Wolfgang Stuerzlinger's Research Projects
This page lists my current research projects that have produced
results. All publications are linked in square brackets and point to entries
in my publications list.
A list of older research projects can be found after that.
Please consult also the WWW pages of the students,
who are or were working on these projects with me, the
research labs where the work took place, and the pages of
agencies and companies supporting my research.
Human Computer Interaction (HCI), Virtual Reality (VR),
and 3D User Interfaces (3DUI)
Most of my research focusses on better user interfaces for computer
systems in general.
One central theme is enhanced user interfaces for 3D and Virtual
Reality systems.
CoViD - Collaborative Virtual 3D Design (ISRG)
This project investigates a new infrastructure that encourages collaborative
design and in particular encourages creativity
[SZPO06].
Within this project, we are working on better input devices for 3D,
as well as 3D design systems that are very
easy-to-use, but still retain the capability to solve real-world problems.
In addition, we are working on a new collaborative platform, which allows
multiple people to seamlessly collaborate during a design session.
The project has the following subprojects:
- Towards Better 3D Input Devices (ISRG)
[TAS09a]
[TAS09b]
[TPSM09]
[TPS08]
[TS08a]
[TS08b]
Common 2D input devices, such as the mouse, outperform most 3D input
devices on frequently used tasks in 3D environments. This seems
counterintuitive. One aspect of the problem is that simultaneous
control of three degrees of freedom is more difficult for humans compared
to just two degrees of freedom. Hence, most successful systems use
3D input only rarely, see e.g. the work on
Guidelines for 3D User Interfaces,
mentioned below. The other aspect pertains to differences in 2D and
3D input technologies. Examples for differences include variations
in latency, jitter, the effect of co-location of input and output,
as well as the existence of a supporting surface. To investigate this,
we have performed a series of experiements that document the
effects of each factor.
Part of this research is performed as part of the NSERC CREATE Program in Computational Approaches to Sensorimotor Transformations for the Control of Action.
- SESAME - Easy-to-Use Conceptual Design System (ISRG)
[SDO06]
[OSD06b]
[OSD06a]
[OSD05]
[OS05]
This project investigates a new conceptual design system. The main goal of
is to enable even naive users to quickly create and modify 3D content to
communicate design ideas. SESAME (Sketch, Extrude, Sculpt, and
Manipulate Easily) systems is based on
the solid modeling paradigm and requires only a 2D pointing device. User
studies have shown that naive users can quickly learn to use this system
to generate interesting content. A comparison of SESAME with sketching on
paper showed no significant differences in terms of creativity, but a
comparison with a user group familiar with standard CAD tools clearly
shows that SESAME encourages more creativity than current tools.
Some Videos can be found on the
video page.
A demo version
of the SESAME system is also available.
- User Interfaces for 3D Manipulation (ISRG)
[TS08c]
[TS08d]
[TS07a]
[TS07b]
[TS07c]
[OS05]
One of the problems of VR systems is that 3D input devices are still in their
infancy. Even more importantly, the software technologies that map the
raw user movements to 3D object manipulation are also immature. This is
best seen by comparing the performance of intelligent algorithms for
3D manipulation in a desktop environment with a mouse with
"traditional" VR manipulation techniques using 3D trackers. For many
common tasks the mouse excels here.
This project investigates new manipulation algorithms that improve
performance for 3D manipulation tasks. We also investigate which properties
of various input devices makes them well suited for 3D manipulation. The
results of the compartive studies indicate that intelligent 3D
sliding algorithms radically simplify and speed up 3D object manipulation.
With such algorithms, we believe that manipulation with 3D trackers in
general VR systems can be made to be almost as efficient as manipulation
with a mouse in a desktop 3D modeling system. However, the performance
of a mouse in a desktop 3D modeling system can also be improved with
better algorithms, which is another avenue of current work.
Part of this research is performed as part of the NSERC CREATE Program in Computational Approaches to Sensorimotor Transformations for the Control of Action.
- Virtual LEGO - A 3D Construction System (ISRG)
[BS06b]
[OS04a]
[OS04b]
[OS03]
Lego blocks are a simple way to create 3D shapes. The Virtual Lego system
introduces simple techniques to quickly create and manipulate
Lego models. User studies showed that users without any 3D experience
could quickly create 3D content with this system.
Some videos can be found on the video page.
You can also download a demo version of
the Lego system. A user study of a haptics version of Lego has
yielded interesting results, see the respective publication.
