Interactive Shape DesignProviding an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to create, deform, and progressively add details to a shape, without being aware of the underlying mathematical representation nor being tied by any constraint on the geometrical or topological nature of the model. This book presents the field of interactive shape design from this perspective. Since interactively creating a shape builds on the humans ability of modeling by gesture, we note that the recent advances in interactive shape design can be classified as those that rely on sculpting as opposed to sketching metaphors. Our synthetic presentation of these strategies enables us to compare the different families of solutions, discuss open issues, and identify directions for future research. Table of Contents: Introduction / Sculpting Metaphors / Sketching Systems / Future Directions: Modeling by Gesture |
Contents
Introduction | 1 |
12 DESIGNING SHAPES IN THE REAL WORLD | 2 |
122 Sketching | 3 |
4 INTERACTIVE SHAPE DESIGN | 4 |
From Solid Primitives to FreeForm Surfaces | 5 |
Constructive Implicit Surfaces | 7 |
Subdivision and Multiresolution Surfaces | 9 |
Meshes Versus Meshless Representations | 10 |
312 Human Perception of the Third Dimension | 41 |
32 SKETCHING MESH MODELS | 42 |
3211 Creating a New Object | 43 |
3213 Cutting | 44 |
3215 Transformation | 45 |
323 Results and Discussions | 47 |
33 SKETCHING IMPLICIT MODELS | 48 |
331 User Interface | 49 |
14 SHAPE REPRESENTATIONS VERSUS SHAPE DESIGN | 12 |
Sculpting Metaphors | 15 |
212 Space Deformations | 16 |
213 SurfaceBased Deformations | 18 |
214 Deforming Versus Sculpting a Shape | 19 |
221 Geometric Representation for Clay | 20 |
222 Providing a Multiresolution Unbounded Clay Model | 21 |
223 AddingCarvingand Smoothing Clay | 23 |
Visual and Haptic Feedback | 24 |
Volumetric Clay Does Not Deform | 25 |
23 PHYSICALLY BASED VIRTUAL CLAY | 27 |
232 A Layered Model for Virtual Clay | 29 |
2322 Mass Conservation Layer | 30 |
2323 Surface Tension | 31 |
24 SCULPTING WITH SWEEPERS | 33 |
242 Constant Volume Swirling Sweepers | 34 |
243 Vector FieldBased Deformation | 36 |
WHERE SHALL WE STOP TOWARD VIRTUAL CLAY? | 37 |
Sketching Systems | 39 |
332 Extraction of a Skeleton From 2D Sketch | 51 |
333 Construction of a Convolution Surface | 52 |
334 Progressive Blending and Rendering | 53 |
335 Results and Discussion | 54 |
34 SKETCHING OPTIMIZATION SURFACES | 55 |
341 User Interface | 56 |
3412 Deformation Tool | 57 |
3413 Rubbing Tool | 58 |
3414 Erasing Tool and Type ChangeTool | 59 |
342 Algorithm | 60 |
343 Results and Discussion | 62 |
WHAT IS THE BEST REPRESENTATION FOR SKETCHBASED MODELING? | 63 |
Future directions Modeling by Gesture | 65 |
42 ENABLING DEFORMATION GESTURES | 66 |
43 TOWARD FAST AND EASY CREATION OF DIGITAL CONTENT | 67 |
Bibliography | 69 |
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Common terms and phrases
3D models 3D scanners 3D shape ACM SIGGRAPH algorithm Angelidis applied approach automatically B´ezier benefits blending cells complex computer graphics constant volume deformations constraints Constructive solid geometry contour control curve control points convolution surface created defined Deformation Tool density field described difficult digital shape discuss edges editing efficient enable erasing extrusion FiberMesh field function FIGURE final fine first fluids global deformations grid haptic hash tables implicit primitives implicit surfaces influence intuitive isosurface large-scale deformations mean curvature method modeling systems multiresolution object operations optimization parametric patches parametric surfaces polygonal mesh problem Proceedings of ACM real clay real-time refine Reprinted by permission scalar field sculpting metaphor sculpting system shape modeling shape representation silhouette sketch-based modeling smooth space deformations specific spline spline surfaces structure subdivision surfaces sufficient surface geometry techniques Teddy tool’s topology translation gestures triangles User Interface user’s vector vertex vertices virtual clay model Visual volumetric sculpting