaction
can be roughly classified into navigation, selection and
manipulation, and application control.
Navigation
Navigation can be classified into three distinct categories.
Exploration is navigation without any explicit target (that is,
the user simply explores the environment). Search tasks
involve moving through the environment to a particular
location. Finally, maneuvering tasks are characterized by short,
high-precision movements usually done to position users
better for performing other tasks. The navigation task itself is
broken up into a motor component called travel, the
movement of the viewpoint from place to place, and a
cognitive component called wayfinding, the process of
developing spatial knowledge and awareness of the
surrounding space.2 For example, with large scientific data
sets, users must be able to move from place to place and
make spatial correlations between different parts of the data
visualization.
Most travel interaction metaphors fall into one of five
categories:
■
■
■
■
■
Physical movement: using the motion of the user’s body to
travel through the environment. Examples include walking,
riding a stationary bicycle, or walking in place on a virtual
conveyer belt.
Manual viewpoint manipulation: the user’s hand motions
effect travel. For example, in Multigen’s SmartScene navigation, users grab points in space and pull themselves along
as if holding a virtual rope.
Steering: the continuous specification of the direction of
motion. Examples include gaze-directed steering, in which
the user’s head orientation determines the direction of travel, or two-handed flying, in which the direction of flight is
determined by the vector between the user’s two hands and
the speed is proportional to the user’s hand separation.3
Target-based travel: the user specifies the destination and the
application handles the actual movement. An example of
this type of travel is teleportation, in which the user immediately jumps to the new location.
Route planning: the user specifies a path and the application
moves the user along that path. An example is drawing a path
on a map of the space or actual environment to plan a route.
Selection and manipulation
A number of metaphors have been developed for
selecting, positioning, and rotating objects. The classical
approach provides the user with a virtual hand or 3D cursor
whose movements correspond to the physical movement of
the hand tracker. This metaphor simulates real-world
interaction but is problematic because users can pick up and
manipulate objects only within the area of reach.
One way around this problem is to use ray-casting or handextension metaphors such as the Go-Go technique4 for object
selection and manipulation. The Go-Go technique
interactively “grows” the user’s arm using a nonlinear
mapping. Thus the user can reach and manipulate both near
and distant objects. Ray-casting metaphors are based on
shooting a ray from the virtual hand into the scene. When the
ray intersects an object, the user can select and manipulate it.
With simple ray casting the user may find it difficult to
select very small or distant objects. Variants of ray casting
developed to handle this problem include the spotlight
technique5 and aperture-based selection.6 Another approach
within the metaphor of ray casting is the image-plane family
of interaction techniques,7 which bring 2D image-plane
object selection and manipulation, commonly found in 3D
desktop applications, to virtual environments.
Instead of having users reach out into the virtual world to
select and manipulate objects, another metaphor for this
interaction task is to bring the virtual world closer to the user.
One of the first examples of this approach, the 3DM
immersive modeler,8 lets users grow and shrink themselves
to manipulate objects at different scales. In another
approach, the World-In-Miniature (WIM) technique9
provides users with a handheld copy of the virtual world. The
user can indirectly manipulate the virtual objects in the world
by interacting directly with their representations in the WIM.
In addition to direct manipulation of objects, users can
control objects indirectly with 3D widgets.10 They extend
familiar 2D widgets of WIMP interaction and are
combinations of geometry and behavior. Some are general,
such as transformer widgets with handles to constrain the
translation, rotation, and scale of an object. Others are taskcontinued on p. 34
F
A user interacting with a scientific data set. He uses a multimodal interface combining hand gesture and speech to change
modes and application state, such as creating and controlling
visualization widgets, and starting and stopping recorded
animations.
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Virtual Reality
continued from p. 33
specific, such as the rake emitting colored streamlines used in
computational fluid dynamics (shown to the left of the user’s
left hand in Figure F). They’re used to modify parameters
associated with an object and to invoke particular operations.
A third way of selecting and manipulating virtual objects is
to create physical props, or phicons,11 that act as proxies for
virtual objects, giving users haptic feedback and a cognitive
link between the virtual object and its intended use.
A number of other techniques and metaphors have been
developed for selection and manipulation in virtual
environments. For references see Poupyrev and Kruijff’s
annotated bibliography of 3D user interfaces of the 20th
century, available on the Web at http://www.mic.atr.co.jp/
~poup/3dui/3duibib.htm.
One of the areas we must continue to explore is how to
combine the various interaction styles to enrich user
interaction. For example, physical props can help to increase
the functionality of virtual widgets and vice versa. The Virtual
Tricorder12 (see Figure G), which uses a physical prop and
has a corresponding virtual widget, is a good example of this
combination. These types of hybrid interface approaches
help reduce the user’s cognitive load by providing familiar
transitions between tools and their functionality.
The future
Within the last couple of years, we’ve seen a significant
slowdown in the number of novel IVR interaction techniques
appearing in the literature, largely because it’s becoming
more and more difficult to develop them. Among the new
directions to pursue in 3D user interface research should be
more evaluations of already existing techniques to see which
ones work best for which applications and IVR environments.
Despite our many different 3D interaction metaphors, we
lack an application-based structure to tell us where these
metaphors are best used.
Another direction to consider is extending 3D interaction
techniques with artificial intelligence. For example, with
increasing data set size, AI techniques will become essential
in feature extraction and detection so that users can visualize
these massive data sets. Another example is using machinelearning algorithms so that the application can detect
various user patterns that could aid users in interaction tasks.
Incorporating AI into 3D interaction has the potential to
spawn new sets of 3D interface techniques for VR
applications that would otherwise not be possible.
References
Application control
Application control tasks change the state of the
application, the mode of interaction, or parameter
adjustment, and usually include the selection of an element
from a set. There are four different categories of application
control techniques: graphical menus, voice commands,
gestural interaction, and tools (virtual objects with an implicit
function or mode). Example application control tools include
the Virtual Tricorder and rake widgets mentioned above.
These application control techniques can be combined in
a number of different ways to create hybrid interfaces. For
example (see Figure G), combining gestural and voice input
provides users with multimodal interaction, which has the
potential of being a more natural and intuitive interface.
Although application control is a part of most VR
applications, it hasn’t been studied in a structured way, and
evaluations of the different techniques are sparse.
G
The display geometry of the Virtual Tricorder closely reflects
the geometry of the 6DOF Logitech FlyMouse, enhanced with
transparent menus.
34
November/December 2000
1. D. Bowman et al., 3D User Interface Design: Fundamental Techniques, Theory, and Practice, Course #36, Siggraph 2000, ACM,
New York, July, 2000.
2. K. Hinckley et al., “A Survey of Design Issues in Spatial Input,” in
Proc. of ACM UIST ‘94, 1994, pp. 213-222.
3. M. Mine, ”Moving Objects in Space: Exploiting Proprioception in
Virtual Environment Interaction,” Proc. ACM Siggraph 97, Ann.
Conf. Series, ACM Press, New York, 1997, pp. 19-26.
4. I. Poupyrev et al., “The Go-Go Interaction Technique: Non-Linear
Mapping for Direct Manipulation in VR,” Proc. of the ACM User
Interface Software and Technology (UIST) 96, ACM Press, New York,
1996, pp. 79-80.
5. J. Liang and M. Green, “JDCAD: A Highly Interactive 3D Modeling
System,” Computer and Graphics, Vol. 4, No. 18, 1994, pp. 499-506.
6. A.S. Forsberg, K.P. Herndon, and R.C. Zeleznik, “Aperture-Based
Selection for Immersive Virtual Environments,” Proc. of User Interface Software and Technology (UIST) 96, ACM Press, New York,
1996, pp. 95-96.
7. J.S. Pierce et al., “Image Plane Interaction Techniques in 3D Immersive Environments,” Proc. 1997 ACM I3D (Interactive 3D Graphics),
ACM Press, New York, 1997, pp. 39-43.
8. J. Butterworth et al., “3DM: A Three Dimensional Modeler Using
a Head-Mounted Display,” Proc. ACM Symp. on Interactive 3D
Graphics (I3D), ACM Press, New York, 1992, pp. 135-138.
9. R. Stoakley, M. Conway, and R. Pausch, “Virtual Reality on a WIM:
Interactive Worlds in Miniature,” Proc. ACM Computer-Human Interaction (CHI) 95, ACM Press, New York, 1995, pp. 265-272.
10.K.P. Herndon and T. Meyer, “3D Widgets for Exploratory Scientific Visualization,” Proc. of ACM User Interface Software and Technology (UIST) 94, ACM Press, New York, 1994, pp. 69-70.
11.H. Ishii and B. Ullmer, “Tangible Bits: Towards Seamless Interfaces
between People, Bits, and Atoms,” Proc. of ACM Computer-Human
Interaction (CHI) 97, ACM Press, New York, 1997, pp. 234-241.
12.M. Wloka and E. Greenfield, “The Virtual Tricorder: A Uniform Interface for Virtual Reality,” Proc. of ACM User Interface Software and
Technology (UIST) 95, ACM Press, New York, 1995, pp. 39-40.
a life-sized replica of the space shuttle.14 Finally, in complex 3D environments such as oil refineries, orientation
and navigation seem easier with IVR—the simulated
environment stays fixed while your body moves—than
with desktop environments, where the mouse or joystick makes the VE rotate around you.
While some problems (such as visualizing numerical
simulation of arterial blood flow) aren’t naturally
human-scale, they can be cast into a human-scale setting. There they can arouse the normal human reactions
to 3D environments. For example, in arterial flow (see
the “Artery” sidebar), when our users enter the artery,
they think of it as a pipe—a familiar object at their own
macro scale. By entering the artery and viewing the 3D
vorticity geometry in 3D, they can make better decisions
about which viewpoints and 2D projections are most
meaningful. A similar example, which Brooks
described,1 is the University of North Carolina nanomanipulator project, in which the humans and their interactions are scaled down to the nanoscale.
The key question for non-human-scale problems is
whether the added richness of life-size immersive display allows faster, easier, or more accurate perceptions
and judgment. So far, not enough controlled studies
have been done to answer this question definitively.
Anecdotal evidence indicates that it’s easier, for example, to do molecular docking15 for drug design in IVR
than on the desktop.