- MULTI - Collaboration on Large Display Surfaces (ISRG)
[PS08b]
[PS08a]
[St05]
[PS04b]
[OS02]
Lasers can be used as an interaction device for large display surfaces.
This project focusses on a new kind of laser-based input device, and is
one of the few technologies which support multiple simultaneously active
users. Evaluations show that laser pointers can serve as effective input
devices for large screens. Another part of the research focussed on a
state-of-the art evaluation of the performance of various remote pointing
devices. A video demonstrating the multi-user aspect with a simple puzzle
can be found on the video page.
Our multi-user laser pointer input technology provides a basis for
collaborative shared display groupware (SDG) and computer supported
cooperative work (CSCW) applications. Beyond that we are currently
completing a new kind of collaborative hardware setup designed to
faciltiate collaborative work by teams of 2-10 people with interdisciplinary
backgrounds. Seamless collaborative work in turn encourages creativity,
which leads to better end products.
The system is called MULTI (Multi-user laser table interface)
and provides several fully interactive table and wall surfaces.
Also, a collaboration with a Kinesology researcher about pointing movements
has started.
Finally, we are working on extending CoViD to allow distributed collaborative
design with remote participants (depending on funding).
Other Human-Computer Interaction projects
- The Effects of Technology on Pointing Performance (ISRG)
[PS09b]
[PS09a]
Many novel input devices have been presented for computer
systems. Beyond standard technology such as mice and pens, there are also
game console controllers (Nintendo Wii Remote, etc.) and many other
approaches. While each technology has different ergonomic aspects,
they also are based on different technical implementations.
This project investigates the
effect of technical factors such as delays (commonly called latency),
variations in delay (i.e. time jitter), spatial jitter, and several other
factors on pointing performance. The trade-offs between these factors
that are documented through our work
allow input device designers to make better choices for high-performance
input devices.
A side project investigates how artifically introduced movement delays
over interesting features, such as word boundaries, affect pointing
performance in text selection.
- User Interface Façades - Towards Fully Adaptable User Interfaces (ISRG, together with O. Chapuis & N. Roussel from inSitu, Paris-Sud, France)
[SOPR06]
This project presents a new
technology that lets end-users adapt the user interface of arbitrary
applications to their needs without resorting to coding. The user can
select one or more widgets and drag them into other windows to create new
GUIs (or drop them onto the desktop to create a new façade).
Alternatively, users can
replace widgets or change the mapping of mouse events to adapt any GUI
to their own requirements and patterns of usage. The current version of
User Interface Façades is based on the accessibility interface
provided by most GUI toolkits and a novel GUI server.
More information, videos, and source code, can be found on the
User Interface
Façades WWW page.
- Text Entry Methods, User Performance Modeling,
and Cognitive Modeling (ISRG)
[AS09]
[DS08f]
[DS08d]
[DS07a]
[PS05a]
[PS04a]
[PS03]
Current research in this project concentrates on models to predict text
entry rates for novice users. All other models focus on experts only,
which provides only information about peak speeds, which are often very
unrealistic. Furthermore, this project investigates a new method
to enter text on cell phones, called Less-Tap. User experiments have shown
that Less-Tap is significantly faster than the standard method (Multi-Tap),
and that it is competitive with dictionary-based methods (e.g. T9).
Recent work focuses on predictive models to simulate the transition of
novices to experts. Another aspect focuses on error behaviours in text
entry.
- Perception-Based Grouping (ISRG)
[DS09b]
[DS09a]
[DS08a]
[DS08b]
[DS08e]
[DS07b]
[DS06a]
[DS06b]
The direct manipulation of objects and efficient selection of objects is an
integral part of modern user interfaces. Most systems support only
rectangle selection and shift-clicking for group selection. In this project
we investigate a new selection technique, which is based on the way human
perception naturally groups objects.
- Novel Layout Mechanisms for Graphical User Interfaces (ISRG)
[SS09]
The way various user interfaces elements (i.e. widgets) are placed on
inside a window is described via layout mechanisms. This becomes
particularly relevant, when the size of the window is changed, as the
layout mechanism also incorporates the resizing behaviour.
Commonly used layout methods are fairly simplistic and have their
limitations. While there are very powerful methods to define layouts,
the associated methods and programming interfaces are hard to understand and
graphical user interface builders for such layouts are difficult to use.
This work investigates a new, easy-to-understand layout mechanisms and
evaluates its implementation. Part of the work focuses on a new user
interface builder systems that includes a novel form of preview window
to illustrate the design choices immediately to the user, while still
enabling easy access to all necessary parameters.
