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1. An Interactive System for Knot Design
1 year ago
We present an interactive system for designing knots that combines sketch-based interface and physical simulation together. Knots or self-occluded three-dimensional (3-D) configurations of one-dimensional (1-D) deformable objects such as rope are difficult to model using existing 3-D modeling applications, in which many geometrical view changes and operations are required. In our system, a knot can be created the same way it is drawn on paper by two main gestures, "pull-over" and "pull-under", which extend a selected 1-D structure along the user's drawn line over or under all other parts in a 3-D scene. With a simple depth inference algorithm, this system allows user to tie a rope or other 1-D objects into basic yet topologically correct 3-D knots. The integrated physical simulation provides direction manipulation interface, so the user can interactively pull, tighten, and loosen a knot while maintaining the rope's physical properties. This allows the creation of a variety of knots and their tightened forms by two-dimensional (2-D) input device. The combination of a sketch-based interface for construction and physical simulation for direct manipulation technique enhances the design process to create more satisfying results faster and easier than using traditional geometric modeling systems or traditional physical simulation systems with 3-D input devices. Furthermore this interaction technique is shown to be applicable to 2-D objects like cloth or ones of other domains.
結び目などといった、紐状のオブジェクトの3次元構造のデザインのため、我々はスケッチによるインタラクティブなシステムを提案する。既存の3次元モデリングシステムでは、結び目などの作成には、様々な幾何学的操作や視点操作が必要とされた。一方、本システムでは、2次元にスケッチを描くことで、自己遮蔽の多い結び目のモデルが生成できる。重要なジェスチャーは、「pull over」と「pull under」で、それぞれ、pull overは既存のオブジェクトに上から重なるように、pull underは下に潜り込むように、スケッチに沿って紐を伸ばす。本システムでは単純な奥行き予測アルゴリズムを利用し、2次元スケッチと同じトポロジーを持ったモデルの生成を実現している。また、我々は、物理シミュレーションを利用し、紐を直接ドラッグアンドドロップする操作を提案する。この直接操作により、2次元スケッチだけでは表現できない様々な結び目のモデリングや、結び目を固く縛る事などが可能になる。2次元スケッチによる初期生成と直接操作による変形により、3次元空間で視点操作数が減り、結び目のデザインが簡単になる。また、提案手法は布などの2次元オブジェクトにも応用可能である。
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