Academic literature on the topic '3D sketching'
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Journal articles on the topic "3D sketching":
Zeleznik, Robert. "Sketching in 3D." ACM SIGGRAPH Computer Graphics 32, no. 4 (November 1998): 45–49. http://dx.doi.org/10.1145/307710.307727.
Balaguer, Jean-Francis, and Enrico Gobbetti. "Sketching 3D Animations." Computer Graphics Forum 14, no. 3 (August 1995): 241–58. http://dx.doi.org/10.1111/1467-8659.1430241.
Balaguer, Jean-Francis, and Enrico Gobbetti. "Sketching 3D Animations." Computer Graphics Forum 14, no. 3 (August 1995): 241–58. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0241.x.
Xu, Pengfei, Hongbo Fu, Youyi Zheng, Karan Singh, Hui Huang, and Chiew-Lan Tai. "Model-Guided 3D Sketching." IEEE Transactions on Visualization and Computer Graphics 25, no. 10 (October 1, 2019): 2927–39. http://dx.doi.org/10.1109/tvcg.2018.2860016.
Poletti, Helen. "A 3D sketching tool." ACM SIGGRAPH Computer Graphics 29, no. 3 (August 1995): 25–27. http://dx.doi.org/10.1145/209914.209923.
Tung, Yu-Hsin, and Chun-Yen Chang. "How three-dimensional sketching environments affect spatial thinking: A functional magnetic resonance imaging study of virtual reality." PLOS ONE 19, no. 3 (March 11, 2024): e0294451. http://dx.doi.org/10.1371/journal.pone.0294451.
Xuan, Cui Xian, Yong Jian Gong, and Qiang Li. "Research Progress of 3D Style Design Based on Sketching." Applied Mechanics and Materials 423-426 (September 2013): 1819–22. http://dx.doi.org/10.4028/www.scientific.net/amm.423-426.1819.
Sheng, Bin, and Enhua Wu. "Laplacian-based Design: Sketching 3D Shapes." International Journal of Virtual Reality 5, no. 3 (January 1, 2006): 59–65. http://dx.doi.org/10.20870/ijvr.2006.5.3.2700.
Leal, Anamary, and Doug A. Bowman. "3D Sketching and Flexible Input for Surface Design: A Case Study." Journal on Interactive Systems 5, no. 3 (December 30, 2014): 1. http://dx.doi.org/10.5753/jis.2014.729.
Seybold, Carsten, and Frank Mantwill. "3D SKETCHES IN VIRTUAL REALITY AND THEIR EFFECT ON DEVELOPMENT TIMES." Proceedings of the Design Society 1 (July 27, 2021): 1–10. http://dx.doi.org/10.1017/pds.2021.1.
Dissertations / Theses on the topic "3D sketching":
Gunnarsson, Örn. "Sketching 3D faces." Thesis, University of Sheffield, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.531227.
Guay, Martin. "Sketching free-form poses and motions for expressive 3D character animation." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.
Free-form animation allows for exaggerated and artistic styles of motions such as stretching character limbs and animating imaginary creatures such as dragons. Creating these animations requires tools flexible enough to shape characters into arbitrary poses, and control motion at any instant in time. The current approach to free-form animation is keyframing: a manual task in which animators deform characters at individual instants in time by clicking-and-dragging individual body parts one at a time. While this approach is flexible, it is challenging to create quality animations that follow high-level artistic principles---as keyframing tools only provide localized control both spatially and temporally. When drawing poses and motions, artists rely on different sketch-based abstractions that help fulfill high-level aesthetic and artistic principles. For instance, animators will draw textit{lines of action} to create more readable and textit{expressive} poses. To coordinate movements, animators will sketch textit{motion abstractions} such as semi-circles and loops to coordinate a bouncing and rolling motions. Unfortunately, these drawing tools are not part of the free-form animation tool set today. The fact that we cannot use the same artistic tools for drawing when animating 3D characters has an important consequence: 3D animation tools are not involved in the creative process. Instead, animators create by first drawing on paper, and only later are 3D animation tools used to fulfill the pose or animation. The reason we do not have these artistic tools (the line of action, and motion abstractions) in the current animation tool set is because we lack a formal understanding relating the character's shape---possible over time---to the drawn abstraction's shape. Hence the main contribution of this thesis is a formal understanding of pose and motion abstractions (line of action and motion abstractions) together with a set of algorithms that allow using these tools in a free-form setting. As a result, the techniques described in this thesis allow exaggerated poses and movements that may include squash and stretch, and can be used with various character morphologies. These pose and animation drafting tools can be extended. For instance, an animator can sketch and compose different layers of motion on top of one another, add twist around strokes, or turning the strokes into elastic ribbons. The main contributions of this thesis are summarized as follows: -The line of action facilitating expressive posing by directly sketching the overall flow of the character's pose. -The space-time curve allowing to draft full coordinated movements with a single stroke---applicable to arbitrary characters. -A fast and robust skeletal line matching algorithm that supports squash-and-stretch. -Elastic lines of action with dynamically constrained bones for driving the motion of a multi-legged character with a single moving 2D line
Sung, Woongki. "Sketching in 3D : towards a fluid space for mind and body." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82285.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 80-82).
