64 research outputs found

    A sketching interface for 3D modeling of polyhedron

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    We present an intuitive and interactive freehand sketching interface for 3D polyhedrons reconstruction. The interface mimics sketching with pencil on paper and takes freehand sketches as input directly. The sketching environment is natural by allowing sketching with discontinuous, overlapping and multiple strokes. The input sketch is a natural line drawing with hidden lines removed that depicts a 3D object in an isometric view. The line drawing is interpreted by a series of 2D tidy-up processes to produce a vertex-edge graph for 3D reconstruction. A novel reconstruction approach based on three-line-junction analysis and planarity constraint is then used to approximate the 3D geometry and topology of the graph. The reconstructed object can be transformed so that it can be viewed from different viewpoints for interactive design or as immediate feedback to the designers. A new sketch can then be added to the existing 3D object, and reconstructed into 3D by referring to the existing 3D object from the current viewpoint. The incremental modeling enables a 3D object to be reconstructed from multiple sketching sessions from different viewpoints. However, the interface is limited to reconstructing trihedrons from sketches without T-junctions to avoid ambiguity in the hidden topology determination

    Modeling Sketching Primitives to Support Freehand Drawing Based on Context Awareness

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    Freehand drawing is an easy and intuitive method for thinking input and output. In sketch based interface, there lack support for natural sketching with drawing cues, like overlapping, overlooping, hatching, etc. which happen frequently in physical pen and paper. In this paper, we analyze some characters of drawing cues in sketch based interface and describe the different types of sketching primitives. An improved sketch information model is given and the idea is to present and record design thinking during freehand drawing process with individuality and diversification. The interaction model based on context is developed which can guide and help new sketch-based interface development. New applications with different context contents can be easily derived from it and developed further. Our approach can support the tasks that are common across applications, requiring the designer to only provide support for the application-specific tasks. It is capable of and applicable for modeling various sketching interfaces and applications. Finally, we illustrate the general operations of the system by examples in different applications

    HandPainter – 3D sketching in VR with hand-based physical proxy

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    3D sketching in virtual reality (VR) enables users to create 3D virtual objects intuitively and immersively. However, previous studies showed that mid-air drawing may lead to inaccurate sketches. To address this issue, we propose to use one hand as a canvas proxy and the index finger of the other hand as a 3D pen. To this end, we first perform a formative study to compare two-handed interaction with tablet-pen interaction for VR sketching. Based on the findings of this study, we design HandPainter, a VR sketching system which focuses on the direct use of two hands for 3D sketching without requesting any tablet, pen, or VR controller. Our implementation is based on a pair of VR gloves, which provide hand tracking and gesture capture. We devise a set of intuitive gestures to control various functionalities required during 3D sketching, such as canvas panning and drawing positioning. We show the effectiveness of HandPainter by presenting a number of sketching results and discussing the outcomes of a user study-based comparison with mid-air drawing and tablet-based sketching tools

    Improving Visualization Skills in Engineering Education

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    This article analyzes the importance of visualization skills in engineering education. It proposes a dual approach based on computer graphics applications using both Web-based graphic applications and a sketch based modeling system. It addresses the importance of spatial abilities in the context of engineering education and the available techniques for evaluating these abilities from a psychological point of view. It then reviews some Web resources conceived to help students improve their spatial abilities and presents two educational applications. Finally, it presents a pilot study carried out at La Laguna University

    Generation of subdivision surface from network of curves

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    Subdivision surfaces are usually used to construct freeform surfaces from network of curves for its ability and flexibility to deal with complex wireframes. In freeform surface designing, the designers usually draw at first some curves for describing the models conceived in their mind which form a curve network representing an object of arbitrary topology. Then 3D surfaces are computed to interpolate these curves in order to create a B-Rep model. If the subdivision surface is used in the workflow, its control polyhedrons generation from curves polygons could be a time-consuming stage. In this article, we develop an approach to generate automatically a control polyhedral mesh from an arbitrary topological curve network. One of common problems in interpolating surface patch using subdivision surfaces is how to determine the connectivity of control points. Arbitrary topological curve network has no restriction in topology structure, so another problem is that it has more ambiguousness in defining surface patches. There are three steps in our approach. Firstly, we compute a 1D mesh (a unique polygonal model) from curves. Secondly, we identify on the polygon different cycles that would be the boundaries of potential surface patches. Finally, in each identified cycle we apply an algorithm of quadrangulation to construct the control mesh of subdivision

    Bayesian reconstruction of 3D shapes and scenes from a single image

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    It's common experience for human vision to perceive full 3D shape and scene from a single 2D image with the occluded parts "filled-in" by prior visual knowledge. In this paper we represent prior knowledge of 3D shapes and scenes by probabilistic models at two levels--both are defined on graphs. The first level model is built on a graph representation for single object, and it is a mixture model for both man-made block objects and natural objects such as trees and grasses. It assumes surface and boundary smoothness, 3D angle symmetry etc. The second level model is built on the relation graph of all objects in a scene. It assumes that objects should be supported for maximum stability with global bounding surfaces, such as ground, sky and walls. Given an input image, we extract the geometry and photometric structures through image segmentation and sketching, and represent them in a big graph. Then we partition the graph into subgraphs each being an object, infer the 3D shape and recover occluded surfaces, edges and vertices in each subgraph, and infer the scene structures between the recovered 3D sub-graphs. The inferenece algorithm samples from the prior model under the constraint that it reproduces the observed image/sketch under projective geometry