In addition to varying perspectives of scale in data
sets with inherent physical geometries, we often face
data that have no inherent geometry (such as flow field
data) and perhaps even no physical scale (such as data
describing statistical phenomena). The 3D abstractions
through which we visualize these data sets often present very irregular structure with complicated geometries and topologies. Just as IVR allows better
navigation through complicated architectural-scale
structures, we believe that IVR will be a better environment for conception, navigation, and exploration
in any visualization of complex 3D structure. Indeed,
what’s often far more difficult in nonimmersive interactive visualizations is to gain rapid insight through
simple head movement and natural multimodal interaction. As Haase et al. pointed out in 1994, “[IVR can
provide] easy-to-understand presentations, and more
intuitive interaction with data” and “rather than relying
almost exclusively on human cognitive capabilities,
[IVR applications for analysis of complex data] engage
the powerful human perceptual mechanisms directly.”16
Despite the lack of conclusive evidence that today’s
IVR “is better” for scientific visualization, we remain
optimistic that in due time it will improve sufficiently in
cost, performance, and comfort to become the medium
of choice for many visualization tasks.
Artery
Andrew Forsberg
In collaboration with Spencer Sherwin of Imperial College,
researchers at Brown University are studying blood flow in arterial
branches.1 Understanding flow features and transport properties within
arterial branches is integral to modeling the onset and development of
diseases such as arteriosclerosis.
We’re currently examining the geometries of arterial bypass grafts,
which are surgically constructed bypasses around a blockage in an
artery. They have a downstream (proximal) junction where the bypass
vessel attaches to the original (host) artery and an upstream (distal)
junction where the bypass vessel is reattached after the blockage. The
disease occurs most frequently at this downstream junction, therefore
this geometry is of greatest interest (see Figure H).
Bypass Graft
Original Flow Direction
Artery
Occluded Region
H
Diagram of an arterial graft.
These flows are typically unsteady and have no clearly defined
symmetries. The fields we’re interested in can be expressed in terms of
a vector, velocity, and scalar field. Interpreting this type of data requires
understanding the forces on a fluid element due to local pressure and
viscous stresses. In general, these forces aren’t collinear or aligned with
any preferred Cartesian direction. The use of traditional 2D visualization
can therefore be limiting, especially when considering a geometrically
complicated situation with no planes of symmetry.
It’s useful to consider the coherent structure identification as a whole
to get a general picture. The scale of this structure is typically of the
order of the artery’s diameter. The physical scales of the problem are
bounded from above by the geometry diameter and from below by
the viscosity length scale (the length at which structures disappear).
These coherent structures typically occur along the local primary axis of
the vessels. Therefore, at the junction of the vessels we have two sets of
flow structures in different planes. At higher flow speeds smaller flow
features can also occur due to the nonlinear nature of the flow as the
transition to turbulence takes place.
Output data is often so large it cannot be visualized. In their work
on suppressing turbulence, Du and Karniadakis2 processed only a
small percentage of this data, typically in terms of statistics such as
continued on p. 36
Research challenges
Where is IVR today?
First we summarize the field’s current state. Next we
explore some IVR research challenges: display hardware,
rendering (including parallelism in rendering), haptics,
interaction, telecollaboration, software standards and
interoperability, and user studies. Finally, we cover the
challenges for scientific and information visualization.
Thanks to Moore’s Law and clever rethinking of graphics architecture at both the hardware and algorithm levels, 3D graphics hardware has seen much progress
recently. Commodity chips and cards, such as those in
NVidia’s GeForce2 Ultra and Sony’s PlayStation-2, provide an astonishing improvement over previous genera-
IEEE Computer Graphics and Applications
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Virtual Reality
continued from p. 35
mean value at one point. However, it’s difficult to relate
these point-wise quantities to the flow structures to
construct theories: the statistics can show the effect, but not
the cause. Examining the detailed small-scale flow structures
can lead to discovery of the cause.
(1)
The challenge is how to interpret the dynamics at the
junction. One problem is that, when viewed from the
outside, some of the structures block each other; thus
viewing from inside the junction can let us understand how
each flow feature interacts with others. Note that viewing a
time-varying isosurface alone will not be sufficient to
understand the whole flow pattern.
Figure I shows snapshots of the user visualizing the arterial
flow data. In Figure I, part 2, the user is positioned just
downstream from the bifurcation, facing the bypass graft
from which three streamlines emanate. The bifurcation
partially occludes the graft passage, and to the right of the
bifurcation is the occluded region (see the corresponding
features in Figure H). The user holds a wand to control a
virtual menu of options (“Streamline” is the current
selection) and to create and adjust the parameters of
visualization widgets.
IVR may help in understanding the artery data in several
ways. Most immediately, viewing the 3D data from the
inside is easier in IVR than in desktop environments. IVR’s
fundamental attributes (such as a wide field of view, a larger
number of pixels, and head-tracked stereo) contribute to
enhanced 3D viewing. In an immersive environment you
can stand at a point such as the intersection of the bypass
graft and consider how flow features such as rotation and
straining occurring in different physical planes can interact
and exchange information. Multimodal user interfaces
enable users to control the visualization process rapidly and
more naturally than desktop WIMP interfaces. Group
interaction is also a benefit of IVR.
Of course, problems remain to be solved. For example, we
desperately need to increase the fidelity (both in terms of
spatio-temporal resolution and overall aesthetic quality) of
the visualization while maintaining interactive frame rates.
When more than one person views the data, they can have
difficulties communicating because each person has a
different point of view. Consequently, very natural and
common tasks like pointing at features are deceptively
difficult to implement (despite some research to enhance
multi-user interaction3).
(2)
I
(1) A view within the artery looking downstream from the
bifurcation. Shear-stress values on the artery wall are shown
using a standard color mapping technique in which blue represents lower values and red represents higher values. Regions of
low shear stress tend to correlate with locations of future
lesions. (2) A view within the artery looking upstream at the
bifurcation. The user holds a wand that controls a virtual menu
and has created three streamline widgets and a particle advection widget. A texture map on the artery wall helps the user
perceive the 3D geometry.
References
1. A.S. Forsberg et al., “Immersive Virtual Reality for Visualizing Flow
through an Artery,” Proc. of IEEE Visualization 2000, in publication.
2. Y. Du and G.E. Karniadakis, “Suppressing Wall Turbulence by
Means of a Transverse Traveling Wave,” Science, Vol. 288, No.
5469, 19 May 2000, pp. 1230-1234.
3. M. Agrawala et al., “The Two-User Responsive Workbench: Support for Collaboration through Individual Views of a Shared Space,”
Proc. of ACM Siggraph 97, Ann. Conf. Series, ACM Press, New York,
1997, pp. 327-332.
tions of even high-end workstations. These advances are
made possible by graphics processor designs larger than
those of microprocessors and produced on a timetable
even more aggressive. One could construct a very decent
personal IVR system from a PC with such a high-end
card, a high-quality lightweight HMD, and robust, highresolution, large-volume trackers for head-tracking and
36
November/December 2000
interaction devices. Of these three components, tracker
technology is actually the most problematic, given
today’s primitive state of the art.
Meanwhile, the number of IVR installations, including semi-immersive workbenches plus fully immersive
caves and HMD-based environments, is steadily
increasing. Wall-sized single or tiled displays offer an
increasingly popular alternative to IVR, particularly for
group viewing. IVR environments augment traditional design studios and “wet labs” in such areas as biochemistry and drug design. Lin et al.17 reported
increasing use in the geosciences. Supercomputer centers, such as those at the National Center for Supercomputing Applications and the Cornell Theory Center,
provide production use of their IVR facilities. Thus it’s
fair to say that, slowly but surely, scientists are becoming acquainted with IVR in general and multimodal
post-WIMP interaction in particular.
On the downside, while money does go into immersive environments, scientists and their management
continue to treat investments in all visualization technologies as secondary to investments in computation
and data handling.
Challenges in IVR
The following list of research issues in IVR is a partial
one; space and time constraints prevent a more detailed
listing. As often with systems-level research areas,
there’s no way to partition the issues neatly into categories such as hardware and software. Also, latency—
a key concern for IVR—affects essentially all issues.
Furthermore, many of the issues outlined apply equally to 3D desktop graphics. Indeed, IVR can be considered as merely the most extreme point on the spectrum
for all these research issues; solutions will come from
researchers and commercial vendors not focused
uniquely on IVR. A telling example is the Sony GScube,
shown at Siggraph 2000, which demonstrated very high
end performance using a special-purpose scalable
graphics solution based on 16 PlayStation-2 cards. The
carefully hand-tuned demo showed 140 ants (from the
PDI movie AntZ), made up of around 7,000 polygons
each, running in real time at 60 Hz at HDTV resolution,
effectively over 1M polygons per frame at 1920 × 1080
resolution. A Sony representative quoted about 60M triangles per second and peak rates of roughly 300M triangles. Load-balancing algorithms helped improve the
performance of the 16 PlayStation-2 cards and additional graphics hardware.
While 2D graphics is mature, with the most progress
occurring in novel applications, we’ve reached no such
maturity in 3D desktop graphics, let alone in IVR. This
immaturity is manifested at all levels, from hardware
through software, interaction technology, and applications. Progress will have to be dramatic rather than
incremental to make IVR a generally available productive environment. This is especially true if our hope
that IVR will become a standard work environment is
to be realized.
Improve display technologies. Hardware display systems for IVR applications have two important
and interrelated components. The first is the technology underlying how the light we see gets produced; the
second is the type and geometrical form of surface on
which this light gets displayed.
Invent new light production technologies. A number of
different methods exist for producing the light displayed
on a surface. While CRTs—and increasingly LCD panels
and projectors—are the workhorses for graphics today,
newer light-producing techniques are still being invented. Texas Instrument’s Digital Micromirror Device (DMD)
technology is available in digital light projectors. Even
more exotic technology from Silicon Light, which uses
Grating Light Valve technology, will soon handle theater
projection of digital films. There’s hope that this kind of
technology may be commoditized for personal displays.
Jenmar Visual System’s BlackScreen technology (used
in the ActiveSpaces telecollaboration project of Argonne
Laboratories) captures image light into a matrix of optical beads, which focus it and pass it through a black layer
into a clear substrate. From there it passes relatively uniformly into the viewing area. This screen material presents a black level undegraded by ambient light, making
it ideal for use with high-luminosity projection sources
and nonplanar tiled displays such as caves.
