Artykuły w czasopismach na temat „3D sketching”

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1

Zeleznik, Robert. "Sketching in 3D". ACM SIGGRAPH Computer Graphics 32, nr 4 (listopad 1998): 45–49. http://dx.doi.org/10.1145/307710.307727.

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Balaguer, Jean-Francis, i Enrico Gobbetti. "Sketching 3D Animations". Computer Graphics Forum 14, nr 3 (sierpień 1995): 241–58. http://dx.doi.org/10.1111/1467-8659.1430241.

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Balaguer, Jean-Francis, i Enrico Gobbetti. "Sketching 3D Animations". Computer Graphics Forum 14, nr 3 (sierpień 1995): 241–58. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0241.x.

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Xu, Pengfei, Hongbo Fu, Youyi Zheng, Karan Singh, Hui Huang i Chiew-Lan Tai. "Model-Guided 3D Sketching". IEEE Transactions on Visualization and Computer Graphics 25, nr 10 (1.10.2019): 2927–39. http://dx.doi.org/10.1109/tvcg.2018.2860016.

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Poletti, Helen. "A 3D sketching tool". ACM SIGGRAPH Computer Graphics 29, nr 3 (sierpień 1995): 25–27. http://dx.doi.org/10.1145/209914.209923.

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Tung, Yu-Hsin, i Chun-Yen Chang. "How three-dimensional sketching environments affect spatial thinking: A functional magnetic resonance imaging study of virtual reality". PLOS ONE 19, nr 3 (11.03.2024): e0294451. http://dx.doi.org/10.1371/journal.pone.0294451.

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Designers rely on sketching to visualize and refine their initial ideas, and virtual reality (VR) tools now facilitate sketching in immersive 3D environments. However, little research has been conducted on the differences in the visual and spatial processes involved in 3D versus 2D sketching and their effects on cognition. This study investigated potential differences in spatial and visual functions related to the use of 3D versus 2D sketching media by analyzing functional magnetic resonance imaging (fMRI) data. We recruited 20 healthy, right-handed students from the Department of Horticulture and Landscape Architecture with at least three years of experience in freehand landscape drawing. Using an Oculus Quest VR headset controller and a 12.9-inch iPad Pro with an Apple Pencil, we tested participants individually with 3D and 2D sketching, respectively. When comparing 2D and 3D sketches, our fMRI results revealed significant differences in the activation of several brain regions, including the right middle temporal gyrus, both sides of the parietal lobe, and the left middle occipital gyrus. We also compared different sketching conditions, such as lines, geometrical objects (cube), and naturalistic objects (perspective view of a tree), and found significant differences in the spatial and visual recognition of brain areas that support visual recognition, composition, and spatial perception. This finding suggests that 3D sketching environments, such as VR, may activate more visual–spatial functions during sketching compared to 2D environments. The result highlights the potential of immersive sketching environments for design-related processes and spatial thinking.
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Xuan, Cui Xian, Yong Jian Gong i Qiang Li. "Research Progress of 3D Style Design Based on Sketching". Applied Mechanics and Materials 423-426 (wrzesień 2013): 1819–22. http://dx.doi.org/10.4028/www.scientific.net/amm.423-426.1819.

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This paper summarizes research progress of 3D style design based on sketching, especially focuses on 3D modeling method based on sketching, 3D stroke fitting. The future research direction on multi-strokes fitting and the use of digital pen pressure and other information for style design are proposed.
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Sheng, Bin, i Enhua Wu. "Laplacian-based Design: Sketching 3D Shapes". International Journal of Virtual Reality 5, nr 3 (1.01.2006): 59–65. http://dx.doi.org/10.20870/ijvr.2006.5.3.2700.

