6,708 research outputs found

    Stereoscopic Sketchpad: 3D Digital Ink

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    --Context-- This project looked at the development of a stereoscopic 3D environment in which a user is able to draw freely in all three dimensions. The main focus was on the storage and manipulation of the ‘digital ink’ with which the user draws. For a drawing and sketching package to be effective it must not only have an easy to use user interface, it must be able to handle all input data quickly and efficiently so that the user is able to focus fully on their drawing. --Background-- When it comes to sketching in three dimensions the majority of applications currently available rely on vector based drawing methods. This is primarily because the applications are designed to take a users two dimensional input and transform this into a three dimensional model. Having the sketch represented as vectors makes it simpler for the program to act upon its geometry and thus convert it to a model. There are a number of methods to achieve this aim including Gesture Based Modelling, Reconstruction and Blobby Inflation. Other vector based applications focus on the creation of curves allowing the user to draw within or on existing 3D models. They also allow the user to create wire frame type models. These stroke based applications bring the user closer to traditional sketching rather than the more structured modelling methods detailed. While at present the field is inundated with vector based applications mainly focused upon sketch-based modelling there are significantly less voxel based applications. The majority of these applications focus on the deformation and sculpting of voxmaps, almost the opposite of drawing and sketching, and the creation of three dimensional voxmaps from standard two dimensional pixmaps. How to actually sketch freely within a scene represented by a voxmap has rarely been explored. This comes as a surprise when so many of the standard 2D drawing programs in use today are pixel based. --Method-- As part of this project a simple three dimensional drawing program was designed and implemented using C and C++. This tool is known as Sketch3D and was created using a Model View Controller (MVC) architecture. Due to the modular nature of Sketch3Ds system architecture it is possible to plug a range of different data structures into the program to represent the ink in a variety of ways. A series of data structures have been implemented and were tested for efficiency. These structures were a simple list, a 3D array, and an octree. They have been tested for: the time it takes to insert or remove points from the structure; how easy it is to manipulate points once they are stored; and also how the number of points stored effects the draw and rendering times. One of the key issues brought up by this project was devising a means by which a user is able to draw in three dimensions while using only two dimensional input devices. The method settled upon and implemented involves using the mouse or a digital pen to sketch as one would in a standard 2D drawing package but also linking the up and down keyboard keys to the current depth. This allows the user to move in and out of the scene as they draw. A couple of user interface tools were also developed to assist the user. A 3D cursor was implemented and also a toggle, which when on, highlights all of the points intersecting the depth plane on which the cursor currently resides. These tools allow the user to see exactly where they are drawing in relation to previously drawn lines. --Results-- The tests conducted on the data structures clearly revealed that the octree was the most effective data structure. While not the most efficient in every area, it manages to avoid the major pitfalls of the other structures. The list was extremely quick to render and draw to the screen but suffered severely when it comes to finding and manipulating points already stored. In contrast the three dimensional array was able to erase or manipulate points effectively while the draw time rendered the structure effectively useless, taking huge amounts of time to draw each frame. The focus of this research was on how a 3D sketching package would go about storing and accessing the digital ink. This is just a basis for further research in this area and many issues touched upon in this paper will require a more in depth analysis. The primary area of this future research would be the creation of an effective user interface and the introduction of regular sketching package features such as the saving and loading of images

    From Boatyard to Museum: 3D laser scanning and digital modelling of the Qatar Museums watercraft collection, Doha, Qatar

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    This is the final version of the article. Available from Wiley via the DOI in this record.This article presents the results of a project to 3D laser scan and digitally model 14 watercraft from the Qatar Museums collection, comprising a range of regional vessels: most had not been surveyed previously. The project used the resulting point clouds generated 2D naval lines and orthographic records of the vessels in their current condition, and photorealistic 3D digital models for gallery display. This case study provides illustrative examples of the intermediate stages and final outputs. It assesses the pros and cons of 3D laser scanning as a survey technology for nautical scholars in terms of the time, cost, and skillset, as well as logistical considerations. It also compares the accuracy of traditional hand survey methods.We wish to thank QM for enabling and funding this research (Grant number SL-05894)

    Towards an Intelligent Framework for Pressure-based 3D Curve Drawing

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    Pen pressure is an input channel typically available in tablet pen device. To date, little attention has been paid to the use of pressure in the domain of graphical interaction, its usage largely limited to drawing and painting program, typically for varying brush characteristic such as stroke width, opacity and color. In this paper, we explore the use of pressure in 3D curve drawing. The act of controlling pressure using pen, pencil and brush in real life appears effortless, but to mimic this natural ability to control pressure using a pressure sensitive pen in the realm of electronic medium is difficult. Previous pressure based interaction work have proposed various signal processing techniques to improve the accuracy in pressure control, but a one-for-all signal processing solution tend not to work for different curve types. We propose instead a framework which applies signal processing techniques tuned to individual curve type. A neural network classifier is used as a curve classifier. Based on the classification, a custom combination of signal processing techniques is then applied. Results obtained point to the feasibility and advantage of the approach.Comment: This paper was rejected from GI 2014. Comment from the chief reviewer:All reviewers noted that the ideas behind this paper were promising, but felt that research was not quite sufficiently developed...Although all agreed that this idea is insightful and has the potential to lead to a valuable contribution,... the idea is not yet sufficiently developed to warrant publicatio

