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Cani M.-P., Igarashi T., Wyvill G. Interactive Shape Design

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Cani M.-P., Igarashi T., Wyvill G. Interactive Shape Design
Morgan and Claypool Publishers, 2008. — 92 p. — (Synthesis Lectures in Computer Graphics and Animation) — ISBN13: 978-1598292107
Can computers be turned into usable devices to communicate imagined 3D shapes? Can digital design be enhanced to provide the public with user-friendly freeform modeling tools, as well as enabling skilled artists to express any complex shape they can think of? These are the questions the authors address in this lecture. Centering their analysis on the different ways to control shapes provides a non-standard viewpoint of the field of digital shape modeling. It also helps to investigate why, despite more than thirty years of effort towards the development of new surface representations and of algorithms to edit them, most artist first sketch or sculpt in the real world before using a computer.
Designing Shapes in the Real World
A Brief History of Shape Representations
Shape Representations versus Shape Design
Sculpting Metaphors
Background: Deforming Digital Shapes
Volumetric Sculpting
Physically based Virtual Clay
Sculpting with Sweepers
Conclusion: Where Shall we Stop Toward Virtual Clay?
Sketching Systems
Background
Sketching Mesh Models
Sketching Implicit Models
Sketching Optimization Surfaces
Conclusion: What is the Best Representation for Sketch-Based Modeling?
Future directions: Modeling by Gesture
Modeling through Adding and Erasing Gestures
Enabling Deformation Gestures
Toward Fast and Easy Creation of Digital Content
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