12 research outputs found

    Sketching as a solid modeling tool

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    Journal ArticleThis paper describes 'Quick-sketch', a 2-d and 3d modeling tool for pen based computers. Users of this system define a model by simple pen strokes drawn directly on the screen of a pen-based PC. Lines, circles, arcs, or B-spline curves are automatically distinguished and interpreted from these strokes. The system also automatically determines relations, such as right angles, tangencies, symmetry, and parallelism, from the sketch input. These relationships are then used to clean up the drawing by making the approximate relationships exact. Constraints are established to maintain the relationships during further editing. A constraint maintenance system, which is based on gestural manipulation and soft constraints, is employed in this system. Several techniques for sketch based definitions of 3d objects are provided as well, including extrusion, surface of revolution, ruled surfaces and sweep. Features can be sketched on the surface of a 3d object, using the same 2d and 3d techniques. This way, objects of medium complexity can be sketched in seconds. The system can be viewed as a front-end to more sophisticated modeling, rendering or animation environments, serving as a hand sketching tool in the preliminary design phase

    An approach on 3D digital design: free hand form generation

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    To sketch is to translate a concept from mind to its first representation. Conventionally, sketching of a three dimensional idea is drawn on paper, or by building a physical model, and then adjusting it into digital translation. The thesis hypothesizes that architects employ tangible interactions to assist design-thinking tasks in early design phases. This thesis suggests another approach on 3D digital design, as a complementary resource for expressing a concept, hence enriching the creative process. A proposal for a new CAD paradigm, based on freehand form generation is detailed here, as well as the development and testing completed during the course of the research. This work describes the required characteristics of this kind of system and discusses the possibilities afforded by this new medium of expression, pointing its strengths and current limitations. The fundamental guidelines to this research were: (1) non-intrusiveness of the input and visualization devices, (2) wireless free hand drawing in 3D space, (3) instinctive interface and (4) exporting capabilities to other CAD systems. In conclusion this work argues that 3D design, based on free hand form generation, allows for an enhancement of the traditional creative process through spontaneous and immediate translation of a concept into 3D digital form

    Svalabard: Une table à dessin virtuelle pour la modélisation 3D

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    International audienceThis paper introduces a perspective sketching interface for creative 3D modeling: Svalabard. To close the gap between designers' abilities and 3D modeling tools, our proposal is a freehand sketching tool, metaphor of a drawing desk. Interactions and tools take advantage of designers work habits (multilayer drawing, association of interactions with input devices). Svalabard includes background drawing filters, developed from a user study in the architectural domain. Those filters detect the current drawing context in real-time to adapt the interface and clean the sketch. Finally, the result of the filters is a structured representation of drawn 3D volumes.Cet article présente une interface de dessin en perspective pour la modélisation 3D créative : Svalabard. Partant du constat d'inadéquation entre le savoir-faire des créateurs et les outils actuels, nous proposons un système de dessin libre, métaphore d'une table à dessin. L'interaction et les outils proposés sont dérivés des habitudes de travail des concepteurs (dessin multi calques, association des interactions avec des périphériques spécifiques). Svalabard intègre en particulier des filtres d'analyse sous-jacents, issus d'une étude utilisateur dans le domaine architectu- ral. Ils permettent de détecter en temps réel le contexte courant du dessin afin d'adapter l'interaction et d'épurer le dessin. Ils produisent finalement une représentation structurée des volumes 3D dessinés

    A cameraphone-based approach for the generation of 3D models from paper sketches

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    Parts of the research work disclosed in this paper are subject to a pending patent application number 2130.Due to the advantages it offers, a sketch-based user-interface (UI) has been utilised in various domains, such as 3D modelling, 'graphical user-interface' design, 3D animation of cartoon characters, etc. However, its benefits have not yet been adequately exploited with those of a mobile phone, despite that the latter is nowadays a widely used wireless handheld device for mobile communication. Given this scenario, this paper discloses a novel approach of using a paper sketch-based UI, which combines the benefits of paper sketching and those of a cameraphone (a mobile phone with an integrated camera), in the domain of early form design modelling. More specifically, the framework disclosed and evaluated in this paper, enables users to remotely obtain visual representations of 3D geometric models from freehand sketches by combining the portability of paper with that of cameraphones. Based on this framework, a prototype tool has been implemented and evaluated. Despite the limitations of the current prototype tool, the evaluation results of the framework s underlying concepts and of the prototype tool collectively indicate that the idea disclosed in this paper contributes in providing users with a mobile sketch-based interface, which can also be used in other domains, beyond early form design modelling.peer-reviewe

