Interactive Shape Design

Front Cover
Morgan & Claypool Publishers, 2007 - Computers - 78 pages
Providing 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
Author Biography
81
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