    High-quality tree structures modelling using local convolution surface approximation

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    In this paper, we propose a local convolution surface approximation approach for quickly modelling tree structures with pleasing visual effect. Using our proposed local convolution surface approximation, we present a tree modelling scheme to create the structure of a tree with a single high-quality quad-only mesh. Through combining the strengths of the convolution surfaces, subdivision surfaces and GPU, our tree modelling approach achieves high efficiency and good mesh quality. With our method, we first extract the line skeletons of given tree models by contracting the meshes with the Laplace operator. Then we approximate the original tree mesh with a convolution surface based on the extracted skeletons. Next, we tessellate the tree trunks represented by convolution surfaces into quad-only subdivision surfaces with good edge flow along the skeletal directions. We implement the most time-consuming subdivision and convolution approximation on the GPU with CUDA, and demonstrate applications of our proposed approach in branch editing and tree composition

    3D object reconstruction from 2D and 3D line drawings.

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    Chen, Yu.Thesis (M.Phil.)--Chinese University of Hong Kong, 2008.Includes bibliographical references (leaves 78-85).Abstracts in English and Chinese.Chapter 1 --- Introduction and Related Work --- p.1Chapter 1.1 --- Reconstruction from 2D Line Drawings and the Applications --- p.2Chapter 1.2 --- Previous Work on 3D Reconstruction from Single 2D Line Drawings --- p.4Chapter 1.3 --- Other Related Work on Interpretation of 2D Line Drawings --- p.5Chapter 1.3.1 --- Line Labeling and Superstrictness Problem --- p.6Chapter 1.3.2 --- CAD Reconstruction --- p.6Chapter 1.3.3 --- Modeling from Images --- p.6Chapter 1.3.4 --- Identifying Faces in the Line Drawings --- p.7Chapter 1.4 --- 3D Modeling Systems --- p.8Chapter 1.5 --- Research Problems and Our Contributions --- p.10Chapter 1.5.1 --- Recovering Complex Manifold Objects from Line Drawings --- p.10Chapter 1.5.2 --- The Vision-based Sketching System --- p.11Chapter 2 --- Reconstruction from Complex Line Drawings --- p.13Chapter 2.1 --- Introduction --- p.13Chapter 2.2 --- Assumptions and Terminology --- p.15Chapter 2.3 --- Separation of a Line Drawing --- p.17Chapter 2.3.1 --- Classification of Internal Faces --- p.18Chapter 2.3.2 --- Separating a Line Drawing along Internal Faces of Type 1 --- p.19Chapter 2.3.3 --- Detecting Internal Faces of Type 2 --- p.20Chapter 2.3.4 --- Separating a Line Drawing along Internal Faces of Type 2 --- p.28Chapter 2.4 --- 3D Reconstruction --- p.44Chapter 2.4.1 --- 3D Reconstruction from a Line Drawing --- p.44Chapter 2.4.2 --- Merging 3D Manifolds --- p.45Chapter 2.4.3 --- The Complete 3D Reconstruction Algorithm --- p.47Chapter 2.5 --- Experimental Results --- p.47Chapter 2.6 --- Summary --- p.52Chapter 3 --- A Vision-Based Sketching System for 3D Object Design --- p.54Chapter 3.1 --- Introduction --- p.54Chapter 3.2 --- The Sketching System --- p.55Chapter 3.3 --- 3D Geometry of the System --- p.56Chapter 3.3.1 --- Locating the Wand --- p.57Chapter 3.3.2 --- Calibration --- p.59Chapter 3.3.3 --- Working Space --- p.60Chapter 3.4 --- Wireframe Input and Object Editing --- p.62Chapter 3.5 --- Surface Generation --- p.63Chapter 3.5.1 --- Face Identification --- p.64Chapter 3.5.2 --- Planar Surface Generation --- p.65Chapter 3.5.3 --- Smooth Curved Surface Generation --- p.67Chapter 3.6 --- Experiments --- p.70Chapter 3.7 --- Summary --- p.72Chapter 4 --- Conclusion and Future Work --- p.74Chapter 4.1 --- Conclusion --- p.74Chapter 4.2 --- Future Work --- p.75Chapter 4.2.1 --- Learning-Based Line Drawing Reconstruction --- p.75Chapter 4.2.2 --- New Query Interface for 3D Object Retrieval --- p.75Chapter 4.2.3 --- Curved Object Reconstruction --- p.76Chapter 4.2.4 --- Improving the 3D Sketch System --- p.77Chapter 4.2.5 --- Other Directions --- p.77Bibliography --- p.7
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