A very different approach to light production, the Virtual Retinal Display (VRD), projects light directly onto
the retina.18 The VRD was developed at the Human
Interface Technology (HIT) Lab in 1991 and is now
being commercially offered by Microvision in a VGA
form factor with 640 × 480 resolution. Because the laser
must shine directly onto the retina, visual registration
is lost if the eye wanders. Autostereoscopic displays such
as that described by Perlin et al.19 are less obtrusive than
stereo displays, which require shutter glasses. Lightemitting polymers hold the promise of display surfaces
of arbitrary size and even curved shape. The large, static, digital holograms of cars displayed at Siggraph 2000
demonstrated an impressive milestone toward the realtime digital holography we can expect in the far future.
Create and evaluate new display surfaces. Unfortunately, no “one size fits all” display surface exists for IVR
applications. Rather, many different kinds offer advantages and disadvantages. Choosing the appropriate display surface depends on the application, tasks required,
target audience, financial and human resources available, and so on. In addition to Fish Tank VR, workbenches, caves, HMDs and PowerWalls, new ways of
displaying light continue to emerge.
Tiled display surfaces, which combine many display
surfaces and light-producing devices, are very popular
for visualization applications. Tiled displays offer
greater image fidelity than other immersive and desktop displays today due to an increased number of pixels
displayed (for example, 6.4K × 3K in Argonne’s 15-projector configuration, in contrast to typical display resolution of 1280 × 1024) over an area that fills most of a
user’s, or often a group of users’, field of view.20 For a
thorough discussion of tiled wall displays, see CG&A’s
special issue on large displays.6
Not surprisingly, practical drawbacks of IVR display
systems are their cost and space requirements. This
problem plays a significant role in inhibiting the production use of IVR by scientists. However, semi-immersive personal IVR displays such as CMU’s CUBE
(Computer-driven Upper Body Environment) are
emerging. In addition, the VisionStation from Elumens
and Fakespace Systems’ conCAVE are hemispheric per-
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Virtual Reality
sonal displays that use image warping to compensate
for the nonplanar display topology.
Understanding which IVR display surfaces best suit
which application areas occupies researchers today. For
example, head-tracked stereo displays typically provide
a one-person immersive experience, since current projection hardware can only generate accurate stereo
images for one person. (Some proposed strategies timemultiplex the output of a single projector,21 but exhibit
problems such as decreased frame rate and darker
images.) Non-head-tracked displays, such as a PowerWall, which takes some advantage of peripheral vision,
proves much better for group viewing. Given the still
primitive state of IVR, scientists—not surprisingly—generally choose a higher-resolution, nonimmersive, single-wall display over a much lower-resolution immersive
display. Our optimism about the use of IVR for scientific visualization is bolstered by the belief that the same
high resolution will eventually be available for IVR.
Improve immersion in multiprojector environments.
Although large-scale display systems, such as multiprojector tiled and dome-based displays, show promise in
providing more pixels to the user’s visual field, a number
of technological and research challenges remain to be
addressed. For example, even though cave technology is
more than eight years old, the seams between display
walls still have visual discontinuities that can break the
illusion of immersion. Large-scale tiled wall and dome
displays also have problems with seams. Making images
seamless across display surfaces and multiple projectors
requires sophisticated image blending algorithms.22
We must also continue to explore methods for maintaining projector calibration and alignment, and color
and luminosity matching. In addition, with front-projected displays (typical for domes), the user may occlude
the projected images when performing various spatial
3D interaction tasks.
Finally, large-scale displays also require higher resolution than is currently possible. To match human acuity, we need to display at least 200 pixels per inch in the
circular region with a 0.16 to 0.31 inch radius roughly 18
inches distant in the gaze direction (the region of foveal
vision); lower resolution could be displayed outside this
region (for example, on portions of the display more distant from the viewer position, and outside the cone of
foveal gaze).
A simple calculation assuming a limiting discernable
resolution of an arc-minute (typical for daylight grating
discrimination23) yields a requirement for a conventional desktop display of 2400 × 1920 pixels—achieved, for
example, by IBM’s Roentgen active-matrix LCD display.
However, for a 10-foot-diameter cave environment, in
which today’s typical projection systems evenly distribute pixels on a display surface and users can in principle
come as close to the walls as they do to a normal monitor,
each wall must have 23,000 × 23,000 pixels to achieve
the same resolution. Variable-resolution display technology could use many fewer pixels because the pixels
could be positioned to best accommodate the human eye.
Human visual acuity also varies with the task. For
example, our visual acuity increases dramatically with
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November/December 2000
stereo vision (so-called hyperacuity). For discriminating the relative depth of two lines in stereo, our acuity
is 10 to 20 times finer than the value quoted for daylight
grating discrimination,23 resulting in a 10-to-20-fold
increase in the numbers quoted here or a 100-to-400fold increase in the total number of pixels needed
(though careful and sophisticated antialiasing could
permit coarser resolutions).
Develop office IVR. The history of computing has shown
that only a few early adopters will flock to a new technology as long as it remains expensive and fragile, and
requires using a lab away from one’s normal working
environment. IVR will not become a normal component
of the scientist’s work environment until it literally
becomes indistinguishable from that environment.
UNC’s ambitious Office of the Future project24 and its
various near-term and longer-term variations are
designed to bring IVR to the office in a powerful and yet
affordable way. The system is based on a unified application of computer vision and computer graphics. It combines and builds on the notions of the cave, tiled display
systems, and image-based modeling. The basic idea is to
use real-time computer vision techniques to dynamically extract per-pixel depth and reflectance information
for the visible surfaces in the office, including walls, furniture, objects, and people, and then to project images
on the surfaces or interpret changes in the surfaces.
To accomplish the simultaneous scene capture and
display, computer controlled cameras and projectors
replace ceiling lights. By simultaneously projecting
images and monitoring geometry and reflectivity of the
designated display surfaces, we can dynamically adjust
for geometric, intensity, and resolution variations resulting from irregular and dynamic display geometries, and
from overlapping images.
The projectors work in two modes: scene extraction
(in coordination with the cameras) and normal display.
In the scene extraction mode, 3D objects within each
camera’s view are extracted using imperceptible structured light techniques, which hide projected patterns
used for scene capture through a combination of timedivision multiplexing and light cancellation techniques.
In display mode, the projectors display high-resolution
images on designated display surfaces.25 Scene capture
can also be achieved passively and in real time26 using
a cluster of cameras and view-independent acquisition
algorithms based on stereo matching.
Ultimately, such an office system will lead to more
compelling and useful systems for shared telepresence
and telecollaboration between distant individuals. It will
enable rich experiences and interaction not possible
with the through-the-window paradigm.
Improve rendering performance and flexibility. Although display processors have become fast,
we still need additional orders of magnitude in performance. This problem increases in the context of tiled
displays on a single wall or multiple walls—we have
megapolygons-per-second rates, while we need
gigapolygons-per-second, not to mention texels, voxels,
and other display primitives.
A question pertaining to both hardware and software
is how rendering can take advantage of the full capabilities of the human visual and cognitive systems. Examples
of this concept include rendering with greater precision
where the eye is focusing and with less detail in the
peripheral vision, and rendering so as to emphasize the
cues most important for perception and discrimination.27
The field of rendering remains in flux as new techniques such as perceptually based rendering, volumetric
rendering, image-based rendering, and nonphotorealistic rendering28 join our lexicon. (Volumerendering hardware—particularly important in scientific
visualization—is specialized now in dedicated chips like
Mitsubishi’s VolumePro, whose output goes into a conventional polygon graphics pipeline as texture maps.)
Current systems don’t integrate all these rendering techniques completely. (For example, the Visualization ToolKit can integrate 2D, 3D polygonal, volumetric, and
texture-based approaches, but not interactively for all situations, such as when translucent geometric data is
used.29) Integrating all these techniques into a common
framework is difficult, both at the API level, so that the
application programmer can mix and match as suits the
occasion, and at the system level, where the various types
of data must be efficiently rendered and merged. Especially at the hardware level, this will require considerable
redesign of the conventional polygon-centric graphics
pipeline. Furthermore, visual rendering needs to be coordinated with audio rendering and haptic rendering.
Use parallelism to speed up rendering. Parallel rendering aims to speed up the rendering process by decomposing the problem into multiple pieces that can execute
in parallel. We need to learn how to make scalable
graphics systems by ganging together commodity
processors and graphics components in the same way
as high-performance parallel computers are built by
ganging together commodity processors. Projects at
Stanford, Princeton, Argonne National Lab, and other
labs use this strategy to create tiled displays.6 Some
groups are also experimenting with special-purpose
hardware such as compositors. For example, Stanford
has built the experimental, distributed, frame-buffer
architecture Lightning2.
Parallel rendering is a less well studied problem than
parallel numerical computing, except for the embarrassingly parallel problem of ray tracing, which has been
well studied.30 While multiple parallel rendering
approaches are known (object or image space partitioning,31 for example), vendors haven’t committed to
any standard scalable parallel approach. Furthermore,
the typical goal of parallel computation is to increase
batch throughput, while the goal for IVR is to maximize
interactivity. For IVR this is accomplished by minimizing
latency and maximizing frame rate (discussed later).
Another way of looking at it is that scientific computing is most interested in asymptotic performance,
whereas IVR is most interested in worst-case performance on a subsecond time-scale. Parallel rendering
has much in common with parallel databases (for example, efficient distribution and transaction mechanisms
are needed), but is focused at the hardware level (for
example, the memory subsystem and the rendering
pipeline).
Whitman31 proposed the following criteria for evaluating parallel graphics display algorithms:
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granularity of task sizes
nature of algorithm decomposition into parallel tasks
use of parallelism in the display algorithm without
significant loss of coherence
load balancing of tasks
distribution and access of data through the communication network
scalability of the algorithm on larger machines
An important requirement is making a parallel rendering system easy to use—that is, isolating the application programmers from the complexities of driving a
parallel rendering system. Hereld et al.32 stated that “the
ultimate usability of tiled display systems will depend on
the ease with which applications can be developed that
achieve adequate performance.” They suggested that
existing applications should run without modification,
that the details of rendering should be hidden from the
user, and that new applications should have simple mechanisms to exploit advanced properties of tiled displays.
