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Stanislav L. Stoev

dblp:50/1384 · DBLP profile ↗
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9ranked-venue papers
7as first author
0since 2021 · last 2003
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorHuman-computer interaction and ubiquitous computing · 6 · 5 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 46% Computer animation and physical simulation · 26% Rendering · 20%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.012003
Interactive Cloth Simulation in Virtual Environments · VR 2003
Virtual and augmented reality
immersive interaction
0.012003
Interactive Cloth Simulation in Virtual Environments · VR 2003
Interaction techniques and input › spatial interaction › 3d interaction
viewpoint control
0.012002
The Through-the-Lens Metaphor: Taxonomy and Application · VR 2002
Rendering
image-based rendering
0.012001
Interaction, Navigation, and Visualization Props in Complex Virtual Environments Using Image Based Rendering Techniques · VR 2001
Virtual and augmented reality
navigation
0.022002
The Through-the-Lens Metaphor: Taxonomy and Application · VR 2002
Interaction, Navigation, and Visualization Props in Complex Virtual Environments Using Image Based Rendering Techniques · VR 2001
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.012003
Interactive Cloth Simulation in Virtual Environments · VR 2003
Virtual and augmented reality › navigation
world in miniature
0.012001
Interaction, Navigation, and Visualization Props in Complex Virtual Environments Using Image Based Rendering Techniques · VR 2001