- Context-Sensitive Cut, Copy and Paste (ISRG)
[KS08]
Creating and editing source code are tedious and error-prone
processes. One important source of errors in editing programs is
the failure to correctly adapt a block of copied code to a new
context. This occurs because all semantic dependencies to the
surrounding code need to be adapted in the new context
and it is easy to forget some. Conversely, this also makes
such errors hard to find.
Our research investigates a new method for identifying some common
types of errors in cut, copy and paste operations. The method
analyzes the context of the original block of code and tries to
match it with the context in the new location to find such errors.
- Enhanced Methods for Document Version Management (ISRG)
[DS08c]
Comparing and selecting text from multiple versions of a document
is a common task in collaborative scenarios. Even single users benefit from
versioning facilities when working on a document.
Text and diagram versioning methods are not well documented in the
scientific literature, even though implementations of text versioning
are abundant in commercial and non-commercial software.
Our work presents several new methods for text versioning. We validated
the results with user studies.
Moreover, we present new techniques for diagram version management.
- Behavioural Training with Mobile Computers (ISRG, together with P. Ritvo)
This project investigates how a mobile computing platform can be used
to help people to adhere e.g. to a diet. A new
version of this system is currently in the works. It will be based
on Web 2.0 services and feature support for offline access and data
entry.
- Pen-based Computing (ISRG)
[KS06]
[KMS05]
Tablet PC's and personal digital assistants (PDA's) are becoming more and
more popular. However, interaction techniques for manipulating objects in
drawings/designs/diagrams are often based on ideas from mouse-based interfaces.
We are performing research into steering motions and explore new techniques
for the interactive selection and manipulation of arbitrary groups of objects.
This will make work on large scale diagrams/designs/drawings easier.
The issue of zooming in user interfaces is also investigated in this project,
in an collaborative effort with researchers at the University of Saskatchewan.
Other Virtual Reality projects
- IVY - Immersive Virtual Reality (VGR, CVR, together with M. Jenkin, R. Allison)
[RLZ+02]
[RLZ+01]
This project created a new kind of immersive Virtual
Reality system: a six-sided CAVE, which is a room where every side
(including the floor and the ceiling) displays computer generated
imagery. The immersive device, called IVY, was completed in 2002.
Novel aspects include a ventilation system for the enclosed space and
a novel tracking system.
- 6 DOF Tracking (CVR together with R. Allison)
[VSHA06]
[VHS05]
The pose of an object in space can be described by 6 numbers,
corresponding to 6 degrees of freedom (6 DOF).
The Hedgehog is a new kind of 6 DOF tracking device, which features
a large number of computer controlled laser diodes
pointing outwards to project unique spots onto the walls as well as
cameras outside IVY (or a CAVE) to track these spots. From these spots the
position and orientation of the tracking device is computed in real-time.
This in turn can be used to project the correct images for the current
position of the users's head, which the tracking system is attached to.
Translations can be tracked at least as accurately as current commercially
available solutions. Rotations can be tracked 10 times more
accurately than other systems. Hence, this technology greatly improves
immersion in Virtual Reality and Augmented Reality systems.
We are working to improve this technology further to make it more
generally useable, depending on the availability of funding.
- Network Lag Compensation (ISRG together with R. Allison)
[TAS07]
In collaborative Virtual Reality systems and networked games, it is
necessary to transfer information about the state of the world between
multiple systems. Such
transfer is associated with transmission time-lag, and humans are
reasonably good at dealing with a constant lag. However, freely
accessible public networks exhibit significant variation in transmission
lag due to the presence of unpredictable traffic flows. Such variations
affect human performance very strongly. This
makes public networks often unsuitable for real-time collaborative
activities.
We recently presented a new predictive lag compensation scheme, which
evens out these variations in lag in an optimal manner. Results show that
a prototype implementation performs close to the theoretical optimum.
Computer Graphics projects
- HDR Systems - High Dynamic Range Video, Displays,
and Projectors.
(CVR, ISRG, together with others)
[PS05b]
[PVS05]
[SHS+04]
[SSV+03]
[YS01d]
Real scenes and real photographic images exhibit a much larger dynamic
range than current technology provides for. This project investigated
how images with high dynamic range (HDR) can be acquired and how images with
high dynamic range can be displayed on current hardware. One result is a
system that can acquire HDR images at video rates. A collaborative
project led by UBC and with G. Ward and other researchers at McGill
and York University as well as several companies resulted in a new
HDR display system (colorcoded HDR images by G. Ward, left: input data,
middle: image of standard monitor, right: image of HDR display).
