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2004, Shape Modeling …
…
9 pages
1 file
This paper introduces an immersive styling environment, which aims at closing the gap between 2D drawing and 3D modeling in the design process. The main goal of the styling system is to provide the user an easy to use interface hiding the inherent mathematic nature of CAD. Creating rough 3D sketches should literally be as intuitive as 2D sketching with pen and paper. To achieve this, the tools developed in our system benefit from the stylists' skills, acquired through training over time. This paper focuses on the stroke-input methods of our styling system. We present different techniques for creating and modifying 3D curves: stroke splitting, oversketching and taping. In addition we report on the viability of using input constraints in immersive environments to overcome inherent weaknesses.
2008
We present ILoveSketch, a 3D curve sketching system that captures some of the affordances of pen and paper for professional designers, allowing them to iterate directly on concept 3D curve models. The system coherently integrates existing techniques of sketch-based interaction with a number of novel and enhanced features. Novel contributions of the system include automatic view rotation to improve curve sketchability, an axis widget for sketch surface selection, and implicitly inferred changes between sketching techniques. We also improve on a number of existing ideas such as a virtual sketchbook, simplified 2D and 3D view navigation, multi-stroke NURBS curve creation, and a cohesive gesture vocabulary. An evaluation by a professional designer shows the potential of our system for deployment within a real design process.
This thesis investigates the geometric representation of ideas during the early stages of design. When a designer's ideas are still in gestation, the exploration of form is more important than its precise specification. Digital modelers facilitate such exploration, but only for forms built with discrete collections of high-level geometric primitives; we introduce techniques that operate on designers' medium of choice, 2-D sketches. Designers' explorations also shift between 2-D and 3-D, yet 3-D form must also be specified with these high-level primitives, requiring an entirely different mindset from 2-D sketching. We introduce a new approach to transform existing 2-D sketches directly into a new kind of sketch-like 3-D model. Finally, we present a novel sketching technique that removes the distinction between 2-D and 3-D altogether.
2003
The benefits of the Virtual Reality (VR) technologies in the field of conceptual free form modelling have been investigated for over a decade. Many researchers have paid attention to hand-sketching techniques for shape generation and to the Virtual Sculpting approach for surface modification. What has not yet been investigated sufficiently is modification based on the free-hand drawing approach. This could be more similar to the traditional way designers work, compared to the sculpting metaphor.
Joint Session of the Seventh …, 2010
Immersive 3D Umgebungen werden in der Virtuellen Produkt Entwicklung eingesetzt, um Designer im Design-Prozess zu unterstützen. Verschiedene Ansätze konzentrieren sich dabei auf immersive Skizziertechniken, da das Skizzieren eine wichtige Technik in den frühen Phasen des Produkt-Designs ist. Diese Diplomarbeit betrachtet die Frage, ob eine automatische Formerzeugung aus skizzierten Eingabelinien in immersiven 3D Umgebungen den Skizzierprozess während dieser frühen Designstadien unterstützt. Zu diesem Zweck wurden die Modellerzeugungs-und -deformations-Algorithmen der skizzenbasierten Modellieranwendung FiberMesh [NISA07] in eine immersive 3D Umgebung gebracht und die Interaktionstechniken angepasst. Eine vergleichende Benutzeruntersuchung mit zwölf Designstudenten und professionellen Designern wurde durchgeführt. Linienbasiertes Skizzieren in einer 3D Umgebung und skizzenbasiertes Modellieren, letzteres sowohl in einer 3D als auch in einer 2D Umgebung, wurden verglichen. Die Analyse der Studie ergab wenige Unterschiede zwischen den Bedingungen, aber es konnten zwei Ergebnisse gefunden werden: Die Usability für eine kreative Skizzieraufgabe wurde für das linienbasierte Skizzieren in der immersiven 3D Umgebung als höher empfunden als für das entwickelte skizzenbasierte Modellieren in derselben Umgebung. Die Formmodellierung in der immersiven 3D Umgebung wurde als stimulierender und attraktiver als unter 2D Bedingungen empfunden. Die Diplomarbeit wurde am Fraunhofer-Institut für Produktionsanlagen und Konstruktionstechnik (IPK), Berlin geschrieben.
IEEE Computer Graphics and Applications, 2007
Sketch-based Interfaces and Modeling, 2011
Trace figures are contour drawings of people and objects that capture the essence of scenes without the visual noise of photos or other visual representations. Their focus and clarity make them ideal representations to illustrate designs or interaction techniques. In practice, creating those figures is a tedious task requiring advanced skills, even when creating the figures by tracing outlines based on photos. To mediate the process of creating trace figures, we introduce the open-source tool Esquisse. Informed by our taxonomy of 124 trace figures, Esquisse provides an innovative 3D model staging workflow, with specific interaction techniques that facilitate 3D staging through kinematic manipulation, anchor points and posture tracking. Our rendering algorithm (including stroboscopic rendering effects) creates vector-based trace figures of 3D scenes. We validated Esquisse with an experiment where participants created trace figures illustrating interaction techniques, and results show that participants quickly managed to use and appropriate the tool.
Sketch-Based Interfaces and Modeling …, 2006
We present an interactive pen-based computer program for designing 3D objects through direct sketching. The proposed techniques are tailored toward the creation of free-form curves and surfaces, and are therefore particulary useful for styling design purposes. In our approach, the design process consists of two main steps. In the first step, the user designs a wireframe model by sketching its constituent curves in 3D. Using purely sketch-based operations, the initial curves can then be modified as desired. In the second step, the user constructs interpolating surfaces on the wireframe to obtain a solid model. Again, through sketch-based operations, the user can modify the initial surfaces, and specify the boundary conditions if necessary. In addition to the main modeling operations, a gesture-based command interface allows many of the frequently used commands to be input through pen strokes. The utility of our system is demonstrated with various examples.
Proceedings of the 5th …, 2007
International Conference on Computational Intelligence for Modelling, Control and Automation and International Conference on Intelligent Agents, Web Technologies and Internet Commerce (CIMCA-IAWTIC'06), 2005
This paper describes a virtual environment in which a designer can define the contour of a sketch by controlling a pointer using a pair of data gloves in 3D space. Most standard input devises like joysticks, mice, keyboards, trackballs, and light pens do not imitate natural hand motions such as drawing and sketching. The methodology used is to construct an interactive 3D model from a combination of sketches. The sketches are drawn in 3D space using the user's hands as dynamic input devices. The above-mentioned approach is mainly consists of two parts: Hand Gesture Recognition and implementation of a Virtual Hand. Our focus is to examine the sketching behaviours using hand gestures, where a Virtual hand generates 3D models through the exploration of a number of hand drawn sketches.
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