At design school we're taught to sketch 3D objects on 2D paper, using contour lines to convey three dimensionality to the viewer. But what if those contour lines, rather than serving as visual suggestions, actually served as instructions to a modeling program? In what has to be the most minimalist form of input we've ever seen, a group of researchers has actually worked that out.
A collaboration between the University of Hong Kong, Microsoft Research Asia and the University of British Columbia has yielded "BendSketch: Modeling Freeform Surfaces Through 2D Sketching," a paper presented at this year's SIGGRAPH. Here's how it works:
To model a desired surface patch with our technique, the user sketches the patch boundary as well as a small number of strokes representing the major bending directions of the shape. Our method uses this input to generate a curvature field that conforms to the user strokes and then uses this field to derive a freeform surface with the desired curvature pattern. To infer the surface from the strokes we first disambiguate the convex versus concave bending directions indicated by the strokes and estimate the surface bending magnitude along the strokes. We subsequently construct a curvature field based on these estimates, using a non-orthogonal 4-direction field coupled with a scalar magnitude field, and finally construct a surface whose curvature pattern reflects this field through an iterative sequence of simple linear optimizations.
Anyone smell a bidding war between the major software companies?
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Comments
Neat, Except I don't draw or sketch that way. Bizarre that you would design a product where the user has to adjust the way they perform their work flow, that is just not good design. Curious if they even consulted with a designer that knows how to sketch?
This is actually pretty cool. Anyone who does 3D modelling knows that creating accurate depth is one of the more tedious aspects of blocking. Learning how to draw in the way the computer recognizes doesn't look too difficult to learn.