The technologies were being commercialized by the startup
Brightside Technologies.
This company was recently acquired by
Dolby.
My current research includes:
- New high dynamic range technologies,
a first high-dynamic range projector was presented recently.
[PS05b]. NEW: Additional
images showing details of the HDR projection are available
here.
- User interface issues of high dynamic range displays.
[PVS05]
Other research interests
- Low-overhead database system (RZL)
- Fast access to compressed databases (RZL)
Two successful projects out of my commercial background. We are
evaluating the performance of these database systems and comparing them
with other implementations.
Inactive research projects
Human-Computer Interaction and Virtual Reality
- MIVE - Multi-modal User Interface for Virtual
Environments (ISRG, VGR)
[SS02]
[SSS01b]
[SSS01a]
[SS01b]
[SS01a]
[SLS00a]
[GS99]
The creation of object models for computer graphics applications, such
as interior design or the generation of animations is a labor intensive
process. Today's computer aided design (CAD) programs address the
problem of creating single geometric object models quite well. But
almost all users find common tasks, such as quickly furnishing a room,
hard to accomplish.
This project investigates 3D interaction techniques that are easy to
use, yet allow users to quickly construct 3D environments. The user
interface are being evaluated with user tests. First results indicate
that users take less than half the time with our new system.
Individual publications focus on the following issues:
- [SS02] describes the
object group interaction techniques.
- [SSS01b] describes
a detailled evaluation of the interaction techniques.
- [SSS01a] describes
an evaluation with complex tasks (scene creation & modification).
- [SS01b] describes
details of how constraints work in the MIVE system and discusses also
the automatic creation of constraints
- [SS01a] describes an
evaluation of the semantic constraints.
- [SLS00a] describes
an attempt to integrate an intelligent assistant.
- [GS99] describes the
first implementation of semantic constraints.
Videos can be found on the video page.
There is also a demo version of
the MIVE system.
Computer Graphics and Image-Based Modeling

- New Planning Methods for Image-Based Modeling (VGR)
[PS04c]
Several commercial solutions exist for scanning of 3D objects. The
result is a geometric model of the object. Although impressive results
have been demonstrated, user intervention is still required to generate
complete object models.
This project addresses the problem with techniques that check during
acquisition for missing or badly sampled parts and direct the
acquisition device to capture new views of such parts. The goal is to
create an automatic acquisition system that can also be used in
applications such as 3D faxing.
Furthermore, the research is targeted towards real-time acquisition,
merging and planning. First results show that with such techniques it
is possible to process even very spacious environments (e.g. a level
of the popular game Quake) in reasonable timeframes.
- How many images are needed for Image-based Modeling? (IBR)
[St99]
[St98a]
Today many systems exist to generate geometric models of existing
scenes and objects. One way to capture surface texture data is to record
a series of images that, collectively, captures all visible surfaces of
the object. Finding good viewpoints for this task is not easy.
This project presents a new heuristic method to find a good set of
viewpoints for a given geometric model. Taking images from the computed
viewpoints will show every visible part of every surface at least once.
- Natural Phenomena
- Editing of Fractal Terrains (VGR)
[SS05]
This project explored new ways to modify fractal terrains.
A video can be found on the video page.
- Rendering Clouds (VGR) [ES01]
This project investigated new ways to render natural objects.
- Real-time Rendering
- Image-Based Rendering
- High-Quality, Real-Time Image-based Rendering (VGR)
[PS06],
Sergey Parilov's Master's thesis 2002,
[PS02]

Image-Based Rendering (IBR) uses images to create new images.
This new paradigm has demonstrated a lot of advantages over conventional
computer graphicsi methods. Based on a novel visibility method, we
created an IBR system that generates images of scenes with billions
of samples at real-time speeds (>20Hz).
Ultimately we investigated the trade-off between image quality and
rendering speed by taking the capabilities of the human visual system
into account.
Some videos can be found on the video page.
- Real-Time Rendering of Penumbras (VGR)
[BS06a]
Shadows significantly enhance the realism of
images. This project presented a new method to geometrically compute
area shadows (penumbras) in real-time.
- Massive Model
Rendering (WALK) [ACW+99]
Visualization of very complex models in real-time (a 13 million
triangle power plant @ 5-20 Hz). I designed and
implemented the distant geometry replacement technique to ensure
scalability (together with K. Hoff). The technique employs TDM's
(Textured Depth Meshes), an image-based rendering primitive.