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The sketch-based shape modeling is one of the most challenging and active problems in computer graphics. In this paper, we present an interactive modeling system for generating free-form surfaces using a 2D sketch interface. Since inferring 3D shape from 2D sketches is an one to many function with no unique solution, we propose to interpret the given 2D curve to be the projection of the 3D curve that has minimum curvature among all the candidates in 3D. In this way, firstly, we present an algorithm to efficiently find a close approximation of this minimum curvature 3D space curve. In the second step, our system could identify the 3D surfaces automatically, and then we apply Delaunay triangulation on these surfaces. Finally, the shape of the triangular surface mesh that follows the 3D profile curves is computed using harmonic interpolation by solving Laplacian equations. We present experimental results on various kinds of drawings by the interactive modeler
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9

Leal, Anamary, i Doug A. Bowman. "3D Sketching and Flexible Input for Surface Design: A Case Study". Journal on Interactive Systems 5, nr 3 (30.12.2014): 1. http://dx.doi.org/10.5753/jis.2014.729.

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Designing three-dimensional (3D) surfaces is difficult in both the physical world and in 3D modeling software, requiring background knowledge and skill. The goal of this work is to make 3D surface design easier and more accessible through natural and tangible 3D interaction, taking advantage of users' proprioceptive senses to help them understand 3D position, orientation, size, and shape. We hypothesize that flexible input based on fabric may be suitable for 3D surface design, because it can be molded and folded into a desired shape, and because it can be used as a dynamic flexible brush for 3D sketching. Fabric3D, an interactive surface design system based on 3D sketching with flexible input, explored this hypothesis. Through a longitudinal five-part study in which three domain experts used Fabric3D, we gained insight into the use of flexible input and 3D sketching for surface design in various domains.
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Seybold, Carsten, i Frank Mantwill. "3D SKETCHES IN VIRTUAL REALITY AND THEIR EFFECT ON DEVELOPMENT TIMES". Proceedings of the Design Society 1 (27.07.2021): 1–10. http://dx.doi.org/10.1017/pds.2021.1.

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AbstractIn the product development process, digital support continues to advance. Some work steps during product development are still carried out without assistance. Sketch creation is one of these. Therefore, the content created here is rarely documented due to the effort required for digital transformation. An alternative can be sketching in virtual reality. This article explores whether 3D sketching in VR enables faster sketching and can offer the basic features of hand-drawn sketches. To verify this, a tool for 3D sketching was developed. 27 test subjects were asked to solve one out of two different design tasks using this tool. The experiments were evaluated using video coding to identify the subjects actions. The created solutions have been analyzed about quality. The study showed initial indications that sketching in VR generally enables faster processing while maintaining the same solution quality.
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Santos, Roi, Xose Pardo i Xose Fdez-Vidal. "Scene Wireframes Sketching for Drones". Proceedings 2, nr 18 (17.09.2018): 1193. http://dx.doi.org/10.3390/proceedings2181193.

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The increasing use of autonomous UAVs inside buildings and around human-made structures demands new accurate and comprehensive representation of their operation environments. Most of the 3D scene abstraction methods use invariant feature point matching, nevertheless some sparse 3D point clouds do not concisely represent the structure of the environment. Likewise, line clouds constructed by short and redundant segments with inaccurate directions limit the understanding of scenes as those that include environments with poor texture, or whose texture resembles a repetitive pattern. The presented approach is based on observation and representation models using the straight line segments, whose resemble the limits of an urban indoor or outdoor environment. The goal of the work is to get a full method based on the matching of lines that provides a complementary approach to state-of-the-art methods when facing 3D scene representation of poor texture environments for future autonomous UAV.
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Schmidt, Ryan, Karan Singh i Ravin Balakrishnan. "Sketching and Composing Widgets for 3D Manipulation". Computer Graphics Forum 27, nr 2 (kwiecień 2008): 301–10. http://dx.doi.org/10.1111/j.1467-8659.2008.01127.x.

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Branco, Vasco, Antonio Costa i F. Nunes Ferreira. "Sketching 3D models with 2D interaction devices". Computer Graphics Forum 13, nr 3 (sierpień 1994): 489–502. http://dx.doi.org/10.1111/1467-8659.1330489.

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이강훈. "Searching Human Motion Data by Sketching 3D Trajectories". Journal of the Korea Computer Graphics Society 19, nr 2 (czerwiec 2013): 1–8. http://dx.doi.org/10.15701/kcgs.2013.19.2.1.