    Design, Fabrication, and Testing of Mechanical Hinges with Snap-Fit Locking Mechanisms in Rigid Origami Structures

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    The ancient art of ‘origami’ has recently become the source of inspiration for engineers to create structures that can unfold from a compact state to a fully deployed one. For instance, researchers have currently adopted origami designs in various engineering disciplines, including aerospace engineering, robotics, biomedical engineering, and architecture. In particular, architects have been interested in designing origami-inspired rigid walled structures that can be deployed as disaster-relief shelters. This type of design has three main advantages: transportability, constructability, and rigidity. Although there has been increased interests in deployable structures, limited research has been conducted on evaluating their structural performance, specifically the mechanical performance of the hinges that allow for the rotation of the rigid panels. To address the limitation, this thesis proposes a novel design of hinge connections for rigid origami structures. The hinges utilize snap fit connections to allow for the structure to achieve and maintain a locked state once unfolded without the need for any additional connections. Prototypes of the hinge design were fabricated using a 3D printer and their flexural strength was experimentally and computationally studied. It was concluded that the design could resist typical flexural loads for residential structures, and future research should be performed to minimize deflection

    To Draw or Not to Draw: Recognizing Stroke-Hover Intent in Gesture-Free Bare-Hand Mid-Air Drawing Tasks

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    Over the past several decades, technological advancements have introduced new modes of communication with the computers, introducing a shift from traditional mouse and keyboard interfaces. While touch based interactions are abundantly being used today, latest developments in computer vision, body tracking stereo cameras, and augmented and virtual reality have now enabled communicating with the computers using spatial input in the physical 3D space. These techniques are now being integrated into several design critical tasks like sketching, modeling, etc. through sophisticated methodologies and use of specialized instrumented devices. One of the prime challenges in design research is to make this spatial interaction with the computer as intuitive as possible for the users. Drawing curves in mid-air with fingers, is a fundamental task with applications to 3D sketching, geometric modeling, handwriting recognition, and authentication. Sketching in general, is a crucial mode for effective idea communication between designers. Mid-air curve input is typically accomplished through instrumented controllers, specific hand postures, or pre-defined hand gestures, in presence of depth and motion sensing cameras. The user may use any of these modalities to express the intention to start or stop sketching. However, apart from suffering with issues like lack of robustness, the use of such gestures, specific postures, or the necessity of instrumented controllers for design specific tasks further result in an additional cognitive load on the user. To address the problems associated with different mid-air curve input modalities, the presented research discusses the design, development, and evaluation of data driven models for intent recognition in non-instrumented, gesture-free, bare-hand mid-air drawing tasks. The research is motivated by a behavioral study that demonstrates the need for such an approach due to the lack of robustness and intuitiveness while using hand postures and instrumented devices. The main objective is to study how users move during mid-air sketching, develop qualitative insights regarding such movements, and consequently implement a computational approach to determine when the user intends to draw in mid-air without the use of an explicit mechanism (such as an instrumented controller or a specified hand-posture). By recording the user’s hand trajectory, the idea is to simply classify this point as either hover or stroke. The resulting model allows for the classification of points on the user’s spatial trajectory. Drawing inspiration from the way users sketch in mid-air, this research first specifies the necessity for an alternate approach for processing bare hand mid-air curves in a continuous fashion. Further, this research presents a novel drawing intent recognition work flow for every recorded drawing point, using three different approaches. We begin with recording mid-air drawing data and developing a classification model based on the extracted geometric properties of the recorded data. The main goal behind developing this model is to identify drawing intent from critical geometric and temporal features. In the second approach, we explore the variations in prediction quality of the model by improving the dimensionality of data used as mid-air curve input. Finally, in the third approach, we seek to understand the drawing intention from mid-air curves using sophisticated dimensionality reduction neural networks such as autoencoders. Finally, the broad level implications of this research are discussed, with potential development areas in the design and research of mid-air interactions

    Second Skin: Investigating the Production of Contoured Patterns for the Theatrical Costume Industry

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    This paper discusses research into pattern cutting via mould-making techniques for body conscious, contoured clothing used in the theatrical costume industry (film, television and theatre). With their considerable experience as costume makers, the authors recognized a gap in knowledge and documentation for this approach to pattern cutting. The intentions were to expand the range of techniques available for theatrical costume professionals, allowing practitioners to draw complex style lines directly onto the body shape and onto inanimate objects. The research explored different approaches through a series of three-dimensional experiments, which included contouring the body with moulds to achieve sculptural or abstract forms and discovering the capabilities, advantages and restrictions of the technique. The enquiry includes a variety of methodologies, which investigated the practical, technical and historical background to contoured pattern cutting. Object-based research considered the design and manufacture of body conscious garments. Action-based research and semi-structured interviews with practitioners, considered the skills costume makers use to produce contoured clothing and the ethics connected with drawing styles directly onto the human body. In order to contextualize the practical investigations, a review of the literature revealed the limited extent of contemporary and historical research dedicated to contoured pattern cutting
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