WireGL33 is an example of a system that makes it easy
for the user and application programmer to leverage
scalable rendering systems. Specifically, an OpenGL program needs no modification to run on a tiled display.
The distributed OpenGL (DOGL) system at Brown University is a similar, although less optimized, library—it
requires minor modification to an OpenGL program, but
can drive a tiled, head-tracked, stereo cave display. It
uses MPI, a message-passing interface common in parallel scientific computing applications. These and other
systems work by intercepting normal (nonparallel)
OpenGL calls and multicasting them, or channeling
them to specific graphics processors.
WireGL includes optimizations to minimize network
traffic for a tiled display and, for most applications, provides scalable output resolution with minimal performance impact. The rendering subsystem relies not only
on parallelism, but also on traditional techniques for
geometry simplification, such as view-dependent culling.
(We discuss geometry simplification techniques later.)
To run a sequential OpenGL program written for a conventional 3D display device without modification requires
that the interceptor deal with the complexities of managing head-tracking and stereo. In particular, this requires
transformations that conflict with those in the original
OpenGL code. Furthermore, the application programmer must provide any additional interaction devices
needed. Retaining the simplicity of the WireGL approach
(running an OpenGL application in an IVR environment
without modification) while extending its capabilities to
a wider range of display types is an open problem.
Make haptics useful for interaction and scientific visualization. Haptic output devices need significant improvements before they can become
generally useful. Commodity haptic devices, including
the Phantom, the Wingman Force Feedback Mouse, and
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Virtual Reality
a number of gaming devices such as the Microsoft
Sidewinder Force Feedback joystick and wheel, deliver
six degrees of freedom at best; handling objects requires
many more degrees of freedom to distribute forces more
widely, such as over a whole hand.
Probably the most compelling use of force feedback
today (besides in games and certain kinds of surgical
training) comes from UNC’s nanomanipulator project,
where a natural mapping takes place between the atomic forces on the tip of the probe and what the Phantom
can provide.
In addition to force displays that emphasize the force
itself, the other major kind of haptic display is tactile.34
Tactile feedback has been simulated with vibrating components such as Virtual Technologies’ CyberTouch
Glove, pin arrays, and robot-controlled systems that present physical surfaces at the appropriate locations, like
those in Tachi’s lab at the University of Tokyo
(http://www.star.t.u-tokyo.ac.jp/), but these techniques are either experimental or unable to span a sufficient range of tactile sensations.
Earlier molecular docking experiments showed that
a robot-arm force-feedback device could significantly
speed up the exploration process.35 Feeling forces, as in
electromagnetic or gravitational fields, can also aid visualization.35 Haptics used in a problem-solving environment for scientific computing called SCIRun lets the user
feel vector fields.36
Because of their small working volume, today’s commodity haptic rendering devices better suit Fish Tank
VR than walk-around environments like the cave, let
alone larger spaces instrumented with wide-area trackers. There are three basic approaches to haptics in such
larger spaces:
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make a larger ground- or ceiling-based exoskeleton
with a larger working area,
put a desktop system such as a Phantom on a pedestal
and move it around, or
ground the forces in a backpack worn by the user,34
for example to apply forces by pulling on wires
attached to the fingers.37
None of these options is ideal. The first can be expensive and involve lesser fidelity and greater possibility of
hitting bystanders in the device’s working volume. The
second is clumsy and may cause visual occlusion problems, and the third makes the user carry around significant extra weight.
Besides distributed and mobile haptics, we list two
additional research problems:
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40
Developing real-time haptic rendering algorithms for
complex geometry. Forces must be computed and created at high rates (on the order of 1,000 Hz) to maintain a realistic sensation of even the simplest solid
objects.
Actually using haptics for interaction, not just doing
haptic rendering. Miller and Zeleznik described a
recent example of adding haptics to the 2D user interface,38 but only a much smaller effort has begun on
the general problem of what should be displayed hap-
November/December 2000
tically in general 3D environments, in addition to the
surfaces of objects.39
Make interaction comfortable, fast, and
effective. Several options tackle the problem of making interaction better: improving the devices, minimizing system latency, maximizing frame rate, and scaling
interaction techniques. We consider each in turn.
Improve interaction device technology. Any input device
provides a way for humans to communicate with computer applications. A major distinction can be made,
however, between traditional desktop input devices,
such as the keyboard and mouse, and post-WIMP input
devices for IVR applications. In general, traditional desktop input devices have both a level of predictability that
users trust and good spatiotemporal resolution, accuracy, and repeatability. For example, when a user manipulates a mouse, hand motions typically correspond
directly to cursor movement, and the control-to-display
ratio (the ratio of physical mouse movement to mouse
pointer movement) is set in a useful mapping from
mouse to display.
In contrast, many IVR input devices, such as 3D trackers, often exhibit chaotic behavior. They lack good spatiotemporal resolution, range, accuracy, and
repeatability, not to mention their problems with noise,
ergonomic comfort, and even safety (in the case of haptics). For example, a 2D mouse has good accuracy and
repeatability regardless of whether the mouse pointer
is at the center or at the edges of the screen, but a 3D
mouse has adequate accuracy and repeatability only in
the center of its tracking range, deteriorating as it moves
towards the boundaries of this range. IVR input devices
thus frequently have a level of unpredictability that
makes them frustrating and difficult to use. Although
the HiBall Tracker,40 originally developed at UNC and
now available commercially from 3rdTech, has extremely low latency, and high accuracy and update rates, it’s
too big for anything other than head tracking. Indeed,
miniaturization of tracking devices is another important technological challenge.
Position and orientation tracking is a vital input technology for IVR applications because it lets users get the
correct viewing perspective in response to head motion.
In most IVR applications, the user’s head and either one
or both hands are tracked. However, to go beyond traditional IVR interaction techniques, we need to track
very precisely other parts of the body such as the fingers
(not just fingertips), the feet, pressure on the floor that
changes as a user’s weight shifts, gaze direction, and the
user’s center of mass. With the standard tracking solutions, the user would potentially have not just two or
three tethers, but perhaps 10 to 15, which is completely unacceptable.
Another example of this tethering problem is the current IVR configuration at the Brown University Virtual
Environment Navigation Lab. An HMD and wide-area
tracking system (40 × 40 feet) enables scientists to perform IVR-based navigation, action, and perception experiments. An assistant must accompany the human
participant to manage the tethered cables for HMD video
and tracking. Although wireless tracking solutions are
commercially available, for instance the Polhemus Star
Trak, they have a limited working volume and require the
user to somehow carry signal transmitting electronics.
An alternate method of tracking employs computer
vision-based techniques so that users can interact without wearing cumbersome devices. This type of tracking
is commonly found in perceptual user interfaces (PUIs),
which work towards the most natural and convenient
interaction possible by making the interface aware of
user identity, position, gaze, gesture, and, in the future,
even affect and intent.41 Vision-based tracking has a
number of drawbacks, however. Most notably, even with
multiple cameras, occlusion is a major obstacle. For
example, it’s difficult to track finger positions when the
hands are at certain orientations relative to the user’s
body. The form factor of an IVR environment can also
play a role in vision-based tracking—consider using
camera-based tracking in a six-sided cave without
obstructing the visual projection. Vision-based tracking
systems are commercially available (for example, the
MotionAnalysis motion capture system), but they’re
mostly used in motion-capture applications for animation and video games. Like the wireless tracking technologies from Polhemus and Ascension, these
vision-based systems are expensive, and they also
require users to wear a body suit.
In addition to researching robust, accurate, and unobtrusive tracking that scientists can use easily, we must
continue to develop other new and innovative interaction devices. Many input devices are designed as general-purpose devices, but, as with displays, one size doesn’t
fit all. We need to develop specific devices for specific
tasks that leverage a user’s learned skills. For example,
flight simulators don’t use instrumented gloves that
sense joint angles or finger contact with a virtual cockpit,
but instead recreate the exact physical interface of a real
cockpit, which is manipulated with the hands. Physical
hand-held props are also useful devices for some taskand application-specific interactions (see the sidebar
“Interaction in Virtual Reality” for specific examples).
Another task-specific device is the Cubic Mouse,42 an
input device designed for viewing and interacting with
volumetric data sets. Intended to let users specify 3D
coordinates intuitively, the device consists of a box with
three perpendicular rods passing through the center and
buttons for additional input. The rods represent the x-,
y-, and z-axes of a given coordinate system. Pushing and
pulling the rods specifies constrained motion along the
corresponding axes. Embedded within the device is a
6DOF tracking sensor, which permits the rods to be continually aligned with a coordinate system located in a
virtual world.
Other forms of interaction device technology still
need improvement as well. For example, speech recognizers remain underdeveloped and suffer from accuracy and speed problems across a range of users. Motion
platforms such as treadmills and terrain simulators are
expensive, clumsy, and not yet satisfactory.
A main interface goal in IVR applications is to develop natural, human-like interaction. Multimodal interfaces, which combine different modalities such as
speech and gesture, are one possible route to humanto-human style interaction. To create robust and powerful multimodal systems, we need more research on
how multiple sensory channels can augment each other.
In particular, we need better sensor fusion “unification”
algorithms43 that can improve probabilistic recognition
algorithms through mutual reinforcement.
Minimize system latency. According to Brooks,1 “endto-end system latency is still the most serious technical
shortcoming of today’s VR systems.” IVR imposes far
more stringent demands on end-to-end latency (including both command specification and completion) than
a desktop environment. In the latter, the major concern
is task performance, and the general rule of thumb is
that between 0.1- and 1.0-second latency is acceptable.44
In IVR we’re concerned not only with task performance
but also with retaining the illusion of IVR—and more
importantly, not causing fatigue, let alone cybersickness. It’s useful to think of a hierarchy of latency bounds:
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Some human subjects can notice latencies as small as
16 to 33 ms.45
Latency doesn’t typically result in cybersickness until
it exceeds a task- and user-dependent threshold.
According to Kennedy et al., any delay over 35 ms can
cause cue conflicts (such as visual/vestibular mismatch).46 Note that motion sickness and other discomforts related to cybersickness can occur even in
zero-latency environments (like the real world, which
effectively has no visual latency) because cue conflicts
can result from factors other than latency.
