20 research outputs found

    Computational design of steady 3D dissection puzzles

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    Dissection puzzles require assembling a common set of pieces into multiple distinct forms. Existing works focus on creating 2D dissection puzzles that form primitive or naturalistic shapes. Unlike 2D dissection puzzles that could be supported on a tabletop surface, 3D dissection puzzles are preferable to be steady by themselves for each assembly form. In this work, we aim at computationally designing steady 3D dissection puzzles. We address this challenging problem with three key contributions. First, we take two voxelized shapes as inputs and dissect them into a common set of puzzle pieces, during which we allow slightly modifying the input shapes, preferably on their internal volume, to preserve the external appearance. Second, we formulate a formal model of generalized interlocking for connecting pieces into a steady assembly using both their geometric arrangements and friction. Third, we modify the geometry of each dissected puzzle piece based on the formal model such that each assembly form is steady accordingly. We demonstrate the effectiveness of our approach on a wide variety of shapes, compare it with the state-of-the-art on 2D and 3D examples, and fabricate some of our designed puzzles to validate their steadiness

    Dr. KID: Direct Remeshing and K-set Isometric Decomposition for Scalable Physicalization of Organic Shapes

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    Dr. KID is an algorithm that uses isometric decomposition for the physicalization of potato-shaped organic models in a puzzle fashion. The algorithm begins with creating a simple, regular triangular surface mesh of organic shapes, followed by iterative k-means clustering and remeshing. For clustering, we need similarity between triangles (segments) which is defined as a distance function. The distance function maps each triangle's shape to a single point in the virtual 3D space. Thus, the distance between the triangles indicates their degree of dissimilarity. K-means clustering uses this distance and sorts of segments into k classes. After this, remeshing is applied to minimize the distance between triangles within the same cluster by making their shapes identical. Clustering and remeshing are repeated until the distance between triangles in the same cluster reaches an acceptable threshold. We adopt a curvature-aware strategy to determine the surface thickness and finalize puzzle pieces for 3D printing. Identical hinges and holes are created for assembling the puzzle components. For smoother outcomes, we use triangle subdivision along with curvature-aware clustering, generating curved triangular patches for 3D printing. Our algorithm was evaluated using various models, and the 3D-printed results were analyzed. Findings indicate that our algorithm performs reliably on target organic shapes with minimal loss of input geometry

    ACM Transactions on Graphics

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    We present an interactive design system to create functional mechanical objects. Our computational approach allows novice users to retarget an existing mechanical template to a user-specified input shape. Our proposed representation for a mechanical template encodes a parameterized mechanism, mechanical constraints that ensure a physically valid configuration, spatial relationships of mechanical parts to the user-provided shape, and functional constraints that specify an intended functionality. We provide an intuitive interface and optimization-in-the-loop approach for finding a valid configuration of the mechanism and the shape to ensure that higher-level functional goals are met. Our algorithm interactively optimizes the mechanism while the user manipulates the placement of mechanical components and the shape. Our system allows users to efficiently explore various design choices and to synthesize customized mechanical objects that can be fabricated with rapid prototyping technologies. We demonstrate the efficacy of our approach by retargeting various mechanical templates to different shapes and fabricating the resulting functional mechanical objects

    State of the Art on Stylized Fabrication

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    © 2018 The Authors Computer Graphics Forum © 2018 The Eurographics Association and John Wiley & Sons Ltd. Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as ‘stylized fabrication methods’. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion or to devise a particular interaction with the fabricated model. In this state-of-the-art report, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research

    State of the art on stylized fabrication

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    © 2019 Copyright held by the owner/author(s). Digital fabrication devices are powerful tools for creating tangible reproductions of 3D digital models. Most available printing technologies aim at producing an accurate copy of a tridimensional shape. However, fabrication technologies can also be used to create a stylistic representation of a digital shape. We refer to this class of methods as stylized fabrication methods. These methods abstract geometric and physical features of a given shape to create an unconventional representation, to produce an optical illusion, or to devise a particular interaction with the fabricated model. In this course, we classify and overview this broad and emerging class of approaches and also propose possible directions for future research

    Fracturing artefacts into 3D printable puzzles to enhance audience engagement with heritage collections

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    Three-dimensional (3D) puzzles of heritage artefacts are typically used to engage audiences in the interpretation of archaeological objects in a museum gallery. The reason for this is that a puzzle can be seen as an enjoyable educational activity in the form of a game but also as a complex activity that archaeologists undertake when re-assembling fragments, for instance, of broken pottery. Until now the creation of this type of experiences is mostly a manual process and the artefacts used rarely reflect those in the collection due to the complex nature of the process. The contribution of this article is a novel digital worfklow for the design and fabrication of 3D puzzles that overcomes these limitations. The input to the workflow is an authentic artefact from a heritage collection, which is then digitised using technologies such as 3D scanning and 3D modelling. Thereafter, a puzzle generator system produces the puzzle pieces using a cell fracture algorithm and generates a set of puzzle pieces (female) and a single core piece (male) for fabrication. Finally, the pieces are fabricated using 3D printing technology and post-processed to facilitate the puzzle assembly. To demonstrate the feasibility of the proposed novel workflow, we deployed it to create a puzzle activity of the Saltdean urn, which is exhibited at the Archaeology Gallery of the Brighton Museum and Art Gallery. The workflow is also used with further artefacts to demonstrate its applicability to other shapes. The significance of this research is that it eases the task of creating puzzle-like activities and maintaining them in the long term within a busy public space such as a museum gallery

    Player-AI Interaction: What Neural Network Games Reveal About AI as Play

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    The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction

    Crafting chaos: computational design of contraptions with complex behaviour

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    The 2010s saw the democratisation of digital fabrication technologies. Although this phenomenon made fabrication more accessible, physical assemblies displaying a complex behaviour are still difficult to design. While many methods support the creation of complex shapes and assemblies, managing a complex behaviour is often assumed to be a tedious aspect of the design process. As a result, the complex parts of the behaviour are either deemed negligible (when possible) or managed directly by the software, without offering much fine-grained user control. This thesis argues that efficient methods can support designers seeking complex behaviours by increasing their level of control over these behaviours. To demonstrate this, I study two types of artistic devices that are particularly challenging to design: drawing machines, and chain reaction contraptions. These artefacts’ complex behaviour can change dramatically even as their components are moved by a small amount. The first case study aims to facilitate the exploration and progressive refinement of complex patterns generated by drawing machines under drawing-level user-defined constraints. The approach was evaluated with a user study, and several machines drawing the expected pattern were fabricated. In the second case study, I propose an algorithm to optimise the layout of complex chain reaction contraptions described by a causal graph of events in order to make them robust to uncertainty. Several machines optimised with this method were successfully assembled and run. This thesis makes the following contributions: (1) support complex behaviour specifications; (2) enable users to easily explore design variations that respect these specifications; and (3) optimise the layout of a physical assembly to maximise the probability of real-life success
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