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조윤호 i Bo-Hyeon Yoo. "Freehand sketching and 3D modeling commands correlation studies". Journal of Korea Design Knowledge ll, nr 31 (wrzesień 2014): 207–18. http://dx.doi.org/10.17246/jkdk.2014..31.020.

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Delanoy, Johanna, Mathieu Aubry, Phillip Isola, Alexei A. Efros i Adrien Bousseau. "3D Sketching using Multi-View Deep Volumetric Prediction". Proceedings of the ACM on Computer Graphics and Interactive Techniques 1, nr 1 (25.07.2018): 1–22. http://dx.doi.org/10.1145/3203197.

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17

Ju, Tao, Qian-Yi Zhou i Shi-Min Hu. "Editing the topology of 3D models by sketching". ACM Transactions on Graphics 26, nr 3 (29.07.2007): 42. http://dx.doi.org/10.1145/1276377.1276430.

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Liverani, Alfredo, Alessandro Ceruti i Gianni Caligiana. "Tablet-based 3D sketching and curve reverse modelling". International Journal of Computer Aided Engineering and Technology 5, nr 2/3 (2013): 188. http://dx.doi.org/10.1504/ijcaet.2013.052936.

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19

Gagnier, Kristin M., Kinnari Atit, Carol J. Ormand i Thomas F. Shipley. "Comprehending 3D Diagrams: Sketching to Support Spatial Reasoning". Topics in Cognitive Science 9, nr 4 (25.11.2016): 883–901. http://dx.doi.org/10.1111/tops.12233.

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20

Ranscombe, Charlie, Wenwen Zhang, Jacob Rodda i David Mathias. "Digital Sketch Modelling: Proposing a Hybrid Visualisation Tool Combining Affordances of Sketching and CAD". Proceedings of the Design Society: International Conference on Engineering Design 1, nr 1 (lipiec 2019): 309–18. http://dx.doi.org/10.1017/dsi.2019.34.

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AbstractVisualisation of ideas and emergent designs is an essential ingredient in design practice. Sketching and CAD represent two widely used visualisation tools, each with complementary affordances that dictate their typical use during the design process. Sketching has affordances of fast and fluent visualisation whereas CAD affords easy modification of detailed designs. This paper proposes a hybrid tool, Digital Sketch Modelling, investigating the extent to which it can deliver complementary affordances of both sketching to CAD. Analysis of diary entries made by 62 postgraduate designers using sketching, digital sketch modelling and CAD within a design project forms the basis of the study. Results illustrate how digital sketching over crude 3d digital models, combined with benefits of digital image editing software enhance affordance for easy visualisation of ideas. Concurrently, the level of software used in Digital Sketch modelling led to fewer concerns over the level of difficulty to modify designs, enhancing the affordance for easy modification. As such we conclude Digital Sketch Modelling does combine affordances indicating its potential benefit in use between sketching and CAD.
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21

Jacquemyn, Carl, Margaret E. H. Pataki, Gary J. Hampson, Matthew D. Jackson, Dmytro Petrovskyy, Sebastian Geiger, Clarissa C. Marques i in. "Sketch-based interface and modelling of stratigraphy and structure in three dimensions". Journal of the Geological Society 178, nr 4 (22.02.2021): jgs2020–187. http://dx.doi.org/10.1144/jgs2020-187.

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Geological modelling is widely used to predict resource potential in subsurface reservoirs. However, modelling is often slow, requires use of mathematical methods that are unfamiliar to many geoscientists, and is implemented in expert software. We demonstrate here an alternative approach using sketch-based interface and modelling, which allows rapid creation of complex three-dimensional (3D) models from 2D sketches. Sketches, either on vertical cross-sections or in map-view, are converted to 3D surfaces that outline geological interpretations. We propose a suite of geological operators that handle interactions between the surfaces to form a geologically realistic 3D model. These operators deliver the flexibility to sketch a geological model in any order and provide an intuitive framework for geoscientists to rapidly create 3D models. Two case studies are presented, demonstrating scenarios in which different approaches to model sketching are used depending on the geological setting and available data. These case studies show the strengths of sketching with geological operators. Sketched 3D models can be queried visually or quantitatively to provide insights into heterogeneity distribution, facies connectivity or dynamic model behaviour; this information cannot be obtained by sketching in 2D or on paper.Supplementary material: Rapid Reservoir Modelling prototype (executable and source code) is available at: https://bitbucket.org/rapidreservoirmodelling/rrm. Supplementary screen recordings for the different case studies showing sketch-based modelling in action are available at https://doi.org/10.6084/m9.figshare.c.5084141 and supplementary figure S1-S4 are available at https://doi.org/10.6084/m9.figshare.c.5303043
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Rourke, Patrick, i Lyn Merritt. "Real-Time Semiautomatic 3D Pipe Routing". Journal of Ship Production 23, nr 03 (1.08.2007): 180–84. http://dx.doi.org/10.5957/jsp.2007.23.3.180.