For hand-eye motor control in navigation and object
selection and manipulation, latency must remain less
than 100 to 125 ms.46 For visual display, latency
requirements are more stringent for head tracking
than for tracking other body parts such as hands and
feet. The HiBall tracking system40 uses Kalman filterbased prediction-correction algorithms to increase
accuracy and to reduce latency.
Permissible latency until the result of an operation
appears (as opposed to feedback while performing it)
is a matter of the user’s expectations and patience. For
example, a response to a data query ranging from subseconds to a few seconds may be adequate. Conversely, if time-series data produced by sampling either
simulation or observational data plays back too rapidly, the user may become confused. The problem can
worsen if the original sampling rate is too low and temporal aliasing occurs. (For the purpose of discussion,
we assume the time to render a query’s result doesn’t
affect frame rate—not always the case in practice.)
Latency affects user performance nonlinearly; when
latencies exceed 200 ms, user interaction strategies
tend to change to “move and wait” from more continuous and fluid control.47
In IVR the dominant criterion is that the overall system latency must fall below the cybersickness threshold. Latency per se doesn’t cause cybersickness.
However, in the context of IVR, where the coupling
between body tracking (especially of the head) and dis-
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Virtual Reality
play is so tight, latency can cause cybersickness. In addition, minimizing latency is important to make it easier
for users to transition from performing tasks at the cognitive level to the perceptual level (that is, using muscle
memory to perform tasks). Worse, in the context of variable latency, it’s even more difficult to make this transition. It’s still a significant research problem to identify
and especially to minimize all the possible causes of
latency at the tracking device, operating-system, application, and rendering levels48 for a local system, let
alone for one whose components are networked, as discussed next.
Unfortunately, latency thus poses a system-wide problem in which no single cause is fatal in itself but the combination produces the equivalent of “the death of a
thousand cuts.” Singhal and Zyda49 pointed out that
latency is one of the biggest problems with today’s Internet, yet has received relatively little attention. Networks
introduce uncontrollable, indeed potentially unpredictable, time delays. The causes are numerous, including travel time through routers to and from the network,
through the network hardware, operating system, and
into the application.
Research in modern network protocols deals with
minimizing and guaranteeing maximum network latency, and other aspects of quality-of-service management,
but clearly a lower bound exists on network latency due
to the speed of light. Since latency in network transmission is inevitable, we need strategies for making the
user experience acceptable. Some strategies for masking
network latency include using separate time frames and
filters for each participant with periodic resynchronization when more accurate information becomes
available,50 and visual effects allowing immediate interaction with proxies at each location and subsequent
resynchronization.51
Unfortunately, the networking research community
isn’t well aware of the needs of the real-time graphics
community, let alone the far more demanding IVR community. Conversely, the graphics community is insufficiently aware of ongoing developments in networking.
An urgent need exists to bring these communities
together to come up with acceptable algorithms. However, no matter how good these networking algorithms
turn out to be, some IVR tasks are clearly inappropriate
for today’s networks. Head tracking, for example, isn’t
a candidate for distributed processing.
Maximize frame rate to meet application needs. Closely related to latency is frame rate—the number of distinct frames generated per second. While most sources
quote a rate of 10 Hz as the minimum for IVR, the game
community has long known that for fluid interactivity
and minimal fatigue 60 Hz is a more acceptable minimum. Worse, given the complexity of scenes that VR
users want to generate and the fact that stereo automatically doubles rendering requirements, attaining an
acceptable frame rate for real smoothness in interactivity will be an ongoing battle, even with faster hardware.
While developers often switch to using lower resolutions
in stereo to compensate for the extra computation time
required to render left and right eye images, this is hard-
42
November/December 2000
ly a solution, since it compromises the already-inadequate resolution to gain frame rate.
The comparison with the requirements of video
games also doesn’t take into account the inordinate
investment of time by game designers in constructing
and tuning their geometry and behavior models to
achieve high frame rates, an investment typically impossible for IVR applications. Nonetheless, some of the
geometry simplification techniques used in the game
community can transfer to IVR, such as level-of-detail
management and view-dependent culling. These techniques were, in fact, first developed for IVR walkthroughs. We review them briefly below.
A distinction separates simulation frame update rate
and visualization frame update rate. Many scientific simulations will probably never be fast enough to overwhelm
the human visual system. However, animated sequences
derived from a sequence of simulation time steps may
need to be slowed down so that viewers don’t miss important details. (Think of watching a slow-motion replay of
a close play in a baseball game because the normal—or
fastest—playing speed is inappropriate.)
Vogler and Metaxas52 showed that applications with
a lot of motion (such as decoding American Sign Language) require more than a 60-Hz update frame rate to
capture all the information. It’s unlikely that many scientific visualization situations will require such a stringent update rate, since typically the scientist can control
the dynamic visualization’s speed (slow motion playback or fast-forward). Of course, actually providing
these capabilities in real time may be a formidable problem, given the large size of some data sets.
Finally, the frame rate and system latency often
change over time in IVR applications, which can play a
significant role in user performance. Watson et al.53
showed that for an average frame rate of 10 fps, 40 percent fluctuations in the frame rate about the mean can
degrade user performance. However, the same experiment showed that for an average frame rate of 20 fps,
no significant degradation occurred.
Scale up interaction techniques with data and model
size. To combat the accelerating data crisis, we need not
only scalable graphics and massive data storage and
management systems, but also scalable interaction techniques so that users can view and manipulate the data.
Existing interaction techniques don’t scale well when
users visualize massive data sets. For example, the stateof-the-art interaction techniques for selection, manipulation, and application control described in the sidebar
"Interaction in Virtual Reality" are mostly proof-of-concept techniques designed for and tested only with small
sets of objects. Techniques that work well with 100
objects in the scene won’t necessarily work with 10,000,
let alone 100,000. Consider, for example, selecting one
out of 100 objects versus selecting one out of 100,000
objects. If culling techniques are used for object selection, some objects of interest may not even be visible,
and some kind of global context map may be needed.
Unfortunately, IVR remains in an early stage of development, and performance limitations are one of the
main reasons that our interaction techniques are based
on small problems. We must either modify existing interaction techniques or develop novel techniques for handling massive data sets.
In considering how we interact with data during an
exploration, we must consider all the various steps in a
typical process: sensing or computing the raw data,
culling a subset to visualize, computing the presentation (the visualization itself), and the interaction techniques themselves. Below we discuss only the last three
steps. A more in-depth discussion on managing gigabyte
data sets in real time appears elsewhere.54 Here we discuss various techniques for cutting down the size of the
data set, automatic feature extraction techniques, a class
of algorithms known as time-critical computing that
compute on a given time budget to guarantee a specified frame rate, and the high-performance demands for
computing the visualization itself.
A standard approach to interacting with massive data
sets is first to subset, cull, and summarize, then to use
small-scale interaction techniques with the more manageable extracts from the original data. Probably our
best examples of this type of approach are vehicle and
building walkthroughs. These require a huge amount
of effort in real-time culling and geometry simplification, but the interaction is fairly constrained. While the
underlying geometry of, say, a large airplane or submarine may be defined in terms of multiple billions of polygons, only 100,000 to a million polygons may be visible
from a particular point of view.
After semantically filtering the data (for example,
displaying only HVAC or hydraulic subsystems), we
must use a number of approximation techniques to best
present the remaining geometry. Nearby geometry may
be rendered using geometric simplification, typified by
Hoppe’s progressive meshes,55 while distant geometry
may be approximated using a variety of image-based
techniques, such as texture mapping and image warping. Objects or scenes with a high degree of fine detail
approaching one polygon per pixel may benefit from
point cloud or other volumetric rendering techniques.
UNC’s Massive Model Rendering System offers an
excellent example of a system combining many of these
techniques.56 Rendering may be further accelerated
through hardware support for compression of the texture or geometric data57 to reduce both memory and
bandwidth needs.
Similarly, a scientific data set size can be reduced to
allow visualization algorithms to operate on a relevant
subset of the full data set if additional information can
be added to the data structure. Two techniques for
reducing the data set on which visualization algorithms
operate are
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precompution of data ranges via indices so that pieces
can quickly be identified at runtime, and
spatial partitioning for view-dependent culling.
Data compression and multiresolution techniques are
also commonly used for reducing the size of data sets.
However, many compression techniques are lossy in
nature; that is, the original data cannot be reconstructed from the compressed format. Although lossy tech-
niques have been applied to scientific data, many scientists, especially in the medical field, remain skeptical—
they fear losing potentially important information.
Bryson et al. pointed out that there’s little point in
interactively exploring a data set when a precise description of a feature can be used to extract it algorithmically.54 Feature extraction tends to reduce data size because
lower-level data is transformed into higher-level information. Some examples of higher-level features that can
be automatically detected in computational fluid dynamics data are vortex cores,58 shocks,59 flow separation and
attachment,60,61 and recirculation.62 We need many more
techniques like these to help shift the burden of pattern
recognition from human to machine and move toward
a more productive human-machine partnership.
Time-critical computing (TCC) algorithms also prove
useful for interacting with large-scale data sets.63 TCC
techniques64,65,54 guarantee some result within a time
budget while meeting user-specified constraints. A
scheduling algorithm balances the cost and benefit of
alternatives from the parameter space (such as time
budget per object, algorithm sophistication, level-ofdetail, and so forth) to provide the best result in a given
time. TCC suits many situations; here we discuss how
visualization techniques can benefit from TCC.
Two important challenges face TCC: determining the
time budgets for the various visualizations—a type of
scheduling problem—and deciding which visualization
algorithms with which parameter settings best meet that
budget. In traditional 3D graphics, time budgets often
depend on the position and size of an object on the
screen.63 In scientific visualization applications, the traditional approach doesn’t work, since it can take substantial time to compute the visualization object’s
position and size on the screen, thereby defeating the
purpose of the time-critical approach. A way around this
problem is to have equal time budgets for all visualization objects, possibly augmented by additional information such as explicit object priorities provided by the user.
