Virtual Sculpting
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Overview The idea behind Virtual
Sculpting is to make the process of designing shapes on computer as close to
real world clay sculpting as possible (without the disadvantages of being
unable to rectify your mistakes). To do this we use a spatial deformation
(also referred to variously as Space Deformation, Space Warping
and Free-Form Deformation) approach. We have worked on allowing
changes in topology (creating holes and merging parts), preventing
self-intersection (where one part of a surface interpenetrates another),
remeshing (because the initial lump of virtual clay can become very distorted
and poorly sampled) and a variety of sculpting tools (including
volumetric fields and tangent frames) People Patrick
Marais, Neil Dodgson, Barry Steyn, Ilan Angel, Dominique Bechmann Publications Gain,
J. and Bechmann, D., “A Survey of Spatial Deformation from a User-Centered
Perspective”, ACM Transactions on Graphics, Vol. 27, No. 4, October 2008, pp.
1-21. Gain,
J. and Marais, P., "Warp Sculpting", IEEE Transactions on
Visualization and Computer Graphics,Vol. 11 , No. 2 ,
March/April 2005, pp. 217-227. Steyn,
B. and Gain, J., "Topology Alteration for Virtual Sculpting using
Spatial Deformation", AFRIGRAPH 2003, Cape Town, South Africa, 3-5
Febraury 2003, ACM Press, pp. 63-68. Gain,
J. and Dodgson, N., Preventing Self-Intersection under Free-Form Deformation,
IEEE Transactions on Visualization and Computer Graphics, Vol. 7, No. 4,
Oct.-Dec. 2001, pp. 289-298. Gain,
J. and Dodgson, N., Adaptive Refinement and Decimation under Free-Form
Deformation, Eurographics UK '99, Cambridge (UK), 13-15 April 1999. Downloads Video
of Warp Sculpting (19Mb
MPEG) |