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The routing of pipe, ducts, and other services in 3D through congested areas is difficult, even with the best available 3D CAD systems. This paper describes a new approach in which a real-time automatic 2D router is combined with a simple user interface to create a 3D sketching environment in which a designer can rapidly create optimal 3D routes for piping, ductwork, and cableways.
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23

Mendoza, Sonia, Andrés Cortés-Dávalos, Luis Martín Sánchez-Adame i Dominique Decouchant. "An Architecture for Collaborative Terrain Sketching with Mobile Devices". Sensors 21, nr 23 (26.11.2021): 7881. http://dx.doi.org/10.3390/s21237881.

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3D terrains used in digital animations and videogames are typically created by several collaborators with a single-user application, which constrains them to update the shared terrain from their PCs, using a turn-taking strategy. Moreover, collaborators have to visualize the terrain through 2D views, confusing novice users when conceiving its shape in 3D. In this article, we describe an architecture for collaborative applications, which allow co-located users to sketch a terrain using their mobile devices concurrently. Two interaction modes are supplied: the standard one and an augmented reality-based mode, which helps collaborators understand the 3D terrain shape. Using the painting with brushesparadigm, users can modify the terrain while visualizing its shape evolution through the camera of their devices. Work coordination is promoted by enriching the 3D space with each collaborator’s avatar, which provides awareness information about identity, location, and current action. We implemented a collaborative application from this architecture that was tested by groups of users, who assessed its hedonic and pragmatic qualities in both interaction modes and compared them with the qualities of a similar Web terrain editor. The results showed that the augmented reality mode of our prototype was considered more attractive and usable by the participants.
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Onkar, Prasad S., i Dibakar Sen. "Controlled direct 3D sketching with haptic and motion constraints". International Journal of Computer Aided Engineering and Technology 8, nr 1/2 (2016): 33. http://dx.doi.org/10.1504/ijcaet.2016.073268.

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Shpitalni, M., i H. Lipson. "3D conceptual design of sheet metal products by sketching". Journal of Materials Processing Technology 103, nr 1 (czerwiec 2000): 128–34. http://dx.doi.org/10.1016/s0924-0136(00)00400-3.

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Wang, Song-Hao, Steven Melendez i Chyi-Shyan Tsai. "Application of Parametric Sketching and Associability in 3D CAD". Computer-Aided Design and Applications 5, nr 6 (styczeń 2008): 822–30. http://dx.doi.org/10.3722/cadaps.2008.822-830.

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Liu, Yun. "Virtual Reality Scenario Analysis of Art Design Taking into Account Interactive Digital Media Pattern Generation Technology". Scalable Computing: Practice and Experience 25, nr 4 (16.06.2024): 2411–26. http://dx.doi.org/10.12694/scpe.v25i4.2827.