Methods — techniques the papers use, named apart from their topics

taxonomy · 0.1physically based simulation · 0.0image-based rendering · 0.0
YearPublicationVenuePosition
2003 Interactive Cloth Simulation in Virtual Environments
abstract
Current cloth simulation systems have become powerful enough to be used interactively, and applications relevant to textile industries like virtually tailoring real garments seem to be possible in the near future. We show that interactive cloth simulation can be improved by virtual reality techniques. We present the Virtual Dressmaker, an application for interactive assembly and physically based interactive simulation of cloth. In particular, the system allows us to select and drag parts of the clothes during the simulation. The proposed application consists of a VR-interface client that provides nearly live-size stereo projection combined with 6DOF interaction and a server for physically based cloth simulation. In order to verify the usability of our approach, we elaborate on usability studies, which show that our application allows fast, easy, and precise interaction compared to interaction with a traditional 3D-desktop application based on 2D input devices.
Michael Keckeisen, Stanislav L. Stoev, Wolfgang Straßer
VR2
2003 A comparative study on user performance in the Virtual Dressmaker application
abstract
We report on a user study, investigating the efficiency of user interaction in a Virtual Reality application compared to 3D desktop applications.The Virtual Dressmaker is a Virtual Reality application for virtual cloth design, assembly, and simulation that supports advanced 6DoF interaction techniques. We conjecture that these interaction techniques are more natural for the users and lead to faster and more precise results than common desktop applications.In our user study we investigate interaction tools for positioning garment patterns in VR and compare the results to interaction with common 3D desktop applications. We measure completion time and precision of the positioned patterns and evaluate the subjective impressions of the users.The results show that Virtual Environments, and the presented interaction tools in particular, provide a valuable method for cloth design and assembly. Moreover, certain features of current 3D desktop design tools can be exploited for further improvements of VR interaction.
Markus Wacker, Stanislav L. Stoev, Michael Keckeisen, Wolfgang Straßer
VRST2
2002 A Case Study on Automatic Camera Placement and Motion for Visualizing Historical Data
abstract
In this paper, we address the problem of automatic camera positioning and automatic camera path generation in the context of historical data visualization. After short description of the given data, we elaborate on the constraints for the positioning of a virtual camera in such a way that not only the projected area is maximized, but also the depth of the displayed scene. This is especially important when displaying terrain models, which do not provide good 3D impression when only the projected area is maximized. Based on this concept, we present a method for computing an optimal camera position for each instant of time. Since the explored data are not static, but change depending on the explored scene time, we also discuss a method for animation generation. In order to avoid sudden changes of the camera position, when the previous method is applied for each frame (point in time), we introduce pseudo-events in time, which expand the bounding box defined by the currently active events of interest. In particular, this technique allows events happening in a future point in time to be taken into account such that when this time becomes current, all events of interest are already within the current viewing frustum of the camera.
Stanislav L. Stoev, Wolfgang Straßer
IEEE Visualization1
2002 The Through-the-Lens Metaphor: Taxonomy and Application
abstract
We present a set of tools based on the through-the-lens metaphor. This metaphor enables simultaneous exploration of a virtual world from two different viewpoints. The one is used to display the surrounding environment and represents the user, the other is interactively adjusted and the resulting images are displayed in a dedicated window.
Stanislav L. Stoev, Dieter Schmalstieg, Wolfgang Straßer
VR1
2002 Application and taxonomy of through-the-lens techniques
abstract
In this work, we present a set of tools based on the through-the-lens metaphor. This metaphor enables simultaneous exploration of a virtual world from two different viewpoints. The one is used to display the surrounding environment and represents the user, the other is interactively manipulated and the resulting images are displayed in a dedicated window. We discuss in detail the various different states of the two viewpoints and the two synthetic worlds, introducing taxonomy for their relationship to each other. We also elaborate on navigation with the through-the-lens concept extending the ideas behind known tools. Furthermore, we also present a new remote object manipulation technique based on the through-the-lens concept.
Stanislav L. Stoev, Dieter Schmalstieg
VRST1
2001 A Case Study on Interactive Exploration and Guidance Aids for Visualizing Historical Data
abstract
In this paper, we address the problem of historical data visualization. We describe the data acquisition, preparation, and visualization. Since the data contain four dimensions, the standard 3D exploration techniques have to be extended or appropriately adapted in order to enable interactive exploration. We discuss in detail two interaction concepts: (1) navigation with one fixed dimension, and (2) quasi 4D navigation allowing to simultaneously explore the four-dimensional space. In addition, we also present a picture-in-picture display mode, enabling the user to interactively view the data, while "flying with" a particular event, tracking its motion in time and space. Finally, we present a technique for guided exploration and animation generation, allowing for a vivid gain of insight into the historical data.
Stanislav L. Stoev, Wolfgang Straßer
IEEE Visualization1
2001 Interaction, Navigation, and Visualization Props in Complex Virtual Environments Using Image Based Rendering Techniques
abstract
Present an image-based technique for accelerated rendering of world-in-miniature (WIM)-based and multiple-viewpoint-based props. The WIM technique offers an intuitive and useful tool for navigation and manipulation within virtual environments. The multiple-viewpoint technique is often applied for enhancing visualization and navigation. Unfortunately, both approaches require multiple rendering of the viewed data. This can significantly deteriorate the frame rate and negatively influence the interaction. The proposed approach circumvents this drawback, while still providing the features of these tools.
Stanislav L. Stoev, Ingmar Peter, Wolfgang Straßer
VR1
2001 Exploring the past: a toolset for visualization of historical events in virtual environments
abstract
In this paper, we present a set of tools and techniques for visualization of and interaction with historical data. First, we briefly describe the data acquisition and preparation. Afterwards, we discuss in detail the interaction approaches for exploration of historical data, containing a time dimension. In particular, we propose (1) a continuous time increment approach for visualizing 3D slices continuously moving in the 4D space; (2) a fly-with mode for viewing the scene from the perspective of the participants in the migration, we are visualizing; (3) a time lens, as an extension of the traditional magic lens for viewing arbitrary event times; (4) a time-space exploration tool for simultaneous viewing more than one event time and location of interest; (5) a guided exploration tool, which allows for viewing events on an interactively defined or pre-defined path in space. Finally, we conclude the paper with a discussion and comparison of the proposed tools.
Stanislav L. Stoev, Michael Ruckaberle, Wolfgang Straßer
VRST1
2000 Extracting regions of interest applying a local watershed transformation
abstract
We present a new technique for extracting regions of interest (ROI) applying a local watershed transformation. The proposed strategy for computing catchment basins in a given region of interest is based on a rain-falling simulation. Unlike the standard watershed algorithms, which flood the complete (gradient magnitude of an) image, the proposed approach allows us to perform this task locally. Thus, a controlled region growth is performed, saving time and reducing the memory requirement especially when applied on volume data. A second problem arising from the standard watershed transformation is the over-segmented result and the lack of sound criteria for merging the computed basins. For overcoming this drawback, we present a basin-merging strategy introducing four criteria for merging adjacent basins. The threshold values applied in this strategy are derived from the user input and match rather the attributes of the selected object than of all objects in the image. In doing so, the user is not required to adjust abstract numbers, but to simply select a coarse region of interest. Moreover, the proposed algorithm is not limited to the 2D case. As we show in this work, it is suitable for volume data processing as well. Finally, we present the results of applying the proposed approach on several example images and volume data sets.
Stanislav L. Stoev, Wolfgang Straßer
IEEE Visualization1