519 research outputs found

    Extracting 3D parametric curves from 2D images of Helical objects

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    Helical objects occur in medicine, biology, cosmetics, nanotechnology, and engineering. Extracting a 3D parametric curve from a 2D image of a helical object has many practical applications, in particular being able to extract metrics such as tortuosity, frequency, and pitch. We present a method that is able to straighten the image object and derive a robust 3D helical curve from peaks in the object boundary. The algorithm has a small number of stable parameters that require little tuning, and the curve is validated against both synthetic and real-world data. The results show that the extracted 3D curve comes within close Hausdorff distance to the ground truth, and has near identical tortuosity for helical objects with a circular profile. Parameter insensitivity and robustness against high levels of image noise are demonstrated thoroughly and quantitatively

    Building geometric models with hand-drawn sketches

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (p. 49-51).Architects work on drawings and models, not buildings. Today, in many architectural practices, drawings and models are produced in digital format using Computer-aided Design (CAD) tools. Unquestionably, digital media have changed the way in which many architects perform their day to day activities. But these changes have been limited to the more prosaic aspects of practice. To be sure, CAD systems have made the daily operations of many design offices more efficient; nevertheless, they have been of little use - and indeed are often a hindrance - in situations where the task at hand is more conjectural and speculative in nature, as it is during the early stages of a project. Well-intentioned efforts to insinuate CAD into these aspects of practice have only served to reveal the incongruities between the demands of designer and the configuration of the available tools. One of the chief attributes of design practice is that it is action performed at a distance through the agency of representations. This fundamental trait implies that we have to understand how computers help architects describe buildings if we are to understand how they might help architects design buildings. As obvious as this claim might seem, CAD programs can be almost universally characterized by a tacit denigration of visual representation. In this thesis, I examine properties of design drawings that make them useful to architects. I go on to describe a computer program that I have written that allows a designer to build geometric models using freehand sketches. This program illustrates that it is possible to design a software tool in a way that profits from, rather than negates, the power of visual representations.by Ewan E. Branda.M.S

    Focus+Context via Snaking Paths

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    Focus+context visualizations reveal specific structures in high detail while effectively depicting its surroundings, often relying on transitions between the two areas to provide context. We present an approach to generate focus+context visualizations depicting cylindrical structures along snaking paths that enables the structures themselves to become the transitions and focal areas, simultaneously. A method to automatically create a snaking path through space by applying a path finding algorithm is presented. A 3D curve is created based on the 2D snaking path. We describe a process to deform cylindrical structures in segmented volumetric models to match the curve and provide preliminary geometric models as templates for artists to build upon. Structures are discovered using our constrained volumetric sculpting method that enables removal of occluding material while leaving them intact. We find the resulting visualizations effectively mimic a set of motivating illustrations and discuss some limitations of the automatic approach

    Efficient sketch-based 3D character modelling.

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    Sketch-based modelling (SBM) has undergone substantial research over the past two decades. In the early days, researchers aimed at developing techniques useful for modelling of architectural and mechanical models through sketching. With the advancement of technology used in designing visual effects for film, TV and games, the demand for highly realistic 3D character models has skyrocketed. To allow artists to create 3D character models quickly, researchers have proposed several techniques for efficient character modelling from sketched feature curves. Moreover several research groups have developed 3D shape databases to retrieve 3D models from sketched inputs. Unfortunately, the current state of the art in sketch-based organic modelling (3D character modelling) contains a lot of gaps and limitations. To bridge the gaps and improve the current sketch-based modelling techniques, this research aims to develop an approach allowing direct and interactive modelling of 3D characters from sketched feature curves, and also make use of 3D shape databases to guide the artist to create his / her desired models. The research involved finding a fusion between 3D shape retrieval, shape manipulation, and shape reconstruction / generation techniques backed by an extensive literature review, experimentation and results. The outcome of this research involved devising a novel and improved technique for sketch-based modelling, the creation of a software interface that allows the artist to quickly and easily create realistic 3D character models with comparatively less effort and learning. The proposed research work provides the tools to draw 3D shape primitives and manipulate them using simple gestures which leads to a better modelling experience than the existing state of the art SBM systems

    Physically Interacting With Four Dimensions

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    Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another. The research presented here creates physically realistic models for simple interactions with objects and materials in a virtual 4D world. We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a computer-based haptic probe to support a continuous motion that follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object. Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings

    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

    Developing Digital Media Platforms for Early Design

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    In recent times, mobile devices are becoming an integral part of our daily life. Software applications on these handheld devices are successfully migrating the traditional paper-based activities such as reading news, books, and even navigating through maps, onto the digital medium. While these applications allow information access anywhere and anytime, there is still a necessity for repurposing these digital media to support content/information creation especially in domains such as industrial design where paper-based activities are common. To utilize direct-touch tablets for collaborative conceptual design, we studied their affordances and iteratively developed a web-based wiki system, named skWiki. In this thesis, we first report an evaluation of the impact of utilizing a capacitive stylus for tracing and sketching on direct-touch tablets. This study uncovers the differences in quantitative and qualitative performance of the tablet medium compared to the paper medium when using a stylus (pen) or finger input for both tracing and sketching. While paper performed better overall, we found that the tablet medium, when used with a capacitive stylus, performed comparably to the paper medium for sketching tasks. These findings can guide sketch application designers in developing an appropriate interaction design for various input methods. In order to explore the advantages of the ubiquity of information generated on digital media, we developed Sketchbox, an Android application for sketching and sharing ideas using Dropbox as the storage cloud. An evaluation of the usage patterns of this application in a collaborative toy design scenario provided necessary guidelines for developing the skWiki system. skWiki overcomes the drawbacks of traditional wiki software, that are used as design repositories, by providing a rich editor infrastructure for sketching, text editing, and image editing. Apart from these features, skWiki provides a higher degree of freedom in sharing (cloning, branching, and merging) different versions of a sketch at various data granularities by introducing the concept of paths for maintaining revisions in a collaborative design process. We evaluated the utility of skWiki through a user study by comparing constrained and unconstrained sharing models. Furthermore, skWiki was used by the students of toy design and product design courses for both collaborative ideation and design activities. We discuss the findings and qualitative feedback from the evaluation of skWiki, and potential features for the next version of this tool

    Extracting 3D parametric curves from 2D images of helical objects

    Get PDF
    Helical objects occur in medicine, biology, cosmetics, nanotechnology, and engineering. Extracting a 3D parametric curve from a 2D image of a helical object has many practical applications, in particular being able to extract metrics such as tortuosity, frequency, and pitch. We present a method that is able to straighten the image object and derive a robust 3D helical curve from peaks in the object boundary. The algorithm has a small number of stable parameters that require little tuning, and the curve is validated against both synthetic and real-world data. The results show that the extracted 3D curve comes within close Hausdorff distance to the ground truth, and has near identical tortuosity for helical objects with a circular profile. Parameter insensitivity and robustness against high levels of image noise are demonstrated thoroughly and quantitatively
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