195 research outputs found
An evaluation of user experience with a sketch-based 3D modeling system
Abstract With the availability of pen-enabled digital hardware, sketch-based 3D modeling is becoming an increasingly attractive alternative to traditional methods in many design environments. To date, a variety of methodologies and implemented systems have been proposed that all seek to make sketching the primary interaction method for 3D geometric modeling. While many of these methods are promising, a general lack of end user evaluations makes it difficult to assess and improve upon these methods. Based on our ongoing work, we present the usage and a user evaluation of a sketch-based 3D modeling tool we have been developing for industrial styling design. The study investigates the usability of our techniques in the hands of non-experts by gauging (1) the speed with which users can comprehend and adopt to constituent modeling steps, and (2) how effectively users can utilize the newly learned skills to design 3D models. Our observations and users' feedback indicate that overall users could learn the investigated techniques relatively easily and put them in use immediately. However, users pointed out several usability and technical issues such as difficulty in mode selection and lack of sophisticated surface modeling tools as some of the key limitations of the current system. We believe the lessons learned from this study can be used in the development of more powerful and satisfying sketch-based modeling tools in the future.
A cameraphone-based approach for the generation of 3D models from paper sketches
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
Sketch-based interaction and modeling: where do we stand?
Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting the sketch gesture to effect some interaction, adopt different interpretation approaches according to the environment in which the sketch is drawn. In fields such as product design, sketches are drawn at various stages of the design process, and therefore, designers would benefit from sketch interpretation technologies which support these differing interactions. However, research typically focuses on one aspect of sketch interpretation and modeling such that literature on available technologies is fragmented and dispersed. In this paper, we bring together the relevant literature describing technologies which can support the product design industry, namely technologies which support the interpretation of sketches drawn on 2D media, sketch-based search interactions, as well as sketch gestures drawn in 3D media. This paper, therefore, gives a holistic view of the algorithmic support that can be provided in the design process. In so doing, we highlight the research gaps and future research directions required to provide full sketch-based interaction support
Computer-Aided Patient-Specific Coronary Artery Graft Design Improvements Using CFD Coupled Shape Optimizer
This study aims to (i) demonstrate the efficacy of a new surgical planning framework for complex cardiovascular reconstructions, (ii) develop a computational fluid dynamics (CFD) coupled multi-dimensional shape optimization method to aid patient-specific coronary artery by-pass graft (CABG) design and, (iii) compare the hemodynamic efficiency of the sequential CABG, i.e., raising a daughter parallel branch from the parent CABG in patient-specific 3D settings. Hemodynamic efficiency of patient-specific complete revascularization scenarios for right coronary artery (RCA), left anterior descending artery (LAD), and left circumflex artery (LCX) bypasses were investigated in comparison to the stenosis condition. Multivariate 2D constraint optimization was applied on the left internal mammary artery (LIMA) graft, which was parameterized based on actual surgical settings extracted from 2D CT slices. The objective function was set to minimize the local variation of wall shear stress (WSS) and other hemodynamic indices (energy dissipation, flow deviation angle, average WSS, and vorticity) that correlate with performance of the graft and risk of re-stenosis at the anastomosis zone. Once the optimized 2D graft shape was obtained, it was translated to 3D using an in-house “sketch-based” interactive anatomical editing tool. The final graft design was evaluated using an experimentally validated second-order non-Newtonian CFD solver incorporating resistance based outlet boundary conditions. 3D patient-specific simulations for the healthy coronary anatomy produced realistic coronary flows. All revascularization techniques restored coronary perfusions to the healthy baseline. Multi-scale evaluation of the optimized LIMA graft enabled significant wall shear stress gradient (WSSG) relief (~34%). In comparison to original LIMA graft, sequential graft also lowered the WSSG by 15% proximal to LAD and diagonal bifurcation. The proposed sketch-based surgical planning paradigm evaluated the selected coronary bypass surgery procedures based on acute hemodynamic readjustments of aorta-CA flow. This methodology may provide a rational to aid surgical decision making in time-critical, patient-specific CA bypass operations before in vivo execution
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
The creation of a method to measure and compare product appearance