This thesis explores a new type of computer-aided sketching tool for 3-dimensional designs. Sketching, as a process, has been used as an effective way to explore and develop ideas in the design process. However, when designers deal with volumetric designs in 3-dimensional space, current sketching means, including traditional free-hand sketching and contemporary computer-aided design (CAD) modeling have limitations such as dimensional inconsistency, and non-intuitive interactions. By observing the roles of sketching in the design process and reviewing the history of design tools, this thesis investigates and proposes new digital methods of 3-dimensional sketching that take advantage of motion detecting and computer-vision technology that is widely available today. In this thesis, two prototype tools were developed and compared. The first prototype uses a motion detecting sensor, projection screen, and gesture tracking software. The movement of the user's hands becomes the intuitive interface to shape 3-dimensional objects in the virtual space. The second prototype, developed in collaboration with Nagakura, uses a hand-held tablet computer with marker-based augmented reality technique. The hand-held device displays the virtual object from desired angles and works as a virtual tool like a chisel, plane, drill, and glue gun to shape virtual objects in 3-dimensional space. Testing these two prototypes for use, and comparing the resulting objects and user responses revealed the strengths and weaknesses of these different 3-dimensional sketching environments. The proposed systems provide a possible foundation for novel computer-aided sketching application that takes advantages of both the physical and virtual worlds.
by Woongki Sung.
S.M.in Architecture Studies
Häggvik, Adrian. "Anymaker AR - Augmented reality as a mean to improve 3D sketching in digital space." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209411.
Digital 3D skissande och modellering är ett fält inom datavetenskap som konstant utvecklas genom nya interaktionsparadigmer. Många lösningar rör sig ifrån de traditionella, moderna, programvarorna för att skapa en mer naturlig och intuitiv användarupplevelse. Denna rapport har som mål att utvärdera en existerande pekskärmslösning gentemot en egen implementation som använder förstärkt verklighet i syfte att efterlikna det sätt vi ritar på i verkligheten. En jämförande uppgiftsbaserad användarstudie genomfördes och kvantitativ data samlades tillsammans med ett frågeformulär och en enkät. Resultaten indikerar att man arbetade snabbare och föredrog några modeller gjorda med den existerande programvaran medan den nya implementationen visade bättre eller likvärdiga resultat gällande den spatiala kognitiva förmågan, frekvensen då man ångrade sig samt återanvändbarhet. Förstärkt verklighet påvisade starka resultat gällande den enklare geometriska pyramidformen men jämförelsevis sämre resultat gällande mindre enhetliga former. Med ytterligare förbättringar så kan förstärkt verklighet ses som ett bra medium för att förbättra viset man skissar och modellerar i 3D.
Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.
Chang, Xianglong. "Semi-automatic fitting of deformable 3D models to 2D sketches." Thesis, University of British Columbia, 2008. http://hdl.handle.net/2429/797.
Yu, Emilie. "Conception d'outils de création de contenu 3D basés sur le dessin 3D." Electronic Thesis or Diss., Université Côte d'Azur, 2023. http://www.theses.fr/2023COAZ4114.