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In art design, 3D printing technology is crucial, and more and more creators conceive scenes using 3D modeling software to get a three-dimensional and beautiful work. Due to the large amount of noise and redundant points in the raw data collected during the modeling process, the generation speed and rendering effect of 3D models are reduced. Given the above problems, the study designed an interactive 3D lightweight modeling system based on the combination of hand-drawn sketching and laser 3D scanning based on the streamlined algorithm. The experimental results showed that when the hand-drawn speed was 300, the number of triangular slices, model size, and time required to generate the model of the hand-drawn sketching model based on the streamlined algorithm were reduced by 67.39%, 65.48%, and 63.79%, respectively. In the real-time point cloud data streamlining process of the laser 3D scanning model, the point cloud data reduction ratio and the streamlining goodness index of the point cloud streamlining algorithm are 71.99% and 3.06%, respectively. The system performance is robust, and the data processing speed and rendering effect are good.
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Sha, Chen Ming, Ya Jie Yue i Xiao Jing Zhang. "Multi-Resolution Meshes Deformation Based on the Offset of Sketching". Applied Mechanics and Materials 380-384 (sierpień 2013): 2888–91. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.2888.

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The 3D meshes deformation is the deformation on 3D mesh models under users want, and keeping the mesh details at the same time. In this paper, we present a technique for multi-resolution meshes deformation based on the offset of sketching. In order to decrease the computational cost, the proposed method reduces the number of vertices involved in the deformation. First, we construct a simplified mesh using a modified CPM algorithm; and then correct Laplacian coordinates rotation by the offset of sketching and generate the deformed models by solving linear system in least squares sense with Gauss-Seidel algorithm; finally, series of details are added to the deformed simplified mesh. In contrast with the traditional deformation, our method can achieve natural deformed models more efficiently.
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Marchai, Théo, i Nicolas Rémy. "Esquis’Sons! Sketching architecture by listening". SHS Web of Conferences 64 (2019): 01006. http://dx.doi.org/10.1051/shsconf/20196401006.

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The Esquis’Sons! application can be used to envision sound atmospheres and prior to designing spaces. The Esquis’Sons application is a compiled module written in the MAX/MSP musical and visual programming language which generates stereophonic sound tracks in relation to geometric parameters extracted from the CAD software Rhinoceros 3D and its plugin Grasshopper. Rhinoceros and Esquis’Sons communicate and sound is played in real time depending on the listening point chosen by the designer and on the architectural scene created. This paper compiles several training periods during which Esquis’Sons has been used in workshop exercises. It also offers material for an architectural study in the rehabilitation of a district. The paper shows that the Esquis’Sons app is a pedagogical tool for designers of space and brings to light several dimensions that are hidden most of the time in the architectural design process: the distance of creation is discussed through the sound immersion offered by Esquis’Sons app. Scales of the architectural project are jostled by the fuzzy limits of sound phenomena and time brings layers of complexity and sensibility in global design.
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Sandnes, Frode Eika, i Yuriy Lianguzov. "Quick and Easy 3D modelling for All: A Browser-based 3D-Sketching Framework". International Journal of Online Engineering (iJOE) 13, nr 11 (22.11.2017): 120. http://dx.doi.org/10.3991/ijoe.v13i11.7734.

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<span lang="EN-US">Modelling in 3D is considered time-consuming and difficult, relying on special skills. To make matters worse, there are currently no user interface conventions for how to work with 3D data and different modelling applications adopt varying interaction techniques. This paper thus presents a framework for simple 3D modelling based on 2D drawings of height maps. The framework is intended to be quick and easy to use for untrained users and no special software is needed as the application runs in the browser. An experimental evaluation confirmed that all of the eight participants successfully managed to complete simple modelling tasks in just a few minutes.</span>
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Lee, Joon Hyub, Hanbit Kim i Seok-Hyung Bae. "Rapid design of articulated objects". ACM Transactions on Graphics 41, nr 4 (lipiec 2022): 1–8. http://dx.doi.org/10.1145/3528223.3530092.

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Designing articulated objects is challenging because, unlike with static objects, it requires complex decisions to be made regarding the form, parts, rig, poses, and motion. We present a novel 3D sketching system for rapidly authoring concepts of articulated objects for the early stages of design, when designers make such decisions. Compared to existing CAD software, which focuses on slowly but elaborately producing models consisting of precise surfaces and volumes, our system focuses on quickly but roughly producing models consisting of key curves through a small set of coherent pen and multi-touch gestures. We found that professional designers could easily learn and use our system and author compelling concepts in a short time, showing that 3D sketching can be extended to designing articulated objects and is generally applicable in film, animation, game, and product design.
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Zhao, Zheng Fa. "Hand Sketching in 3D Computer Animation Model Rendering and Editing". Advanced Materials Research 690-693 (maj 2013): 2742–45. http://dx.doi.org/10.4028/www.scientific.net/amr.690-693.2742.