Accuracy versus speed tradeoffs can also help in computing visualization objects within the time budget. Of
course, sacrificing accuracy to meet the time budget
introduces errors. Unfortunately, we have an insufficient
understanding of quality error metrics that would allow
us to demonstrate that no significant scientific information has been lost. Metrics such as image quality used for
traditional graphics don’t transfer to scientific data.54
Transforming data into a visualization takes visualization algorithms that depend on multiple resources. In
many cases, the time required to create visualizations creates a significant bottleneck. For example, an analysis of
the resources used by visualization algorithms reveals
that many techniques (such as streamlines, isosurfaces,
and more sophisticated algorithms) can result in severe
demands on computation and data access that can’t be
handled in real time. These resources include many components—raw computation, memory, communication,
data queries, and display capabilities, among others.
To help illustrate the situation, consider part of
Bryson’s 1996 analysis11 based on just the floating-point
operation capabilities of a typical 1996 high-performance workstation. He showed that you could expect
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25 streamlines to be computed in one tenth of a second.
Bryson’s assumptions for this result were instantaneous
data set access, second-order Runge-Kutta integration,
a single integration of a streamline required about 200
floating-point operations, a 20 megaflop machine, and
most systems perform about half their rated performance. Today, the same calculation scaled up by
Moore’s Law would yield about 130 streamlines. However, when you consider the cost of data access and
today’s very large data sets, these performance figures
drop substantially to perhaps tens of streamlines, or
even fractions of a single streamline, depending on the
data complexity and algorithms used. We need a balanced, high-performance computational system in conjunction with efficient algorithms, with both designed
to support interactive exploration.
Many approaches to large data management for visualizing large data sets operate on the output of a simulation. An alternative approach would investigate how
ideas used to produce the data (that is, ideas in the simulation community) might be leveraged by the visualization community. At Brown University we’re exploring
the use of spectral element methods66 as a data structure for both simulation and visualization. Their natural hierarchical and continuous representation are
indeed desirable traits for visualization of large data
sets. Nonetheless, we see significant research issues in
discovering how best to use them in visualization, minimizing the loss of important detail and accuracy, and
visualizing high-order representations.
Spectral elements combine finite elements, which
provide discretization flexibility on complex geometries,
and spectral methods using higher-order basis functions,
which provide excellent convergence properties. A key
benefit of spectral elements is that they support two
forms of refinement: allowing the size and number of
elements to be changed, and allowing the order of polynomial expansion to be changed in a region. Both can
occur while the simulation is running. This attribute can
be leveraged to perform simulation steering and hierarchical visualization. As in the use of wavelets, you
could choose the necessary level of summarization or
zoom into a region of interest. Thus you could change
the refinement levels to increase resolution only where
needed while running a simulation.
Using scalable interfaces means not just interacting
with more objects, but also interacting with them over
a longer period of time. Small enough problems or a
reduced-complexity version of a large problem (with a
coarser spatio-temporal resolution) may run in real
time, but larger simulations won’t be able to engage the
user continuously. One interesting aspect of the system
proposed by de St. Germain et al.67 is the “detachable”
user interface, which lets the user connect to a long-running simulation to monitor or steer it. This type of interface allows the user to dynamically connect to and
disconnect from computations for massive batch jobs.
This system also lets multiple scientists steer disjoint
parts of the simulation simultaneously.
Facilitate telecollaboration. The problems of
interaction multiply when multiple participants inter-
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act with a shared data set and with one another over a
network. Such collaboration—increasingly a hallmark
of modern science and engineering—is poorly supported by existing software. The considerable literature in
computer-supported collaborative work primarily concerns various forms of teleconferencing, shared 2D
whiteboards, and shared productivity applications; very
little literature deals with the special problems of 3D,
let alone of teleimmersion, which remains embryonic.
Singhal and Zyda49 detailed many of the network-related challenges involved in this area.
An interesting question is how participants share an
immersive 3D space, especially one that may incorporate sections of their physical offices acquired and reconstructed via real-time vision algorithms.26 A special issue
in representing remote scenes is the handling of participant avatars—an active area of research, particularly
for the subcase of facial capture. Participants want to see
not just their collaborators, but especially their manipulation of the data objects. This may involve avatars for
hands, virtual manipulation widgets, explanatory voice
and audio, and so on. As in 2D, issues of “floor control”
arise and are exacerbated by network-induced latency.
Collaborative telehaptics present extremely difficult
problems, especially because of latency considerations,
and have scarcely been broached.
Other interesting questions involve how to handle
annotation and metadata so that they’re available and
yet don’t clutter up the scene, and how to record visualization sessions for later playback and study. In addition
to the common interaction space, participants must also
have their own private spaces where they can take notes,
sketch, and so on, shielded from other participants. In
some instances, small subgroups of participants will
want the ability to share their private spaces.
An excellent start on many of these questions appears
in Haase’s work,16 and in the Cave6D and TIDE (TeleImmersive Data Explorer)68 projects at EVL. In particular, TIDE has demonstrated distributed interactive
exploration and visualization of large scientific data sets.
It combines a centralized collaboration and data-storage
model with multiple processes designed to allow
researchers all over the world to collaborate in an interactive and immersive environment. In Sawant et al.68 the
researchers identified annotation of data sets, persistence (to allow asynchronous sessions), time-dependent
data visualization, multiple simultaneous sessions, and
visualization comparison as immediate research targets.
In a telecollaboration setting with geographically distributed participants, one strategy Bryson and others
adopt is that architectures must not move raw data, but
instead move extracts. Extracts are the transmitted visual representation of a structure computed from a separate computation “close to the raw data.” In other
words, raw data doesn’t move from the source (such as
a running simulation, processor memory, or disk);
rather, the result of a visualization algorithm is transmitted to one or more recipients. The extracts strategy
also provides a mechanism for decoupling the computation of visualization objects and rendering, which is
essentially a requirement for interactive visualization
of very large data sets.
The visualization server the US Department of Energy (DOE) expects to site at Lawrence Livermore,
attached to the 14 teraop “ASCI White” machine, offers
an example of the use of extracts. This server will
compute extracts for all users, but do rendering only
for local users. One option being explored for remote
visualization is to do some form of partial rendering,
such as producing RGBZ images or multilayered images
that can be warped in a final rendering step at the
remote site. Such image-based rendering techniques
can effectively mask the latency of the wide-area network and provide smooth real-time rotation of objects,
even if the server or network can handle only a few
frames per second.
Cope with lack of standards and interoperability. A Tower of Babel problem afflicts not just
graphics but especially the virtual environments community—a situation about which Jaron Lanier, a pioneer of modern IVR, is vocal. Lanier laments that the job
of building virtual environments, already hard enough,
is made even harder by the lack of interoperability—no
mechanism yet exists by which virtual worlds built in
different environments can interoperate.
Dozens of IVR development systems exist or are currently under development at the OpenGL and scenegraph level. Unlike the early 1990s, when the most
high-performance and robust software was available
only commercially and ran on expensive workstations,
currently multiple open-source efforts are available for
many platforms. Nevertheless, the existence of so many
options addressing similar problems hinders progress.
In particular, code reuse and interoperability prove very
difficult.
This is a general graphics problem, not just an IVR
problem. The field has been plagued since its inception
by the lack of a single, standard, cross-platform graphics library that would permit interoperability of graphics application programs. Among the proto-standards
for interactive 3D graphics are the oldest and most
established SGI-led OGL, as well as newer packages such
as Microsoft’s DirectX, Sun’s Java3D, Sense 8’s World
ToolKit, W3C’s X3D (previously called VRML), and
UVA/CMU’s Alice. Only a few of these support IVR, and
many only the bare essentials, such as projection matrices for a single-pipe display engine. Multiple efforts may
be the only path in the short term to find a best of breed,
but ultimately a concerted effort is needed.
Interoperability is especially important in immersive
telecollaboration, in which collaborators share a virtual space populated potentially by their own application
objects and avatars. The problem isn’t just one of sharing geometry; it also concerns interoperability of behaviors and especially interaction techniques, intrinsically
very difficult problems.
One simple but partial solution conceived by Lanier
and implemented under sponsorship of Advanced Network & Services, whose teleimmersion project he
directs, is Scene Graph as Bus (SGAB).69 This framework
permits writing applications to different scene graphs
to interoperate over a network. This approach also captures behavior and interaction because object attribute
modifications such as transformation changes are
observed and distributed on the bus.
Other systems have been built to allow interoperability of 3D applications, but most assume homogeneous client software70 or translate only between two
scene graphs (without the generality of SGAB). The Distributed Interactive Simulation (DIS)71 and High-Level
Architecture (HLA)72 standards, for example, make possible cooperation between heterogeneous clients, but
only as long as they follow a set of network protocols.
The SGAB approach instead attempts to bridge the informational gap between independently designed standalone systems, with minimal or no modification to those
systems. More research needs to be done to create interoperability mechanisms as long as no single networked,
component-based development and runtime environment standard is in sight.
For scientific visualization in IVR, rendering and interaction libraries are only the beginning. A whole layer of
more discipline-specific software must be built on top.
A number of such scientific visualization toolkits exist
or are under development (such as VTK,73 SCIRun,
EnSight Gold, AVS, Open DX, Open RM Scene Graph).
As with lower-level libraries, no interoperability exists
between these separate software development and
delivery platforms, and users must choose one or another. In some cases, conversion routines may be used to
link individual packages, but this solution becomes inefficient as problem size increases.
One group beginning to address the problem, the
Common Component Architecture Forum (http://
www.acl.lanl.gov/cca-forum), plans to define a common-component software architecture approach to
allow more interchanging of modules. While not yet
focused on visualization, the group has explored how
the same approaches can apply to visualization software
architectures.
Develop a new design discipline and validation methodology. IVR differs sufficiently from conventional 3D desktop graphics in terms both of output
and interaction that it must be considered not just an
extension of what has come before but a medium in its
own right. Furthermore, as a new medium, new metrics and evaluation methodologies are required to determine which techniques are effective and why.
Create a new design discipline for a fundamentally new
medium. In IVR, all the conventional tasks (navigation—
travel for the motor component and wayfinding for the
cognitive component—object identification, selection,
manipulation, and so on) typically aren’t simple extensions of their counterparts for the 2D desktop—they
require their own idioms. Programming for the new
medium is correspondingly far more complex and
requires a grounding in computer, display, audio, and
possibly haptics, hardware, and interaction device technology, as well as component-based software engineering and domain-specific application programming.
In addition, while IVR may provide an experience
remarkably similar to the real world, it differs from the
real world in significant ways:
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■
■
■
■
■
Cybersickness is similar to but not the same as motion
sickness, and its causes and cures are different.