Product appearance plays a significant role in generating appeal for consumers and subsequent commercial success for mass-market products. Associated with the design and manufacture of many mass-market products is significant financial investment and thus also significant risk. This risk is particularly severe for established or mature markets such as consumer electronics and vehicles where designs must retain a brand identity and differentiate from other products while still being easily identifiable, and avoid potential design right or trade dress infringement. Within the design process there is 'styling', the activity primarily concerned with the creation of products' form and appearance. While appearance is the primary concern in styling there is a wide range of factors that must be considered alongside appearance when designers evaluate potential design concepts. While there exists many tools and methods to objectively evaluate and communicate factors such as cost, performance, manufacture or ergonomics, there are few strategies to assist designers in objectively evaluating and reasoning on appearance, despite its relative importance to the market success of products. The aim of this thesis is to improve the styling process by researching and creating a method to more objectively measure and compare product appearance. In proposing a method and achieving the aim three major areas of research are addressed. The first is to create an approach to visually decompose products into constituent features to explore their influence on overall appearance. The second is to create a method of measurement to analyse the geometry of features and enable comparison across product ranges. The third is to investigate how the measures can be applied to assist designers during the styling process and provide insights into the strategic use of visual branding. The progression through these research areas and the subsequent proposed method form the key contribution to knowledge of this thesis. Through the application of the method to various case studies and a comprehensive study in its complete form, the method is validated and its potential use to designers demonstrated
Designing aesthetically pleasing freeform surfaces in a computer environment
Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Architecture, February 2001.Includes bibliographical references (p. 151-160).Statement: If computational tools are to be employed in the aesthetic design of freeform surfaces, these tools must better reflect the ways in which creative designers conceive of and develop such shapes. In this thesis, I studied the design of aesthetically constrained freeform surfaces in architecture and industrial design, formulated a requirements list for a computational system that would aid in the creative design of such surfaces, and implemented a subset of the tools that would comprise such a system. This work documents the clay modeling process at BMW AG., Munich. The study of that process has led to a list of tools that would make freeform surface modeling possible in a computer environment. And finally, three tools from this system specification have been developed into a proof-of-concept system. Two of these tools are sweep modification tools and the third allows a user to modify a surface by sketching a shading pattern desired for the surface. The proof-of-concept tools were necessary in order to test the validity of the tools being presented and they have been used to create a number of example objects. The underlying surface representation is a variational expression which is minimized using the finite element method over an irregular triangulated mesh.by Evan P. Smyth.Ph.D
The integration of rapid prototyping within industrial design practice
Three-dimensional appearance models represent an essential outcome of industrial design
practice, facilitating the origination, evaluation and specification of exterior form. As
manufacturers face increasing pressure to reduce time scales for new product development,
the production of such models using conventional fabrication techniques must be appraised.
As a means of economically translating digital geometry into one-off components, rapid
prototyping has the potential to contribute towards a reduction in lead times for the production
of appearance models. The objective of this research is to propose a methodological approach
for the effective integration of rapid prototyping within industrial design practice.
The field and practice of industrial design is defined, the technology of rapid prototyping
discussed, and their integration proposed through a draft computer-aided industrial
design/rapid prototyping (CAID/RP) methodological approach. This is exposed to practitioner
feedback, modified, and employed as a revised CAID/RP methodological approach during the
industrial design of a nylon line trimmer. The product outcome is used to compare and contrast
the production of an appearance model via rapid prototyping, an appearance prototype via
rapid prototyping, and an appearance model via conventional fabrication techniques.
Two issues arise from the use of the revised CAID/RP methodological approach: the
production of stl files and the lack of physical interaction with product form. In addition, the
emergence of rapid prototype sketch modelling systems following the line trimmer case study
provides an opportunity for further enhancement. A strategy for the resolution of these issues
is proposed, and their effectiveness evaluated through additional case studies. The resulting
CAID/RP methodological approach is subject to validation through practitioner interviews and a
normalised rating/weighting method. The positive feedback acknowledges the significance of
the CAID/RP methodological approach through a reduction in product development lead times
and enhancement of professional practice. The project makes a contribution to new knowledge
and understanding in the area of professional practice through the definition and validation of
operational paradigmatic change
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