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With The high development of science and technology, computer hardware and auxiliary technologies have a major influence on 3D animation; As for hand-painted interactively assistive technology, which also should be applied to 3D animation combined with better elements of science and technology. Hand sketching gathers the advantage of pen-paper and computer so that the model rendering will be more quickly, at the same time, to get the efficiency of editing more grid details and provide a basis for creating the internal structure and local details of the complex model; to improve the model quality by algorithm and surface structure for drawing and editing. Meanwhile, hand-painted model rendering and editing in the animation design development trend is worthy of attention as well.
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Lorusso, Marcello, Marco Rossini, Marina Carulli, Momica Bordegoni i Giorgio Colombo. "A Virtual Reality Application for 3D Sketching in Conceptual Design". Computer-Aided Design and Applications 19, nr 2 (28.07.2021): 256–68. http://dx.doi.org/10.14733/cadaps.2022.256-268.

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Company, Pedro, Manuel Contero, Julian Conesa i Ana Piquer. "An optimisation-based reconstruction engine for 3D modelling by sketching". Computers & Graphics 28, nr 6 (grudzień 2004): 955–79. http://dx.doi.org/10.1016/j.cag.2004.08.007.

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Masry, M., D. Kang i H. Lipson. "A freehand sketching interface for progressive construction of 3D objects". Computers & Graphics 29, nr 4 (sierpień 2005): 563–75. http://dx.doi.org/10.1016/j.cag.2005.05.008.

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Delanoy, Johanna, David Coeurjolly, Jacques-Olivier Lachaud i Adrien Bousseau. "Combining voxel and normal predictions for multi-view 3D sketching". Computers & Graphics 82 (sierpień 2019): 65–72. http://dx.doi.org/10.1016/j.cag.2019.05.024.

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Oti, Alfred, i Nathan Crilly. "Immersive 3D sketching tools: Implications for visual thinking and communication". Computers & Graphics 94 (luty 2021): 111–23. http://dx.doi.org/10.1016/j.cag.2020.10.007.

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He, Jizheng. "Edge Detection Algorithm Used in a 3D Sketching & Photogrammetry System". Journal of Physics: Conference Series 1792, nr 1 (1.02.2021): 012007. http://dx.doi.org/10.1088/1742-6596/1792/1/012007.

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Aras, Rıfat, Barkın Başarankut, Tolga Çapın i Bülent Özgüç. "3D Hair sketching for real-time dynamic & key frame animations". Visual Computer 24, nr 7-9 (5.06.2008): 577–85. http://dx.doi.org/10.1007/s00371-008-0238-8.

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Tian, Chao, Mark Masry i Hod Lipson. "Physical sketching: Reconstruction and analysis of 3D objects from freehand sketches". Computer-Aided Design 41, nr 3 (marzec 2009): 147–58. http://dx.doi.org/10.1016/j.cad.2009.02.002.

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Cheutet, V., C. E. Catalano, J. P. Pernot, B. Falcidieno, F. Giannini i J. C. Leon. "3D sketching for aesthetic design using fully free-form deformation features". Computers & Graphics 29, nr 6 (grudzień 2005): 916–30. http://dx.doi.org/10.1016/j.cag.2005.09.009.

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Agirbas, Asli. "A methodology for 3D digital sketching practice in undergraduate architectural education". Art, Design & Communication in Higher Education 22, nr 2 (1.10.2023): 171–85. http://dx.doi.org/10.1386/adch_00073_1.

