Bernd Fröhlich

Learn More
We have built a systemthatallows usersto naturallymanipulatevirtual 3D models with both hands on the Responsive Workbench, a tabletopVR device. Our design is largely based upon Guiard’s observations of how humans distribute work between the two hands in the real world. We show how to apply these principles for the workbench environment and describe many(More)
We present the two-user Responsive Workbench: a projectionbased virtual reality system that allows two people to simultaneously view individual stereoscopic image pairs from their own viewpoints. The system tracks the head positions of both users and computes four images one for each eye of each person. To display the four images as two stereo pairs, we(More)
<b>I</b>ntuitive access to information in habitual real-world environments is a challenge for information technology. An important question is how can we enhance established and well-functioning everyday environments rather than replace them by virtual environments (VEs)? Augmented reality (AR) technology has a lot of potential in this respect because it(More)
We introduce two new six degree of freedom desktop input devices based on the key concept of combining forceless isotonic rotational input with force-requiring elastic translational input. The GlobeFish consists of a custom three degrees of freedom trackball which is elastically connected to a frame. The trackball is accessible from the top and bottom and(More)
This paper presents projector-based illumination techniques for creating correct occlusion effects for optical see-through setups. We project view-dependent occlusion shadows onto the real surfaces that are located behind virtual objects. This results in a perfect occlusion of real objects by virtual ones. We have implemented and tested our approach in the(More)
Three-dimensional user interfaces (3D UIs) let users interact with virtual objects, environments, or information using direct 3D input in the physical and/or virtual space. In this article, the founders and organizers of the IEEE Symposium on 3D User Interfaces reflect on the state of the art in several key aspects of 3D UIs and speculate on future research.
We propose a conceptual extension of the standard triangle-based graphics pipeline by an additional intersection stage. The corresponding intersection program performs ray-object intersection tests for each fragment of an object's bounding volume. The resulting hit fragments are transferred to the fragment shading stage for computing the illumination and(More)