22 research outputs found

    A User Study Comparing 3D Modeling with Silhouettes and Google SketchUp

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    We describe a user study comparing 3D Modeling with Silhouettes and Google SketchUp. In the user study, ten users were asked to create 3D models of three different objects, using either 3D Modeling with Silhouettes or Google SketchUp. Ten different users were then asked to rank images of the models produced by the first group. We show that the models made with 3D Modeling with Silhouettes were ranked significantly higher on average than those made with Google SketchUp

    3D modeling with silhouettes

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 37-39).With the increasing power of computers and the spread of dedicated graphics hardware, 3D content has become ubiquitous in every field, from medicine to video games. However, designing 3D models remains a time-consuming and costly process, so far limited mainly to professionals who have trained extensively with complex modeling suites. We present a new sketch-based modeling approach which aims to make this process simpler and cheaper for professionals, while also making it easy enough for amateurs to use. In our approach, models are interactively designed by drawing their 2D silhouettes from different views. The core idea of our paper is to restrict the input to 2D operations, removing the need to explicitly create or position 3D elements. To create complex shapes, we allow the user to perform CSG operations on silhouettes. We introduce a new algorithm to handle CSG operations that leverages special properties of silhouette cylinders to convert the CSG problem into one that can be handled entirely with 2D operations, making implementation much simpler and more robust. We also introduce a smoothing operator that can generate a smooth shape that matches a set of input silhouettes. We evaluate our approach by using it to model a random sampling of man-made objects taken from the words in WordNet, and show that all of the tested man-made objects are suitable to being modeled quickly and easily using their silhouettes. We also present a user study that demonstrates that novice users are able to use our implemented modeler more effictively than Google SketchUp, a leading commercial 3D modeler also aimed at novice users.by Alec Rivers.S.M

    3D Shape Reconstruction from Sketches via Multi-view Convolutional Networks

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    We propose a method for reconstructing 3D shapes from 2D sketches in the form of line drawings. Our method takes as input a single sketch, or multiple sketches, and outputs a dense point cloud representing a 3D reconstruction of the input sketch(es). The point cloud is then converted into a polygon mesh. At the heart of our method lies a deep, encoder-decoder network. The encoder converts the sketch into a compact representation encoding shape information. The decoder converts this representation into depth and normal maps capturing the underlying surface from several output viewpoints. The multi-view maps are then consolidated into a 3D point cloud by solving an optimization problem that fuses depth and normals across all viewpoints. Based on our experiments, compared to other methods, such as volumetric networks, our architecture offers several advantages, including more faithful reconstruction, higher output surface resolution, better preservation of topology and shape structure.Comment: 3DV 2017 (oral

    DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling

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    Face modeling has been paid much attention in the field of visual computing. There exist many scenarios, including cartoon characters, avatars for social media, 3D face caricatures as well as face-related art and design, where low-cost interactive face modeling is a popular approach especially among amateur users. In this paper, we propose a deep learning based sketching system for 3D face and caricature modeling. This system has a labor-efficient sketching interface, that allows the user to draw freehand imprecise yet expressive 2D lines representing the contours of facial features. A novel CNN based deep regression network is designed for inferring 3D face models from 2D sketches. Our network fuses both CNN and shape based features of the input sketch, and has two independent branches of fully connected layers generating independent subsets of coefficients for a bilinear face representation. Our system also supports gesture based interactions for users to further manipulate initial face models. Both user studies and numerical results indicate that our sketching system can help users create face models quickly and effectively. A significantly expanded face database with diverse identities, expressions and levels of exaggeration is constructed to promote further research and evaluation of face modeling techniques.Comment: 12 pages, 16 figures, to appear in SIGGRAPH 201

    Perceiving ribs in single-view wireframe sketches of polyhedral shapes

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    As part of a strategy for creating 3D models of engineering objects from sketched input, we attempt to identify design features, geometrical structures within objects with a functional meaning. Our input is a 2D B-Rep derived from a single view sketch of a polyhedral shape. In this paper, we show how to use suitable cues to identify algorithmically two additive engineering design features, angular and linear ribs

    Efficient sketch-based creation of detailed character models through data-driven mesh deformations

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    Creation of detailed character models is a very challenging task in animation production. Sketch-based character model creation from a 3D template provides a promising solution. However, how to quickly find correct correspondences between user's drawn sketches and the 3D template model, how to efficiently deform the 3D template model to exactly match user's drawn sketches, and realize real-time interactive modeling is still an open topic. In this paper, we propose a new approach and develop a user interface to effectively tackle this problem. Our proposed approach includes using user's drawn sketches to retrieve a most similar 3D template model from our dataset and marrying human's perception and interactions with computer's highly efficient computing to extract occluding and silhouette contours of the 3D template model and find correct correspondences quickly. We then combine skeleton-based deformation and mesh editing to deform the 3D template model to fit user's drawn sketches and create new and detailed 3D character models. The results presented in this paper demonstrate the effectiveness and advantages of our proposed approach and usefulness of our developed user interface

    Modeling 3D animals from a side-view sketch

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    Shape Modeling International 2014International audienceUsing 2D contour sketches as input is an attractive solution for easing the creation of 3D models. This paper tackles the problem of creating 3D models of animals from a single, side-view sketch. We use the a priori assumptions of smoothness and structural symmetry of the animal about the sagittal plane to inform the 3D reconstruction. Our contributions include methods for identifying and inferring the contours of shape parts from the input sketch, a method for identifying the hierarchy of these structural parts including the detection of approximate symmetric pairs, and a hierarchical algorithm for positioning and blending these parts into a consistent 3D implicit-surface-based model. We validate this pipeline by showing that a number of plausible animal shapes can be automatically constructed from a single sketch

    Fast character modeling with sketch-based PDE surfaces

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    © 2020, The Author(s). Virtual characters are 3D geometric models of characters. They have a lot of applications in multimedia. In this paper, we propose a new physics-based deformation method and efficient character modelling framework for creation of detailed 3D virtual character models. Our proposed physics-based deformation method uses PDE surfaces. Here PDE is the abbreviation of Partial Differential Equation, and PDE surfaces are defined as sculpting force-driven shape representations of interpolation surfaces. Interpolation surfaces are obtained by interpolating key cross-section profile curves and the sculpting force-driven shape representation uses an analytical solution to a vector-valued partial differential equation involving sculpting forces to quickly obtain deformed shapes. Our proposed character modelling framework consists of global modeling and local modeling. The global modeling is also called model building, which is a process of creating a whole character model quickly with sketch-guided and template-based modeling techniques. The local modeling produces local details efficiently to improve the realism of the created character model with four shape manipulation techniques. The sketch-guided global modeling generates a character model from three different levels of sketched profile curves called primary, secondary and key cross-section curves in three orthographic views. The template-based global modeling obtains a new character model by deforming a template model to match the three different levels of profile curves. Four shape manipulation techniques for local modeling are investigated and integrated into the new modelling framework. They include: partial differential equation-based shape manipulation, generalized elliptic curve-driven shape manipulation, sketch assisted shape manipulation, and template-based shape manipulation. These new local modeling techniques have both global and local shape control functions and are efficient in local shape manipulation. The final character models are represented with a collection of surfaces, which are modeled with two types of geometric entities: generalized elliptic curves (GECs) and partial differential equation-based surfaces. Our experiments indicate that the proposed modeling approach can build detailed and realistic character models easily and quickly
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