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Paper-based sketches used in the first stage of architectural design have started to be replaced by digital sketches. Since many universities have switched to online education during the pandemic period, digital sketches have come to the fore in this period. It is seen that the architectural forms in the digital sketches are shaped according to the computer programme used, especially in undergraduate architecture education. This situation was identified as a problem in this study. As a solution to this, it is aimed to develop a method in order to develop the form-oriented creativity of the students in the computer environment. After the experimental case study, a questionnaire was conducted with the students to evaluate this method. It has been concluded that the exercise method proposed in this study can enable students to make digital sketches more easily.
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Gao, Lin, Feng-Lin Liu, Shu-Yu Chen, Kaiwen Jiang, Chun-Peng Li, Yu-Kun Lai i Hongbo Fu. "SketchFaceNeRF: Sketch-based Facial Generation and Editing in Neural Radiance Fields". ACM Transactions on Graphics 42, nr 4 (26.07.2023): 1–17. http://dx.doi.org/10.1145/3592100.

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Realistic 3D facial generation based on Neural Radiance Fields (NeRFs) from 2D sketches benefits various applications. Despite the high realism of free-view rendering results of NeRFs, it is tedious and difficult for artists to achieve detailed 3D control and manipulation. Meanwhile, due to its conciseness and expressiveness, sketching has been widely used for 2D facial image generation and editing. Applying sketching to NeRFs is challenging due to the inherent uncertainty for 3D generation with 2D constraints, a significant gap in content richness when generating faces from sparse sketches, and potential inconsistencies for sequential multi-view editing given only 2D sketch inputs. To address these challenges, we present SketchFaceNeRF, a novel sketch-based 3D facial NeRF generation and editing method, to produce free-view photo-realistic images. To solve the challenge of sketch sparsity, we introduce a Sketch Tri-plane Prediction net to first inject the appearance into sketches, thus generating features given reference images to allow color and texture control. Such features are then lifted into compact 3D tri-planes to supplement the absent 3D information, which is important for improving robustness and faithfulness. However, during editing, consistency for unseen or unedited 3D regions is difficult to maintain due to limited spatial hints in sketches. We thus adopt a Mask Fusion module to transform free-view 2D masks (inferred from sketch editing operations) into the tri-plane space as 3D masks, which guide the fusion of the original and sketch-based generated faces to synthesize edited faces. We further design an optimization approach with a novel space loss to improve identity retention and editing faithfulness. Our pipeline enables users to flexibly manipulate faces from different viewpoints in 3D space, easily designing desirable facial models. Extensive experiments validate that our approach is superior to the state-of-the-art 2D sketch-based image generation and editing approaches in realism and faithfulness.
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Abdelhamid, Tarek Galal. "Digital Techniques for Cultural Heritage and Artifacts Recording". Resourceedings 2, nr 2 (2.09.2019): 72. http://dx.doi.org/10.21625/resourceedings.v2i2.606.

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This paper will examine the current techniques available for recording of heritage sites and archaeological artifacts, that is: cultural heritage. Techniques include: digital freehand sketching, digital measurement, photographic techniques for generation of panoramas, 3D models and interactive tours, generation of 2D and 3D models to create interactive virtual tours, VR techniques and other trends. The paper will review the available hardware and software, the different workflows, processes, software, types of tools available for those interested in recording digital heritage. Future and expected trends will also be discussed.
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Cohen, Miri, Daniele Regazzoni i Chen Vrubel. "A 3D Virtual Sketching System Using NURBS Surfaces and Leap Motion Controller". Computer-Aided Design and Applications 17, nr 1 (23.05.2019): 167–77. http://dx.doi.org/10.14733/cadaps.2020.167-177.

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Ku, Daychyi, Shengfeng Qin, David K. Wright i Cuixia Ma. "Online Personalised Non‐photorealistic Rendering Technique for 3D Geometry from Incremental Sketching". Computer Graphics Forum 27, nr 7 (październik 2008): 1861–68. http://dx.doi.org/10.1111/j.1467-8659.2008.01333.x.

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Schwartz, Ariel, Ronit Schneor, Gila Molcho i Miri Weiss Cohen. "Surface detection and modeling of an arbitrary point cloud from 3D sketching". Computer-Aided Design and Applications 15, nr 2 (26.10.2017): 227–37. http://dx.doi.org/10.1080/16864360.2017.1375673.