    Intuitive Shape Modeling by Shading Design

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    Shading has a great impact to the human perception of 3D objects. Thus, in order to create or to deform a 3D object, it seems natural to manipulate its perceived shading. This paper presents a new solution for the software implementation of this idea. Our approach is based on the ability of a user to coarsely draw a shading, under different lighting directions. With this intuitive process, users can create or edit a height field (locally or globally), that will correspond to the drawn shading values. Moreover, we present the possibility to edit the shading intensity by means of a specular reflectance model

    On expert performance in 3D curve-drawing tasks

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    A study is described which examines the drawing accuracy of experts when drawing foreshortened projections of 3D curves in ecologically-valid conditions. The main result of this study is that the distribution of error in expert drawings exhibits a bias similar to that previously observed in non-expert subjects, which is dependent on the degree of foreshortening of the imagined drawing surface. A review of existing perceptual studies also finds that only absolute 2D image-space error has been considered, which has been found to be largest with viewing angles of 25-55 ◦. Our visualizations of 3D error indicate that 3D bias continues to increase with decreasing viewing angle. Based on these findings, we analyze current 3D curve drawing techniques for susceptibility to foreshortening bias, and make suggestions for future sketch-based modeling systems

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Feature-rich distance-based terrain synthesis

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    This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The method begins with a regular lattice with arbitrary edge weights; heights are determined by path cost from a set of generator nodes. The shapes of individual terrain features, such as mountains, hills, and craters, are specified by a monotonically decreasing profile describing the cross-sectional shape of a feature, while the locations of features in the terrain are specified by placing the generators. Pathing places ridges whose initial location have a dendritic shape. The method is robust and easy to control, making it possible to create pareidolia effects. It can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, faults, cinder cones, and hills. The algorithm incorporates random graph edge weights, permits the inclusion of multiple topography profiles, and allows precise control over placement of terrain features and their heights. These properties all allow the artist to create highly heterogeneous terrains that compare quite favorably to existing methods

    Sketch interpretation using multiscale stochastic models of temporal patterns

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.Includes bibliographical references (p. 102-114).Sketching is a natural mode of interaction used in a variety of settings. For example, people sketch during early design and brainstorming sessions to guide the thought process; when we communicate certain ideas, we use sketching as an additional modality to convey ideas that can not be put in words. The emergence of hardware such as PDAs and Tablet PCs has enabled capturing freehand sketches, enabling the routine use of sketching as an additional human-computer interaction modality. But despite the availability of pen based information capture hardware, relatively little effort has been put into developing software capable of understanding and reasoning about sketches. To date, most approaches to sketch recognition have treated sketches as images (i.e., static finished products) and have applied vision algorithms for recognition. However, unlike images, sketches are produced incrementally and interactively, one stroke at a time and their processing should take advantage of this. This thesis explores ways of doing sketch recognition by extracting as much information as possible from temporal patterns that appear during sketching.(cont.) We present a sketch recognition framework based on hierarchical statistical models of temporal patterns. We show that in certain domains, stroke orderings used in the course of drawing individual objects contain temporal patterns that can aid recognition. We build on this work to show how sketch recognition systems can use knowledge of both common stroke orderings and common object orderings. We describe a statistical framework based on Dynamic Bayesian Networks that can learn temporal models of object-level and stroke-level patterns for recognition. Our framework supports multi-object strokes, multi-stroke objects, and allows interspersed drawing of objects - relaxing the assumption that objects are drawn one at a time. Our system also supports real-valued feature representations using a numerically stable recognition algorithm. We present recognition results for hand-drawn electronic circuit diagrams. The results show that modeling temporal patterns at multiple scales provides a significant increase in correct recognition rates, with no added computational penalties.by Tevfik Metin Sezgin.Ph.D
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