24 research outputs found

    Towards Zero-Waste Furniture Design

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    In traditional design, shapes are first conceived, and then fabricated. While this decoupling simplifies the design process, it can result in inefficient material usage, especially where off-cut pieces are hard to reuse. The designer, in absence of explicit feedback on material usage remains helpless to effectively adapt the design -- even though design variabilities exist. In this paper, we investigate {\em waste minimizing furniture design} wherein based on the current design, the user is presented with design variations that result in more effective usage of materials. Technically, we dynamically analyze material space layout to determine {\em which} parts to change and {\em how}, while maintaining original design intent specified in the form of design constraints. We evaluate the approach on simple and complex furniture design scenarios, and demonstrate effective material usage that is difficult, if not impossible, to achieve without computational support

    Fab forms: customizable objects for fabrication with validity and geometry caching

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    We address the problem of allowing casual users to customize parametric models while maintaining their valid state as 3D-printable functional objects. We define Fab Form as any design representation that lends itself to interactive customization by a novice user, while remaining valid and manufacturable. We propose a method to achieve these Fab Form requirements for general parametric designs tagged with a general set of automated validity tests and a small number of parameters exposed to the casual user. Our solution separates Fab Form evaluation into a precomputation stage and a runtime stage. Parts of the geometry and design validity (such as manufacturability) are evaluated and stored in the precomputation stage by adaptively sampling the design space. At runtime the remainder of the evaluation is performed. This allows interactive navigation in the valid regions of the design space using an automatically generated Web user interface (UI). We evaluate our approach by converting several parametric models into corresponding Fab Forms.National Science Foundation (U.S.) (Grant 1138967

    PATEX: Exploring Pattern Variations

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    Patterns play a central role in 2D graphic design. A critical step in the design of patterns is evaluating multiple design alternatives. Exploring these alternatives with existing tools is challenging because most tools force users to work with a single fixed representation of the pattern that encodes a specific set of geometric relationships between pattern elements. However, for most patterns, there are many different interpretations of its regularity that correspond to different design variations. The exponential nature of this variation space makes the problem of finding all variations intractable. We present a method called PATEX to characterize and efficiently identify distinct and valid pattern variations, allowing users to directly navigate the variation space. Technically, we propose a novel linear approximation to handle the complexity of the problem and efficiently enumerate suitable pattern variations under proposed element movements. We also present two pattern editing interfaces that expose the detected pattern variations as suggested edits to the user. We show a diverse collection of pattern edits and variations created with PATEX. The results from our user study indicate that our suggested variations can be useful and inspirational for typical pattern editing tasks

    Learning shape placements by example

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    We present a method to learn and propagate shape placements in 2D polygonal scenes from a few examples provided by a user. The placement of a shape is modeled as an oriented bounding box. Simple geometric relationships between this bounding box and nearby scene polygons define a feature set for the placement. The feature sets of all example placements are then used to learn a probabilistic model over all possible placements and scenes. With this model, we can generate a new set of placements with similar geometric relationships in any given scene. We introduce extensions that enable propagation and generation of shapes in 3D scenes, as well as the application of a learned modeling session to large scenes without additional user interaction. These concepts allow us to generate complex scenes with thousands of objects with relatively little user interaction

    Procedural facade variations from a single layout

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    Edit propagation using geometric relationship functions

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    We propose a method for propagating edit operations in 2D vector graphics, based on geometric relationship functions. These functions quantify the geometric relationship of a point to a polygon, such as the distance to the boundary or the direction to the closest corner vertex. The level sets of the relationship functions describe points with the same relationship to a polygon. For a given query point, we first determine a set of relationships to local features, construct all level sets for these relationships, and accumulate them. The maxima of the resulting distribution are points with similar geometric relationships. We show extensions to handle mirror symmetries, and discuss the use of relationship functions as local coordinate systems. Our method can be applied, for example, to interactive floorplan editing, and it is especially useful for large layouts, where individual edits would be cumbersome. We demonstrate populating 2D layouts with tens to hundreds of objects by propagating relatively few edit operations

    An Interactive Approach for Functional Prototype Recovery from a Single RGBD Image

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    Inferring the functionality of an object from a single RGBD image is difficult for two reasons: lack of semantic information about the object, and missing data due to occlusion. In this paper, we present an interactive framework to recover a 3D functional prototype from a single RGBD image. Instead of precisely reconstructing the object geometry for the prototype, we mainly focus on recovering the object’s functionality along with its geometry. Our system allows users to scribble on the image to create initial rough proxies for the parts. After user annotation of high-level relations between parts, our system automatically jointly optimizes detailed joint parameters (axis and position) and part geometry parameters (size, orientation, and position). Such prototype recovery enables a better understanding of the underlying image geometry and allows for further physically plausible manipulation. We demonstrate our framework on various indoor objects with simple or hybrid functions

    Mutable elastic models for sculpting structured shapes

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    Special Issue: Proc. Eurographics, May 2013, Girona, Spain.International audienceIn this paper, we propose a new paradigm for free-form shape deformation. Standard deformable models minimize an energy measuring the distance to a single target shape. We propose a new, "mutable" elastic model. It represents complex geometry by a collection of parts and measures the distance of each part measures to a larger set of alternative rest configurations. By detecting and reacting to local switches between best-matching rest states, we build a 3D sculpting system: It takes a structured shape consisting of parts and replacement rules as input. The shape can subsequently be elongated, compressed, bent, cut, and merged within a constraints-based free-form editing interface, where alternative rest-states model to such changes. In practical experiments, we show that the approach yields a surprisingly intuitive and easy to implement interface for interactively designing objects described by such discrete shape grammars, for which direct shape control mechanisms were typically lacking
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