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4/25/02 SKETCH: Robert C. Zelenik Kenneth P. Herndon John F. Hughes An Interface for Sketching 3D Scenes SIGGRAPH ‘96 Presented by Mike Margolis.

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Presentation on theme: "4/25/02 SKETCH: Robert C. Zelenik Kenneth P. Herndon John F. Hughes An Interface for Sketching 3D Scenes SIGGRAPH ‘96 Presented by Mike Margolis."— Presentation transcript:

1 4/25/02 SKETCH: Robert C. Zelenik Kenneth P. Herndon John F. Hughes An Interface for Sketching 3D Scenes SIGGRAPH ‘96 Presented by Mike Margolis

2 4/25/02 Human Sketchs Pros: Paper and pen/pencil Low overhead Lack of special knowledge needed to draw (unlike CAD) Easy to make changes Precision is not needed to convey concept Cons: Many changes lead to clutter New viewpoint requires new sketch Groups of objects cannot be transformed together

3 4/25/02 Purpose Bridge gap between hand sketches and CAD systems Easy to use Ability to build quick 3D models Use of human gestures for intuitive control NPR rendering for “sketch” effect Use for storyboarding, etc

4 4/25/02 Interface Interaction through 3 button mouse Occasional use of modifier key (shift) Single orthographic window User generates “gestures” as opposed to using a menu Gestures fall into the categories of Strokes and Interactions

5 4/25/02 Implementation Processes sequences of strokes and interactors to perform modeling functions with a finite state machine Mapping between gestures and modeling functions Tradeoffs must be considered in evolution in gestures: - Natural gestures - Effective gestures - Effective gestures within system already using similar gestures for other functions

6 4/25/02 Strokes Use first mouse button Generally strokes are aligned with three principal axes

7 4/25/02 Interactors Use second mouse button No specific visual representation Used to manipulate objects in scene “Click and Drag” “Click”

8 4/25/02 Camera Use third mouse button Direct manipulation of the camera

9 4/25/02 Creating Geometry Primitives created with their own gestures: Cubes, Cones, Cylinders, Sphere, Objects of Revolution, Prisms, Extrusions, Ducts, Superquadrics Primitives use an axis-aligned stroke to guide geometry Can create more complex objects from primitives Some objects can not be made at all though: Freeform surfaces, 3D ducts

10 4/25/02 Placing Geometry Once object is created, it must be placed in scene Four rules of placement: 1) Salient features project onto their corresponding gestures 2) New objects are instantiated with existing object in contact when possible 3) Certain invariants of junctions in line drawings that indicate placement or dimension of geometry 4) CSG subtraction is inferred automatically from direction of gesture strokes Generally, the rules generate good placement choices

11 4/25/02 Placing Geometry Rule 1: Determines placement in scene except for translation along view direction Rule 2: Resolves placement by requiring salient vertex be in contact when possible

12 4/25/02 Placing Geometry Project ray from orthographic plane (viewscreen) into 3D scene Find the surface the ray intersects with and instantiate object with contact of salient vertex here at this point in the 3D scene

13 4/25/02 Placing Geometry Rule 3 exploits invariants of vertex junctions (e.g. T- Junction) Ray cast along “T” gesture line and compared with intersected plane’s -- as defined by the bar of the “T” -- normal

14 4/25/02 Placing Geometry If the calculation is within the tolerance, the gesture defining new primitive is extended to create contact with the surface If not within tolerance, object is translated along viewing vector to see if they meet. If they don’t, the primitive gesture remains the same

15 4/25/02 Placing Geometry Rule 4 allows for Constructive Solid Geometry (CSG) subtraction Gesture strokes drawn into existing surface to create primitive Using an interactor, CSG subtraction will subtract the primitive from the indicated volume

16 4/25/02 Editing Geometry Modeled after pencil & paper techniques Resizing Shadows Transformations - Translation - Rotation Objects can be removed from the scene as well

17 4/25/02 Editing Geometry Resizing is done by “oversketching” Drawing two coincident lines in opposite directions parallel to existing edge Length of lines indicate the magnitude of the resizing

18 4/25/02 Editing Geometry Shadows help viewer to determine depth of a scene Identify object and draw impressionistic lines for shadow Use a static point light source for entire scene Displacement of shadow helps determine new position for the shadowed object

19 4/25/02 Editing Geometry Translation of objects can be performed Some constraints – kept simple to keep the system robust, fast, and easy to understand Default translation -Along plane that the object was created (e.g. Bottom plane of cube) -Two directions of translation with this method

20 4/25/02 Editing Geometry Translation can be further cosntrained Single-axis translation along user defined axis (1D translation) Translation about one of three axis-aligned planes (2D translation) Translation about one of three axis-aligned planes, with a contact constraint (used to help with depth placement)

21 4/25/02 Editing Geometry Rotation about a single axis can be performed Draw user defined axis and move perpendicular to the line

22 4/25/02 Grouping Objects Objects can be grouped together Grouping can be bidirectional or unidrectional Each geometric object stores information about objects that to which it is grouped Transformations can be applied to groups at one time Group geometry can be copied Grouping is automatically performed according to algorithm

23 4/25/02 Grouping Objects Choice of bi-directional and uni-directional grouping is determined using inherent way that people view horizontal and vertical relationships of objects (i.e. Effects of gravity) Table model: Leg is grouped to floor Top is grouped to leg and therefore the floor Floor is not grouped to leg or top

24 4/25/02 Grouping Objects Objects can be Lassoed to explicitly form groups Accomplished by projecting geometric center of lasso and the crease vertices into film plane Determines objects “inside” lasso and then transformations and copying can be applied

25 4/25/02 Rendering Want effect to convince user that scene is not precision Scene should be an estimate of distances – not accurate ones Achieved through “Sketchy” (NPR) rendering

26 4/25/02 Rendering Line drawing effect Charcoal effect Watercolor effect

27 4/25/02 Rendering Objects assigned random color (can be manipulated) Jittery lines rendered intentionally in some effects

28 4/25/02 Future Work Some flaws in the application that need fixing SKETCH user control is saturated – how do we overcome this barrier without making it less intuitive? Use of different input devices? (tablet, etc) How can we relate “Sketches” to more accruate representations


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