The increasing accessibility of real-time 3D rendering hardware has made 3D content creation a major means of expression and storytelling. But authoring 3D content requires interacting with the digital representations of shape and appearance that are compatible with rendering and animation algorithms. Triangular meshes, parametric material models and animation curves, while well suited to downstream computation, require artists to convey their ideas in terms of low-level commands that need to be learnt and remembered.In this thesis, we explore the use of 3D strokes as a way for artists to express their ideas. Inspired by the way artists work with brush and canvas, we consider the artist's mark-making gesture as the main input to the authoring system. 3D strokes are flexible primitives that can be created in either 2D desktop user interfaces or in virtual reality (VR) interfaces, and they can encode a 3D shape or likewise the final appearance of a 3D painting. Designing tools that consider 3D strokes as a shape or appearance representation opens a large and exciting space to explore.Designers can use 3D strokes as a partial representation of 3D shape. We investigate how to interpret a sparse 3D sketch into a 3D surface model. Since feature curves are a prominent part of the design and are finely depicted by the sketch, we recover a piece-wise smooth surface that preserves those sharp features. By obtaining a surface from 3D strokes, our algorithm allows to render the shape depicted by the sketch.To better understand how 3D strokes can depict not only the shape but also the appearance of objects, we study the practice of VR painting among a community of artists that work with a commercial VR painting software. Based on this inquiry, we propose a design and implementation for 3D-Layers, a new interaction primitive for VR painting that embraces 3D strokes as the sole representation for both 3D shape and appearance, yet decouples edition of these two elements. Inspired by the usage of layer compositing in 2D digital painting, we support a non-destructive workflow to edit the appearance of a VR painting.Hand-drawn animation is an expressive way to convey an animation with strokes. In “video doodles” animation, artists create an animated doodle that seems to live in the same 3D space as a captured video. Taking into account perspective effects and occlusions while drawing 2D strokes is not an easy task, so we leverage computer vision techniques to place strokes in 3D space and render them with respect to the video context. We design a 2D user interface that resembles traditional 2D motion design tools, to enable usersunfamiliar with 3D tools to create such animations.Overall, we show that 3D strokes are an expressive representation for 3D content creation by proposing three systems that leverage 3D strokes or 3D sketches as interaction primitives for creative applications spanning shape, appearance and animation authoring.We approach system design from two complementary perspectives ; we develop novel algorithms to interpret strokes and low-level user input, and we design interactions to provide new ways for people to express their high-level intent
Chen, Chiung-Fu, and 陳泂甫. "NPR Stylization of 3D Character Animation Using Sketching and Stroke." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/74640080729453129969.
國立成功大學
資訊工程學系碩博士班
93
In this paper, we present a system that gives artists the ability to add ghost effect, speedline and stylized deformation to existing animation sequences in real time, withoutthe need to modify the 3D mesh geometry of the animation sequence. The artist can add and control e��ects using a sketch-based interface, and see the stylized result in real time. With all e��ects and processing o2 oaded to programmable graphics hardware, the proposed system can be implemented with more e±ciency and °exibility.
Onkar, Prasad S. "Development of 2D and 3D Sketching Environment to Support Early Phases of Design." Thesis, 2013. http://etd.iisc.ac.in/handle/2005/3362.
Onkar, Prasad S. "Development of 2D and 3D Sketching Environment to Support Early Phases of Design." Thesis, 2013. http://etd.iisc.ernet.in/2005/3362.
Books on the topic "3D sketching":
Begin, Marie. 3D Sketching Book: Learn to Create Illusions on Your Paper. Simple Drawing Ideas. Independently Published, 2019.
Kaeser, Silvan. 3D Digital Drawing Tablet with Augmented Reality: Sketching from the Imagination - Learn to Draw in 3D with Your Smartphone or Tablet. Independently Published, 2021.
books, Engineering. Isometric 3D Dot Graph Paper Sketchbook: 120 Pages of 1/4 Inch Equilateral Triangle Dotted Graph Paper for 3D Modelling, Design, Sketching, Art, ... Independently Published, 2021.
Notebook, Cesar. Isometric Graph Paper: Creating Drawing Sketching, Isometric Paper,3d Graph Paper, A4, 120 Blank Pages. Independently Published, 2019.
ISLAM, Rasel. Engineering Graph Paper Notebook - for Horizontal and Landscape 3D Drawing: Equilateral Triangle Graph Paper Notebook Journal for 3D Sketching, ... Technical Drawing, Laboratory Work and More! Independently Published, 2021.
Creatives, Notebooks. Isometric Graph Paper : Landscape Layout 3d Sketching Grid Notepad: Equilateral Triangles Measure 0. 28 Inches in Size. Independently Published, 2019.
Shih, Randy. Tools for Design Using AutoCAD 2023 and Autodesk Inventor 2023: Hand Sketching, 2D Drawing and 3D Modeling. SDC Publications, 2022.
Shih, Randy. Tools for Design Using AutoCAD 2023 and Autodesk Inventor 2023: Hand Sketching, 2D Drawing and 3D Modeling. SDC Publications, 2022.
Cesar. Isometric Graph Paper: Creating Drawing Sketching,Isometric Paper,3d Graph ,A4 ,8. 5 X 11 ,100 Pages. Independently Published, 2019.
Schipps, Emma. Isometric Dot Sketch Book: 110 Pages, 6 X 9 Inches, Great for 3D Graphs, Artwork, Sketching, Gaming, Doodling. Independently Published, 2018.