- Planar Reflections with Image-based Rendering techniques
(IBR) [BS98]
- Hierarchical
Image Cache (GUP) [SS96]
Scenes with very large polygon counts cannot be rendered in real-time
on current graphics hardware. This paper presents an image-based
rendering technique, where rendering effort is independent of polygon
count. An image cache stores previously rendered images of parts of the
static scene. Error bounds control the re-use of these images.
Hierarchical combination of images provides scalability. An almost
identical technique was developed independently by Shade
et al.
- Rendering for Multiple Projectors and Multisurface Displays (IBR) [RCWS98b][RCWS98a]
The tech report includes a performance analysis. - Interactive Rendering of
Global Illumination Solution for Glossy Surfaces (WALK)[SB97]
This contribution introduces the first interactive display of a full
global illumination solution of an environment with glossy surfaces i.e.
surfaces that are neither diffuse nor perfectly specular. The method is
best suited for low glossy surfaces found in many office environments. - Computing
LOD's - Geometric Approximations (GUP) [SS95a]
For faster rendering a new method to compute LOD's (Levels of Detail)
is introduces which reduces the complexity of geometric models while
preserving their appearance.
- Advanced Global illumination
- Computation of a Global Illumination Solution with Glossy
Surfaces [St98c] (GUP)
- Optimized Local Pass [St96a]
(GUP)
The visual quality of a displayed radiosity solution often suffers from
deficiencies in the underlying mesh. The local pass technique
re-computes the illumination at each visible surface point. This avoids
visual artifacts but involves considerable computational effort. The
contribution speeds the local pass by stochastically sampling only the
most important contributors to the illumination of a surface point. One
advantage of this technique is that it generalizes to non diffuse
radiosity solutions, too. - Exact
Local Pass [SS95b] (GUP)
- Photo-realistic Rendering
Advanced Photon
Map Techniques (GUP)
- Ray tracing
- Free-Form Surfaces (APM) [St98b]
Based on previous work together with W. Barth [BS93] this paper presents the
first ray tracing method for triangular free form surfaces, which are
becoming more common in CAD applications. Another important contribution
introduces a compact and efficient description of complex trimming
curves such as those created by combining objects described by free form
surfaces. Furthermore, the paper discusses the basis for an efficient
triangulation method that converts trimmed triangular free form surfaces
to planar triangles. - Optimizations (APM,GUP) [ST94]
An optimization for the traversal of bounding volume hierarchies which
brings at least 50%. A speed-up method based on subdividing direction
space.
- Radiosity
- Parallel Radiosity, Parallel Visibility, Dynamic Load Balancing
(GUP) [SSV95b][SW94c][SW94a]
These publication presents a massively parallel method to compute
radiosity solutions on distributed memory machines with hundreds of
processors. The key method is a distributed visibility computation
technique that consumes less bandwidth compared to other approaches. An
efficient dynamic load balancing technique is another important aspect
of the presented approach. - Adaptive Discontinuity Meshing (GUP) [St94b][St92b]
- Radiosity with Voronoi Diagrams (APM) [St92a]
- Point Clouds for Bounding Volumes (GUP) [St96b]
- Hemispherical Projections (GUP) [St95a]
- Object oriented rendering systems (APM, GUP): Flirt [STS93],
FXFire [St93], Generic
Interfaces [St96c]
Computer Vision
- Automated training of vision systems (GUP) [BBS95]
Faster training of a robot by simulating the images it sees during
navigation.
Companies and Start-Ups
I have been involved in the creation of the following companies,
which are commercializing some of the projects I have worked on:
News Coverage
Please refer to the News Coverage Page.
Funding
Funding and other support was provided by the following:
List of Research Labs
- ISRG
Interactive Systems Research Group at the Dept. of Computer Science and Engineering,
York University in Toronto, Canada
(formerly HCIlab).
- VGR
(Vision, Graphics and Robotics) group at the Dept. of Computer Science and Engineering,
York University in Toronto, Canada.
- CVR
(Centre for Vision Research) at York
University in Toronto, Canada.
- WALK
(Walkthrough) group and IBR (Image-Based Rendering)
group at the Dept. of Computer
Science, UNC (University of North
Carolina) in Chapel Hill, USA.
- GUP
(Computer Graphics and Parallel Processing) group at the Institute of
Telematics and Technical Computer Science, Johannes Kepler University in Linz,
Austria.
- APM
(Algorithms and Programming Methodology) group at the Institute of Computer Graphics, Technical University of Vienna, Austria.
- RZL Software
GesmbH - software for tax consultants in Ried, Austria.
Wolfgang Stuerzlinger