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A painting interface for interactive surface deformations. Graphical Models 66
, 2004
"... A long-standing challenge in geometric modeling is providing a natural, intuitive interface for making local deformations to 3D surfaces. Previous approaches have provided either interactive manipulation or physical simulation to control surface deformations. In this paper, we investigate combining ..."
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Cited by 11 (0 self)
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A long-standing challenge in geometric modeling is providing a natural, intuitive interface for making local deformations to 3D surfaces. Previous approaches have provided either interactive manipulation or physical simulation to control surface deformations. In this paper, we investigate combining these two approaches with a painting interface that gives the user direct, local control over a physical simulation. The “paint ” a user applies to the model defines its instantaneous surface velocity. By interactively simulating this velocity, the user can effect surface deformations. We have found that this painting metaphor gives the user direct, local control over surface deformations for several applications: creating new models, removing noise from existing models, and adding geometric texture to an existing surface at multiple scales. 1
Virtual Sculpting: An Investigation of Directly Manipulated Free-Form Deformation in a Virtual Environment
, 1996
"... This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle ..."
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Cited by 8 (3 self)
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This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
Enhancing Spatial Deformation for Virtual Sculpting
, 2000
"... The task of computer-based free-form shape design is fraught with practical and conceptual difficulties. Incorporating elements of traditional clay sculpting has long been recognised as a means of shielding a user from the complexities inherent in this form of modelling. The premise is to deform a m ..."
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Cited by 4 (2 self)
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The task of computer-based free-form shape design is fraught with practical and conceptual difficulties. Incorporating elements of traditional clay sculpting has long been recognised as a means of shielding a user from the complexities inherent in this form of modelling. The premise is to deform a mathematically-defined solid in a fashion that loosely simulates the physical moulding of an inelastic substance, such as modelling clay or silicone putty. Virtual sculpting combines this emulation of clay sculpting with interactive feedback. Spatial deformations are a class of powerful modelling techniques well suited to virtual sculpting. They indirectly reshape an object by warping the surrounding space. This is analogous to embedding a flexible shape within a lump of jelly and then causing distortions by flexing the jelly. The user controls spatial deformations by manipulating points, curves or a volumetric hyperpatch. Directly Manipulated Free-Form Deformation (DMFFD), in particular, me...
Bender: A virtual ribbon for deforming 3D shapes in biomedical and styling applications
- ACM Symposium on Solid and Physical Modeling (SPM
, 2005
"... In contrast to machined mechanical parts, the 3D shapes encountered in biomedical or styling applications contain many tubular parts, protrusions, engravings, embossings, folds, and smooth bends. It is difficult to design and edit such features using the parameterized operations or even free-form de ..."
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Cited by 2 (1 self)
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In contrast to machined mechanical parts, the 3D shapes encountered in biomedical or styling applications contain many tubular parts, protrusions, engravings, embossings, folds, and smooth bends. It is difficult to design and edit such features using the parameterized operations or even free-form deformations available in CAD or animation systems. The Bender tool proposed here complements previous solutions by allowing a designer holding a 6 DoF 3D tracker in each hand to control the position and orientation of the ends of a stretchable virtual ribbon, which is used to grab the shape in its vicinity and to deform it in realtime, as the designer continues to move, bend, and twist the ribbon. To ensure realtime performance and intuitive control of the ribbon, we model its centerline as a circular biarc and perform adaptive refinement of the triangle-mesh approximation of the surface. To produce a natural and predictable warp, we use the initial and final shapes of the ribbon to define a one-parameter family of screw-motions. The deformation of a surface point is computed by finding its locally closest projection, or projections, on the biarc and by applying the corresponding screws, weighted by a function that decays with the distance to the projection. The combination of these solutions leads to an easy-to-use and effective tool for the direct manipulation of organic or stylized shapes.
A Virtual Modelling Environment
, 1994
"... This thesis considers the problem of developing solid modelling systems that are more efficient and easier to use. A virtual reality (VR) approach is taken to make the use of modelling tools more intuitive and interactive. This work is motivated by the increase in demand for complex solid objects, c ..."
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Cited by 1 (0 self)
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This thesis considers the problem of developing solid modelling systems that are more efficient and easier to use. A virtual reality (VR) approach is taken to make the use of modelling tools more intuitive and interactive. This work is motivated by the increase in demand for complex solid objects, caused mainly by the rapid increase in the number of VR applications. This demand can only be met by making solid modelling systems easy to use, and therefore usable by more people.
3D Warp Brush: Interactive Free-Form Modeling on the Responsive Workbench
"... We introduce the 3D warp brush, a method for interactive shape modeling in a immersive virtual reality environment. 3D warp brushes are implicitly-defined tools that operate on triangle meshes. We combine the efficiency of explicit mesh representations with implicit modeling operators. The area of i ..."
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Cited by 1 (0 self)
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We introduce the 3D warp brush, a method for interactive shape modeling in a immersive virtual reality environment. 3D warp brushes are implicitly-defined tools that operate on triangle meshes. We combine the efficiency of explicit mesh representations with implicit modeling operators. The area of influence of a 3D warp brush can be of arbitrary shape since it has an associated distance field. We define different warp functions including drag, explode, and whittle. A unique feature of our framework is the ability to convert meshes into 3D warp brushes at run time. The use of a Responsive Workbench and two-handed interaction allows the user to exploit the full potential of the modeling system by intuitive and easy modification of a base surface into a desired shape. We present models, which have been created and modified using 3D warp brushes, to demonstrate the usefulness of our framework.
To appear in the ACM SIGGRAPH conference proceedings Twister: A Space-Warp Operator for the Two-Handed Editing of 3D Shapes
"... A sphere is deformed into a spork in 5 Twister steps. Red an green coloring indicate the area of influence of each hand. A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The ..."
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A sphere is deformed into a spork in 5 Twister steps. Red an green coloring indicate the area of influence of each hand. A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The Twister approach introduced here, adds the capability to impose an orientation change, adding three rotational constraints, at each displaced point. Furthermore, it solves for a space warp that simultaneously interpolates two sets of such displacement and orientation constraints. With a 6 DoF magnetic tracker in each hand, the user may grab two points on or near the surface of an object and simultaneously drag them to new locations while rotating the trackers to tilt, bend, or twist the shape near the displaced points. Using a new formalism based on a weighted average of screw displacements, Twister computes in realtime a smooth deformation, whose effect decays with distance from the grabbed points, simultaneously interpolating the 12 constraints. It is continuously applied to the shape, providing realtime graphic feedback. The two-hand interface and the resulting deformation are intuitive and hence offer an effective direct manipulation tool for creating or modifying 3D shapes.