Avatars don’t look or behave like human beings
(extending the message of the classic cartoon “On the
Internet, no one knows you’re a dog”).
The laws of Newtonian physics may be augmented or
even overturned by the laws of cartoon physics.
Interaction isn’t the same. It’s both less (for example,
haptic feedback is wholly inadequate ) and more,
through the suitable use of magic (for example, navigation and object manipulation can mimic, extend,
or replace comparable real-world actions).
Application designers may juxtapose real and fictional
entities.
In short, IVR creates a computer-generated world with
all the power and limitations that implies.
Furthermore, because so much of effective IVR deals
with impedance-matching the human sensorium,
designers must have a far better understanding of perceptual, cognitive, and even social science (such as small
group interaction for telecollaboration) than the traditionally trained computer scientist or engineer. It’s especially important to know what humans are and aren’t
good at in executing motor, perceptual, and cognitive
tasks. For example, evidence indicates that humans have
one visual system for pattern recognition and a separate
one for the hand-eye coordination involved in motor
skills. Interactive visualization techniques must be
designed to take into account, if not take advantage of,
these separate processing channels.
Finally, since IVR focuses on providing a rich, multisensory experience with its own idioms, we can learn
much from other design and communication disciplines
that aim to create such experiences. These include print
media (books and magazines), entertainment (theater,
film and video, and computer games), and design
(architectural, user interface, and Web page).
Prove immersion’s effectiveness for scientific visualization applications and tasks. One of the most important
research challenges is proving, for certain types of scientific visualization applications and tasks, that IVR provides a better medium for scientific visualization than
traditional nonimmersive approaches. Unfortunately,
this is a daunting task, and very little formal experimentation has tested whether IVR is effective for scientific visualization.
Application-level experimentation is extremely difficult to do for a number of reasons. Experimental subjects must be both appropriately familiar with the
domain and the tasks to be performed, and willing to
devote sufficient time to the experiment. Simple, single-parameter studies not related to application tasks
aren’t necessarily meaningful. It’s also difficult to define
meaningful tasks useful to multiple application areas.
From a technological standpoint, the hardware and software may still be too primitive and flaky to establish
proper controls for the experiments. Finally, the cost in
manpower and money of doing controlled experiments
is large, and funding for such studies is lacking.
Although some anecdotal evidence from informal
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user evaluations and demos supports IVR’s effectiveness for certain tasks and applications in scientific visualization, the literature contains only a few examples
of quantified user studies in these areas, with mixed
results. For example, Arns et al.74 showed that users perform better on statistical data visualization tasks, such
as cluster analysis, in an IVR environment than on a traditional desktop. However, users had a more difficult
time performing interaction tasks in an IVR environment.1 Salzman et al.75 showed that students were better able to define electrostatics concepts after their
lessons in an IVR application than in a traditional 2D
desktop learning environment. However, retention tests
for these concepts after a five-month period showed no
significant difference between the desktop and IVR
environments. Lin et al.17 showed that users preferred
visualizations of geoscientific data in an IVR environment but also found the IVR interaction techniques less
effective than desktop techniques. Although this study
presented statistical results based on questionnaires, it
collected no speed or accuracy data, and only a handful of the human participants actually used the system
during the experiment.
Hix et al.76 showed how to use heuristic, formative,
and summative evaluations to iteratively design a battlefield visualization VE. Although they didn’t try to
show that the VE was better than traditional approaches to battlefield visualization, their work was significant
in being among the first on developing 3D user interfaces using a structured, user-centered design approach.
Salzman et al.75 used similar user-centered design
approaches for their IVR application development.
Challenges in scientific (and information)
visualization
To address the challenges facing scientific and information visualization, we can pull from the knowledge
in other fields, specifically art, perceptual psychology,
and artificial intelligence.
Develop art-motivated, multidimensional,
visual representations. The size and complexity of
scientific data sets continues to increase, making more
critical the need for visual representations that can
encode more information simultaneously. In particular,
inherently multivalued data, like the examples in the
sidebar “Art-Motivated Textures for Displaying Multivalued Data,” can in many cases be viewed only one
value at time. Often, correlations among the many values in such data are best discovered through human
exploration because of our visual system’s expertise in
finding visual patterns and anomalies.
Experience from art and perceptual psychology has
the potential to inspire new, more effective, visual representations. Over several centuries, artists have evolved
a tradition of techniques to create visual representations
for particular communication goals. Inspiration from
painting, sculpture, drawing, and graphic design all
show potential applicability. The 2D painting-motivated example in the “Art-Motivated Textures” sidebar
offers one example. That work is being extended to show
multivalued data on surfaces in 3D. These methods use
Art-Motivated Textures for Displaying Multivalued Data
David H. Laidlaw
Concepts from oil painting and other arts can
be applied to enhance information representation
in scientific visualizations. This sidebar describes
some examples developed in 2D. I’m currently
extending this work to curved surfaces in 3D
immersive environments and facing many of the
challenges described in the article.
Examples of methods developed for displaying
multivalued 2D fluid flow images1 appear in Figure
J and 2D slices of tensor-valued biological images2
in Figure K. While the images don’t look like oil
paintings, concepts motivated by the study of
painting, art, and art history were directly applied
in creating them. Further ideas gathered from the
centuries of artists’ experience have the potential
to revolutionize visualization.
J
Using art-motivated methods to display multivalued 2D fluid flow around a cylinder at Reynolds
number 100. Shown at each point are velocity, vorticity, the rate-of-strain tensor, turbulent change, and
turbulent current.
The images are composited from layers of small
icons analogous to brush strokes. The many
potential visual attributes of such strokes—size,
shape, orientation, colors, texture, density, and so
on—can all represent components of the data.
The use of multiple partially transparent layers
further increases the information capacity of the
medium. In a sense, an image can become several
images when viewed from different distances. The
approach can also introduce a temporal aspect
into still images, using visual cues that become
visible more or less quickly to direct a viewer
through the temporal cognitive process of
relatively small, discrete, iconic “brush strokes” layered
over one another to represent up to nine values at each
point in an image of a 2D data set.77,78
K
3D tensorvalued data
from a slice of a
mouse spinal
cord. The visualization methods
show six interrelated data
values at each
point of the
slice.
understanding the relationships among the data
components.
Figure J, created through a collaboration with R.
Michael Kirby and H. Marmanis at Brown, shows
simulated 2D flow around a cylinder at Reynolds
number 100. The quantities displayed include two
newly derived hydrodynamic quantities—
turbulent current and turbulent charge—as well as
three traditional flow quantities—velocity,
vorticity, and rate of strain. Visualizing all values
simultaneously gives a context for relating the
different flow quantities to one another in a search
for new physical insights.
Figure K, created through a collaboration with
Eric Ahrens, Russ Jacobs, and David Kremers at
Caltech, shows a section through a mouse spinal
cord. At each point a measurement of the rate of
diffusion of water gives clues about the
microstructure of the underlying tissues. The
image simultaneously displays the six interrelated
values that make up the tensor at each point.
Extending these ideas to display information on
surfaces in 3D has the potential to increase the
visual content of images in IVR.
References
1. R.M. Kirby, H. Marmanis, and D.H. Laidlaw, “Visualizing
Multivalued Data from 2D Incompressible Flows Using
Concepts from Painting,” Proc. of IEEE Visualization 99,
ACM Press, New York, Oct. 1999, pp. 333-340.
2. D.H. Laidlaw, K.W. Fleischer, and A.H. Barr, “Partial-Volume Bayesian Classification of Material Mixtures in MR
Volume Data using Voxel Histograms,” IEEE Trans. on
Medical Imaging, Vol.17, No. 1, Feb. 1998, pp. 74-86.
Applying these ideas to map multivalued data onto
surfaces in 3D comes up against some barriers. First,
parts of surfaces may face away from a viewpoint or be
IEEE Computer Graphics and Applications
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Virtual Reality
obscured by other surfaces. In an interactive environment, moving an object around can alleviate this problem, but doesn’t eliminate it. Second, and perhaps more
fundamental, the human visual system can misinterpret
the visual properties that represent data values.
Many visual cues can be used to map data. Some of
the most obvious are color and texture. Within texture,
density, opacity, and contrast can often be distinguished
independently. At a finer level of detail, texture can consist of more detailed shapes that can convey information. What makes the problem complex is that the
human visual system takes cues about the shape and
motion of objects from changes in the texture and color
of surfaces. For example, the shading of an object gives
cues about its shape. Therefore, data values mapped
onto the brightness of a surface may be misinterpreted
as an indication of its shape.
Just as brightness cues from shading are wrongly
interpreted as shape information, the visual system uses
the appearance and motion of texture to infer shape and
motion properties of an object. Consider a surface covered with a uniform texture. The more oblique the view
of the surface, the more compressed the texture appears.
The human visual system is tuned to interpret that
change in the density of the texture as an indication of
the angle of the surface. Thus any data value mapped
onto the density of a texture may be misinterpreted as an
indication of its orientation. Texture is also analyzed
visually to infer the motion of an object. These shape
and motion cues are important both for understanding
objects and for navigating through a virtual world, so
confounding their interpretation by mapping data values to them carries a risk.
The visual system already “knows” how to interpret
the visual attributes that we “know” how to map our
data onto. Unfortunately, the interpretation doesn’t
match our intent, and the results are ambiguous. Avoiding these ambiguities requires an understanding of perception and perceptual cues as well as how the cues
combine and when they can be discounted. Because
stereo and motion are the primary cues for shape, perhaps shading can be overloaded with a different interpretation. Only on a task-by-task basis can hypotheses
like this be evaluated.
A third barrier to representing multivalued data with
textures is the difficulty of defining and rendering meaningful textures on arbitrary surfaces. Interrante79 and
others have made some excellent progress here, but
many unsolved problems in representing details of surface appearance efficiently remain.
Learn from perceptual psychology. Perceptual psychology has the potential to yield important
knowledge for scientific visualization problems. Historically, the two disciplines of art history and perceptual psychology have approached the human visual
system from different perspectives. Art history provides
a phenomenological view of art—painting X evokes
response Y—but doesn’t consider the perceptual and
cognitive processes underlying the responses. Perceptual psychology investigates how humans understand
those visual representations. A gap separates art and
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November/December 2000
perceptual psychology: no one knows how humans
combine the visual inputs they receive to arrive at their
responses to art.
