9 research outputs found

    History Assisted View Authoring for 3D Models

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    3D modelers often wish to showcase their models for sharing or review purposes. This may consist of generating static viewpoints of the model or authoring animated flythroughs. Manually creating such views is often tedious and few automatic methods are designed to interactively assist the modelers with the view authoring process. We present a view authoring assistance system that supports the creation of informative view points, view paths, and view surfaces, allowing modelers to author the interactive navigation experience of a model. The key concept of our implementation is to analyze the model’s workflow history, to infer important regions of the model and representative viewpoints of those areas. An evaluation indicated that the viewpoints generated by our algorithm are comparable to those manually selected by the modeler. In addition, participants of a user study found our system easy to use and effective for authoring viewpoint summaries. Author Keywords 3D model; editing history; viewpoint authorin

    3DFlow: Continuous Summarization of Mesh Editing Workflows

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    Mesh editing software is continually improving allowing more detailed meshes to be create efficiently by skilled artists. Many of these are interested in sharing not only the final mesh, but also their whole workflows both for creating tutorials as well as for showcasing the artist\u27s talent, style, and expertise. Unfortunately, while creating meshes is improving quickly, sharing editing workflows remains cumbersome since time-lapsed or sped-up videos remain the most common medium. In this paper, we present 3DFlow, an algorithm that computes continuous summarizations of mesh editing workflows. 3DFlow takes as input a sequence of meshes and outputs a visualization of the workflow summarized at any level of detail. The output is enhanced by highlighting edited regions and, if provided, overlaying visual annotations to indicated the artist\u27s work, e.g. summarizing brush strokes in sculpting. We tested 3DFlow with a large set of inputs using a variety of mesh editing techniques, from digital sculpting to low-poly modeling, and found 3DFlow performed well for all. Furthermore, 3DFlow is independent of the modeling software used since it requires only mesh snapshots, using additional information only for optional overlays. We open source 3DFlow for artists to showcase their work and release all our datasets so other researchers can improve upon our work

    Analyzing interfaces and workflows for light field editing

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    With the increasing number of available consumer light field cameras, such as Lytro, Raytrix, or Pelican Imaging, this new form of photography is progressively becoming more common. However, there are still very few tools for light field editing, and the interfaces to create those edits remain largely unexplored. Given the extended dimensionality of light field data, it is not clear what the most intuitive interfaces and optimal workflows are, in contrast with well-studied two-dimensional (2-D) image manipulation software. In this work, we provide a detailed description of subjects' performance and preferences for a number of simple editing tasks, which form the basis for more complex operations. We perform a detailed state sequence analysis and hidden Markov chain analysis based on the sequence of tools and interaction paradigms users employ while editing light fields. These insights can aid researchers and designers in creating new light field editing tools and interfaces, thus helping to close the gap between 4-D and 2-D image editing

    Versioning in Interactive Systems

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    Dealing with past states of an interactive system is often difficult, and users often resort to unwieldy methods such as saving and naming multiple copies. Versioning tools can help users save and manipulate different versions of a document, but traditional tools designed for coding are often unsuitable for interactive systems. Supporting versioning in interactive systems requires investigation of how users think about versions and how they want to access and manipulate past states. We first surveyed users to understand what a ‘version’ means to them in the context of digital interactive work, and the circumstances under which they create new versions or go back to previous ones. We then built a versioning tool that can store versions using a variety of explicit and implicit mechanisms and shows a graphical representation of the version tree to allow easy inspection and manipulation. To observe how users used versions in different work contexts, we tested our versioning tool in two interactive systems – a game level editor and a web analysis tool. We report several new findings about how users of interactive systems create versions and use them as undo alternatives, exploring options, and planning future work. Our results show that versioning can be a valuable component that improves the power and usability of interactive systems. The new understanding that we gained about versioning in interactive environments by developing and evaluating our custom version tool can help us design more effective versioning tools for interactive systems

    Management and Visualisation of Non-linear History of Polygonal 3D Models

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    The research presented in this thesis concerns the problems of maintenance and revision control of large-scale three dimensional (3D) models over the Internet. As the models grow in size and the authoring tools grow in complexity, standard approaches to collaborative asset development become impractical. The prevalent paradigm of sharing files on a file system poses serious risks with regards, but not limited to, ensuring consistency and concurrency of multi-user 3D editing. Although modifications might be tracked manually using naming conventions or automatically in a version control system (VCS), understanding the provenance of a large 3D dataset is hard due to revision metadata not being associated with the underlying scene structures. Some tools and protocols enable seamless synchronisation of file and directory changes in remote locations. However, the existing web-based technologies are not yet fully exploiting the modern design patters for access to and management of alternative shared resources online. Therefore, four distinct but highly interconnected conceptual tools are explored. The first is the organisation of 3D assets within recent document-oriented No Structured Query Language (NoSQL) databases. These "schemaless" databases, unlike their relational counterparts, do not represent data in rigid table structures. Instead, they rely on polymorphic documents composed of key-value pairs that are much better suited to the diverse nature of 3D assets. Hence, a domain-specific non-linear revision control system 3D Repo is built around a NoSQL database to enable asynchronous editing similar to traditional VCSs. The second concept is that of visual 3D differencing and merging. The accompanying 3D Diff tool supports interactive conflict resolution at the level of scene graph nodes that are de facto the delta changes stored in the repository. The third is the utilisation of HyperText Transfer Protocol (HTTP) for the purposes of 3D data management. The XML3DRepo daemon application exposes the contents of the repository and the version control logic in a Representational State Transfer (REST) style of architecture. At the same time, it manifests the effects of various 3D encoding strategies on the file sizes and download times in modern web browsers. The fourth and final concept is the reverse-engineering of an editing history. Even if the models are being version controlled, the extracted provenance is limited to additions, deletions and modifications. The 3D Timeline tool, therefore, implies a plausible history of common modelling operations such as duplications, transformations, etc. Given a collection of 3D models, it estimates a part-based correspondence and visualises it in a temporal flow. The prototype tools developed as part of the research were evaluated in pilot user studies that suggest they are usable by the end users and well suited to their respective tasks. Together, the results constitute a novel framework that demonstrates the feasibility of a domain-specific 3D version control

    Session: 3D Interaction: Modeling and Prototyping CHI 2014, One of a CHInd, Toronto, ON, Canada History Assisted View Authoring for 3D Models

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    3D modelers often wish to showcase their models for sharing or review purposes. This may consist of generating static viewpoints of the model or authoring animated flythroughs. Manually creating such views is often tedious and few automatic methods are designed to interactively assist the modelers with the view authoring process. We present a view authoring assistance system that supports the creation of informative view points, view paths, and view surfaces, allowing modelers to author the interactive navigation experience of a model. The key concept of our implementation is to analyze the model’s workflow history, to infer important regions of the model and representative viewpoints of those areas. An evaluation indicated that the viewpoints generated by our algorithm are comparable to those manually selected by the modeler. In addition, participants of a user study found our system easy to use and effective for authoring viewpoint summaries. Author Keywords 3D model; editing history; viewpoint authorin
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