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Liang, Shuang, Rong-Hua Li i George Baciu. "Cognitive Garment Panel Design Based on BSG Representation and Matching". International Journal of Software Science and Computational Intelligence 4, nr 1 (styczeń 2012): 84–99. http://dx.doi.org/10.4018/jssci.2012010104.

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Previously, the fashion industry and apparel manufacturing have been applying intelligent CAD technologies with sketching interfaces to operate garment panel shapes in digital form. The authors propose a novel bi-segment graph (BSG) representation and matching approach to facilitate the searching of panel shapes for sketch-based cognitive garment design and recommendation. First in the front-tier, they provide a sketching interface for designers to input and edit the clothing panels. A panel shape is then decomposed into a sequence of connected segments and represented by the proposed BSG model to encode its intrinsic features. A new matching metric based on minimal spanning tree is also proposed to compute the similarity between two BSG models. The simulation of the resulting garment design is also visualized and returned to the user in 3D. Experiment results show the effectiveness and efficiency of the proposed method.
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Djodikusumo, Indra, I. Nengah Diasta i Fachri Koeshardono. "The Modeling of a Propeller Turbine Runner in 3D Solid Using 3D Equation Curve in Autodesk Inventor 2015". Applied Mechanics and Materials 842 (czerwiec 2016): 147–63. http://dx.doi.org/10.4028/www.scientific.net/amm.842.147.

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Published paper on modelling of propeller turbine blade and runner is not commonly found, especially those using Autodesk Inventor. One of them is titled CAD Modelling of Axial Turbine Blade using Autodesk Inventor. However, the road taken is quite complicated and should be repeated from the beginning whenever new geometrical characteristics of a new axial propeller turbine will be modelled. Currently, Autodesk Inventor has introduced the new tool that help sketching the spline lines either in 2D plane or 3D space simplifying the task of 3D modelling of propeller turbine blade, called Equation Curve. The Equation Curve tool requires the codes for creating the spline lines. To create the codes, two sources have been used: NACA report no. 460 and modelling methodology proposed by Milos in his paper. In NACA report no. 460, it is explained that NACA 4 Digit Series is created by combining mean line with the thickness variation curve of Gottingen 398 and Clark Y. This airfoil has 4 different lines with their own equation. The equations can be used for sketching in 2D plane. However, the solid model of the runner blade is formed from the airfoils in cylindrical surface. Then, as explained by Milos in his paper, the procedure is as follows: sketch the airfoil in 2D plane that is the tangent of cylindrical surface, move the airfoil to its center, rotate to its stagger angle, and project it to cylindrical surface. The result of this process will be the equations of lines in 3D space. Transform them to the Inventor codes. Input these codes to 3D Equation Curve tool to create the 4 lines for each cylindrical surface section of blade. Making the solid model of runner the following step is required: use loft command to create blade surfaces, use the stitch command to solidify, use the pattern command to create other blades, create hub, and lastly combine blades and hub. The solid model of the runner then is tested by simulating it using ANSYS Fluent. The hydraulic efficiency of the model is 85%.
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Edström, Ann-Mari, i Björn Wangen. "Being in motion through an aesthetic working process". Educare - vetenskapliga skrifter, nr 1 (20.03.2020): 144–61. http://dx.doi.org/10.24834/educare.2020.1.7.

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The article reports the results of an empirical investigation into movement viewed as a quality of an aesthetic working process. Any process presupposes movement - there is no process if one stands still. At times, movement is deliberately provoked by artists wanting to view their work from a different perspective. This was the approach applied in the first-year course of an art teacher’s program in Sweden, where movement was provoked through shifts of media (cardboard, sketching, Minecraft) during a four-week working process. The assignment was to work with a 3D shape through these media. The students' process journals (containing writings and photography) constitute the material for the study. The results are visualized on an individual level as movement patterns and five characteristic patterns are discerned. Movement within and between media are visualized collectively, showing not only how media shifts stimulate movement but also how the students themselves can provoke movement within a medium. Sketching shows the most movement, typically triggered by the students themselves when they get bored by the repetitiveness of multiple sketching. Minecraft encourages the least amount of movement, which is discussed in relation to preconceptions embedded in the software design. The study relates to a phenomenographic approach.
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