Shape, shading, edges, color, texture, motion, and
interaction are all components of an interactive visualization. How do they interact? And how can they most
effectively be deployed for a particular scientific task?
We need to look to perceptual psychology for lessons
on the effectiveness of our visualization methods. Evaluating this is difficult, because not only are the goals
difficult to define and codify, but tests that evaluate
them meaningfully are difficult to design and execute.
These evaluations are akin to evaluating how the
human perceptual system works. Visual psychophysics
can help to understand how an observer interprets and
acts upon visual information,80 as well as how an
observer combines different sources of information into
coherent percepts.81
The experience of perceptual psychologists in designing experiments has much to offer, and the study of perception provides several clear directions for data
visualization. First, a better understanding of how visual information is perceived will allow the creation of
more effective displays. Second, modeling how different types of information combine to create structures
will allow the presentation of complex multivalued data.
Third, psychophysical methods can be used to assess
objectively the effectiveness of different visualization
techniques.
Perceptual psychology can also help us to understand
limitations of IVR environments and the impacts of
those limits. For example, cybersickness is believed to
arise from conflicting perceptual cues—our visual system perceives us as moving in one way, but the vestibular system in our inner ears senses no motion. IVR
systems today include many causes of discrepancies like
this. One is the time lag in visual feedback due to input,
rendering, and output latencies. A second is the disagreement between where our eyes focus (on the IVR
projection surface) and where a virtual object is located (usually not on the surface).
Visualized data almost always includes some amount
of error. IVR’s stringent update and latency constraints
force the issue of accuracy tradeoffs. A thorough understanding of error is critical to a theory of techniques for
scientific visualization. Pang et al.82 reported that the
common underlying problem is visually mapping data
and uncertainty together into a holistic view. There is
an inherent difficulty in defining, characterizing, and
controlling the uncertainty in the visualization process,
coupled with a lack of methods that effectively present
uncertainty and data.
Transcend human limitations with scalable
AI techniques. As technology improves, displays will
approach the limits of human visual bandwidth, and
data sets will become so large that even with the best
resolution and tools we can never look at more than a
tiny fraction of them. Even after we finish leveraging
and impedance-matching the human visual system optimally, we’re still going to hit a brick wall. We need intelligent software to perform human-like pattern
recognition tasks on massive data sets to winnow the
potential areas of interest for further human study. We
lump such intelligent software under the title of AI.
While many researchers remain skeptical of AI’s track
record, other enthusiasts such as Ray Kurzweil83 feel
that the expected exponential increase in computational
power and algorithms together will make significant
advances possible—a bet that’s clearly fueling data mining projects, for example.
As Don Middleton of the National Center for Atmospheric Research (NCAR) wrote in an e-mail,
It’s not clear the commercial marketplace or the
community efforts currently under way will
address the visualization and analysis requirements of the largest problems—the terascale
problems. It’s my own belief that by mid-decade
we’ll need to be looking very seriously at quasiintelligent and autonomous analysis agents that
can sift through the data volumes on behalf of the
researcher.
These kinds of techniques are precisely the focus of the
Intelligent Data Understanding component of NASA’s
new Intelligent Systems Program (http://ic.arc.nasa
.gov/ic/nra/).
Scaling, which has always been a problem in adapting
AI techniques to real-world needs, is a particularly crucial issue here, especially if we consider the consequences of latency. Thus, we must not only develop the
techniques, but also ways of evaluating their scalability
to terabyte and petabyte data sets.
Conclusion
It’s generally accepted that visualization is key to
insight and understanding of complex data and models
because it leverages the highest-bandwidth channel to
the brain. What’s less generally accepted, because there
has been so much less experience with it, is that IVR can
significantly improve our visualization abilities over
what can be done with ordinary desktop computing. IVR
isn’t “just better” 3D graphics, any more than 3D is just
better 2D graphics. Rather, IVR can let us “see” (that is,
form a conception of and understand) things we could
not see with desktop 3D graphics.
We need to push any means available for making visualization more powerful, because the gap between the
size and complexity of data sets we can compute or sense
and those we can effectively visualize is increasing at an
alarming rate. IVR’s potential to display larger and more
complex data, to interact more naturally with that data,
and possibly to reveal new patterns in the data through
the use of our intrinsic 3D perception, navigation, and
manipulating skills, is tantalizing. We anticipate increasing interest in both the research agenda and in production uses of IVR for visualization.
However, many barriers block rapid progress. Technology for IVR remains primitive and expensive, and
investment for visualization—let alone IVR visualization—both for R&D and for deployment, lags far behind
investment in computation and data gathering. Scientific computing facilities typically spend 10 percent or
less of their hardware budget on visualization systems.
Nonetheless, we see considerable cause for optimism,
given the success stories and partial success stories available and the inexorable improvements in hardware,
software, and interaction technology. Those of us in the
field, sensing the potential, wonder whether we are
roughly at the 1903 Kitty Hawk stage of powered flight,
with the equivalent of modern jet-airplane travel and
same-day package delivery inevitably to come, or
whether we are deluded by the late-1930s popular science prediction of a helicopter in every garage.
We do believe that we’re seeing the slow and somewhat painful birth of a new medium, although we’re far
from being at “Stage 3” (see The Three Stages of a New
Medium, http://www.alice.org/stage3/whystage3
.html) of using the new medium to its fullest potential,
that is, with idioms unique to it rather than imitating
the old ones. Much research is needed to develop visualization and interaction techniques that take proper
advantage of the IVR medium. The learning curve for
the new medium is far steeper than for 3D, let alone 2D
graphics, at least in part because the technology is so
much more complex and our lack of knowledge of
human perception, cognition and manipulation skills is
so much greater a limitation.
The research agenda for progress in using IVR for scientific visualization is long and provides interesting
challenges for researchers in many fields, especially in
interdisciplinary problems. The agenda includes the traditional research areas of dramatically improving device
technology, producing scalable high-performance
graphics architectures from commodity parts, and
developing ways of significantly reducing end-to-end
latency and of coping strategies for unavoidable latency. Among the interesting newer research problems are
■
■
■
■
how to do computational steering of exploratory computations and monitoring of production runs, especially in IVR
how to use art-inspired visualization techniques for
showing large multivalued data sets
how to use our growing knowledge of perceptual, cognitive, and social science to construct effective and
comfortable IVR environments and visualizations
how to do application-oriented user studies that show
under what circumstances and for what reasons IVR
is or isn’t effective
We hope that this article will stimulate serious interest in the research agenda we have highlighted here.
Also, we hope that a review of this kind done in a decade
will start by listing important scientific discoveries or
designs that would not have happened without the production use of IVR-based scientific visualization as an
integral part of the discovery or design process.
■
Acknowledgments
This article was truly a group effort, with many colleagues helping in substantive ways. Some contributed
sidebars, others submitted detailed comments and suggested fixes that we have shamelessly but gratefully
incorporated. Yet others answered time-critical techni-
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Virtual Reality
cal questions with very helpful responses. Any sins of
omission or commission are our responsibility.
First, we wish to thank John van Rosendale, with
whom Andy van Dam collaborated to produce the
keynote addresses that John gave at IEEE Visualization
99 and that Andy gave at IEEE VR 2000. These talks
formed the basis for this article. Other major contributers whose text we used literally or paraphrased
included Steve Bryson, Sam Fulcomer, Chris Johnson,
Mike Kirby, Tim Miller, and Dave Mizell.
Next, we thank those who provided useful feedback or
technical information: Steve Ellis, Steve Feiner, Jim Foley,
David Johnson, George Karniadakis, Jaron Lanier, Don
Middleton, Jeff Pierce, Terri Quinn, Spencer Sherwin,
and Colin Ware. Katrina Avery, Nancy Hays, and Debbie
van Dam greatly improved the readability of the article.
Finally, we thank our sponsors: NSF, NIH, the ANS
National Tele-Immersion Initiative, DOE’s ASCI program, IBM, Microsoft Research, and Sun Microsystems.
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8. Data and Visualization Corridors: Report on the 1998 DVC
Workshop Series, CACR-164, P. Smith and J. Van Rosendale, eds., Center for Advanced Computing Research, California Institute of Technology, Pasadena, Calif., 1998.
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Andries van Dam is Thomas J.
Watson, Jr., University Professor of
Technology and Education, and professor of computer science at Brown
University, where he co-founded the
Computer Science Department and
served as its first chairman. His
research has concerned computer graphics, text processing, and hypermedia systems.
van Dam co-founded ACM Siggraph and sits on the technical advisory boards of several startups and Microsoft
Research. He became an IEEE Fellow and an ACM Fellow in
1994. He received honorary PhDs from Darmstadt Technical University, Germany, in 1995 and from Swarthmore
College in 1996. He was inducted into the National Academy of Engineering in 1996 and became an American Academy of Arts and Sciences Fellow in 2000. See his curriculum
vitae for a complete list of his awards and publications:
http://www.cs.brown.edu/people/avd/long_cv.html.
David Laidlaw is the Robert
Stephen Assistant Professor in the
Computer Science Department at
Brown University. His research centers on applications of visualization,
modeling, computer graphics, and
computer science to other scientific
disciplines. He received his PhD in computer science from
the California Institute of Technology, where he also did
postdoctoral work in the Division of Biology.
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Contact van Dam at Brown University, Dept. of Computer Science, Box 1910, Providence, RI 02912, e-mail
avd@cs.brown.edu.
Joseph J. LaViola, Jr., is a PhD
student in computer science in the
Computer Graphics Group and a
Masters student in applied mathematics at Brown University. He also
runs JJL Interface Consultants,
which specializes in interfaces for virtual reality applications. His primary research interests
are multimodal interaction in virtual environments and
user interface evaluation. He received his ScM in computer science from Brown in 1999.
Andrew Forsberg is a research
staff member in the Brown University Graphics Group. He works primarily on developing 2D and 3D user
interfaces and on applications of virtual reality. He received his Masters
degree from Brown in 1996.
Rosemary Michelle Simpson is
a resources coordinator for the
Exploratories project in the Computer Science Department at Brown University, and webmaster for several
graphics and hypertext Web sites.
She received a BA in history from the
University of Massachusetts.
November/December 2000