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revision 1.71 by jvk, Tue May 13 07:45:39 2003 UTC revision 1.72 by jvk, Tue May 13 07:57:25 2003 UTC
# Line 233  usability issues that need to be solved. Line 233  usability issues that need to be solved.
233    
234  One of the most important tasks in maintaining user orientation  One of the most important tasks in maintaining user orientation
235  is good layout and non-disruptive, fluid animation between views.  is good layout and non-disruptive, fluid animation between views.
236  - irregu, nadir, buoys, etc.  We are researching multiple methods for dynamically visualizing
237    the structure.
238    
239    We use buoys as link targets floating around the focus.
240    What we call *buoy* is a commonly used tool in technical diagrams:
241    placing a label at the edge of the image and connecting the label
242    to the relevant location (anchor) by a line (see Fig. [ref-fignasa]_)..
243    We research the geometry and layout of the buoy placement
244    for coherent views and animation.
245    
246    *Break lines* are a technique used in technical drawing
247    for indicating
248    where an object extends beyond what is drawn in the current
249    diagram. It is visually clear since it uses a shape that
250    is obviously not a part of the object's own shape
251    (wiggly freehand line, see Fig. [ref-fignasa]_).
252    We apply this technique by drawing the buoys as
253    non-photorealistical pieces torn off the target document.
254    To allow for fluid animation,
255    the shapes of the break lines need to be carefully designed.
256    
257    .. figure:: ../../manuscripts/xupdf/mercury5part2
258       :width: 8.45cm
259       :label: fignasa
260    
261       A NASA diagram for the Mercury 5
262       showing floating labels connected to their anchors
263       as well as break lines:
264       freehand lines are drawn to indicate that
265       the depicted object extends beyond the section shown.
266    
267  Rendering text using the 3D hardware is problematic because  Rendering text using the 3D hardware is problematic because
268  the texturing algorithms are mainly designed for photorealistic  the texturing algorithms are mainly designed for photorealistic

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