Book chapters on the topic "3D sketching":
Wacker, Philipp, Rahul Arora, Mayra Donaji Barrera Machuca, Daniel Keefe, and Johann Habakuk Israel. "3D Sketching Application Scenarios." In Interactive Sketch-based Interfaces and Modelling for Design, 241–61. New York: River Publishers, 2023. http://dx.doi.org/10.1201/9781003360650-11.
Arora, Rahul, Mayra Donaji Barrera Machuca, Philipp Wacker, Daniel Keefe, and Johann Habakuk Israel. "Introduction to 3D Sketching." In Interactive Sketch-based Interfaces and Modelling for Design, 151–77. New York: River Publishers, 2023. http://dx.doi.org/10.1201/9781003360650-8.
Levet, Florian, Xavier Granier, and Christophe Schlick. "3D Sketching with Profile Curves." In Smart Graphics, 114–25. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11795018_11.
Seybold, Carsten, and Frank Mantwill. "3D Sketching in VR Changing PDM Processes." In Product Lifecycle Management Enabling Smart X, 297–310. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62807-9_24.
Yıldız, Cansın, and Tolga Çapın. "Paper and Pen: A 3D Sketching System." In Computer and Information Sciences III, 191–99. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4594-3_20.
Igarashi, Takeo. "A Sketching Interface for Freeform 3D Modeling." In Sketch-based Interfaces and Modeling, 205–23. London: Springer London, 2011. http://dx.doi.org/10.1007/978-1-84882-812-4_8.
Zeleznik, Robert C., Kenneth P. Herndon, and John F. Hughes. "SKETCH: An Interface for Sketching 3D Scenes." In Seminal Graphics Papers: Pushing the Boundaries, Volume 2, 67–72. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3596711.3596720.
Machuca, Mayra Donaji Barrera, Rahul Arora, Philipp Wacker, Daniel Keefe, and Johann Habakuk Israel. "Interaction Devices and Techniques for 3D Sketching." In Interactive Sketch-based Interfaces and Modelling for Design, 195–239. New York: River Publishers, 2023. http://dx.doi.org/10.1201/9781003360650-10.
Igarashi, Takeo, Satoshi Matsuoka, and Hidehiko Tanaka. "Teddy: A Sketching Interface for 3D Freeform Design." In Seminal Graphics Papers: Pushing the Boundaries, Volume 2, 85–92. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3596711.3596722.
Serino, Luca, Carlo Arcelli, and Gabriella Sanniti di Baja. "Decomposing and Sketching 3D Objects by Curve Skeleton Processing." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 25–32. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41822-8_4.
Conference papers on the topic "3D sketching":
Schubert, Gerhard, Marcus Tönnis, Violin Yanev, Gudrun Klinker, and Frank Petzold. "Dynamic 3D-Sketching." In CAADRIA 2014: Rethinking Comprehensive Design: Speculative Counterculture. CAADRIA, 2014. http://dx.doi.org/10.52842/conf.caadria.2014.107.
De Vries, Bauke. "Sketching in 3D." In eCAADe 2000: Promise and Reality. eCAADe, 2000. http://dx.doi.org/10.52842/conf.ecaade.2000.277.
De Vries, Bauke. "Sketching in 3D." In eCAADe 2000: Promise and Reality. eCAADe, 2000. http://dx.doi.org/10.52842/conf.ecaade.2000.277.
Eroglu, Sevinc, Sascha Gebhardt, Patric Schmitz, Dominik Rausch, and Torsten Wolfgang Kuhlen. "Fluid Sketching―Immersive Sketching Based on Fluid Flow." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446595.
Chevalier, Fanny. "Session details: 3D Sketching." In UIST '17: The 30th Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3247896.
Li, Qiang, Xianfei Zhao, Changfu Zhao, and Yongjian Gong. "3D Sketching in AutoSketch." In Mechanical Engineering and Information Technology (EMEIT). IEEE, 2011. http://dx.doi.org/10.1109/emeit.2011.6022909.
Unlu, Gizem, Mohamed Sayed, and Gabriel Brostow. "Interactive Sketching of Mannequin Poses." In 2022 International Conference on 3D Vision (3DV). IEEE, 2022. http://dx.doi.org/10.1109/3dv57658.2022.00080.
Abbasinejad, Fatemeh, Pushkar Joshi, Cindy Grimm, Nina Amenta, and Lance Simons. "Surface patches for 3D sketching." In the International Symposium. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2487381.2487387.
Tomohiro, Ayuri, and Yasuyuki Sumi. "Sketching on 3D structured surfaces." In the 2015 ACM International Joint Conference. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2800835.2800925.
Funkhouser, Tom. "Session details: Sketching 3D shapes." In SIGGRAPH07: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2007. http://dx.doi.org/10.1145/3259139.