Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
基本信息
- 批准号:RGPIN-2019-05097
- 负责人:
- 金额:$ 2.04万
- 依托单位:
- 依托单位国家:加拿大
- 项目类别:Discovery Grants Program - Individual
- 财政年份:2022
- 资助国家:加拿大
- 起止时间:2022-01-01 至 2023-12-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
The manufacturing and the entertainment industries are heavily automated but still far from being efficient. One of the key issues is creating content. Engineers and artists spend days and months designing digital CAD models to be manufactured or designing and animating character models for videogames and special effects. As a result, content creation processes are often the most time consuming and expensive processes in those industries. The main reason for such hindrance is shape modeling software. Current shape modeling systems for animation or CAD are built with a tool-oriented paradigm in mind. In this paradigm, users think of modeling as a sequence of operations with tools: for instance, draw a rectangle, create a curve, extrude along it, smooth. However, when a person wants to communicate their idea of a shape to another person, such tool-oriented explanations would be excessively time-consuming. This gap between the way we transmit information to each other versus the way we transmit information to a computer is a fundamental problem of modern geometric modeling tools. Despite significant progress, current shape modeling software requires specialized training and often hampers artists' imagination by forcing them to think about details instead of the big picture. The goal of my research program is to create modeling software that is human-oriented instead of tool-oriented. This kind of software is designed to infer a base shape given a very concise, natural, yet often ambiguous description. Such software will unleash artists' creativity and productivity. Expanding the current modeling toolkit with human-oriented software will not only speed up prototyping of 3D models, but also enable artists with little specialized 3D training to create high-quality models. In the long term, I am envisioning shape modeling software for various industries and applications, where traditional computer modeling tools coexist with human-oriented tools based on natural inputs. This effort will eventually reshape our way of thinking about modeling shapes: from a tedious process to an effortless recording of one's imagination. In this proposal, I will focus on sketches and gesture drawings as the main forms of natural inputs. Initial sketches can be astonishingly close to the final rendered image of a posed 3D model yet are still used only as a reference in industrial modeling pipelines. In contrast, I focus on using sketches directly as an input to the modeling/animation system, aiming to sidestep the tedious manual modeling or posing. While we are far from algorithmically interpreting natural sketches and gesture drawings, we can come significantly closer to the goal with the proposed projects.
制造业和娱乐业高度自动化,但效率仍然很低。关键问题之一是创建内容。工程师和艺术家花了数天和数月的时间来设计要制造的数字CAD模型,或者为视频游戏和特殊效果设计角色模型并制作动画。因此,内容创建过程往往是这些行业中最耗时、最昂贵的过程。造成这种阻碍的主要原因是形状建模软件。当前用于动画或CAD的形状建模系统是在考虑面向工具的范例的情况下构建的。在这个范例中,用户认为建模是使用工具的一系列操作:例如,绘制一个矩形,创建一条曲线,沿着它拉伸,平滑。然而,当一个人想要与另一个人交流他们对形状的想法时,这种以工具为导向的解释将过于耗时。我们彼此之间传输信息的方式与我们向计算机传输信息的方式之间的差距是现代几何建模工具的一个基本问题。尽管取得了重大进展,但目前的形状建模软件需要专门的培训,往往会迫使艺术家考虑细节而不是大局,从而阻碍他们的想象力。我的研究计划的目标是创建以人为本而不是以工具为导向的建模软件。这类软件的设计是为了给出非常简洁、自然但往往模棱两可的描述来推断基本形状。这样的软件将释放艺术家的创造力和生产力。用以人为本的软件扩展目前的建模工具包,不仅可以加快3D模型的原型制作,还可以让几乎没有受过专门3D培训的艺术家创建高质量的模型。从长远来看,我设想形状建模软件适用于各种行业和应用,在这些行业和应用中,传统的计算机建模工具与基于自然输入的人性化工具共存。这一努力最终将重塑我们对造型的思考方式:从一个乏味的过程到一个人想象力的毫不费力的记录。在这项提案中,我将重点介绍素描和手势画作为自然输入的主要形式。最初的草图可能惊人地接近摆好姿势的3D模型的最终渲染图像,但在工业建模管道中仍仅用作参考。相反,我专注于直接使用草图作为建模/动画系统的输入,旨在避开繁琐的手动建模或摆姿势。虽然我们还远没有在算法上解释自然草图和手势画,但我们可以通过拟议的项目大大接近目标。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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Bessmeltsev, Mikhail其他文献
Keypoint-Driven Line Drawing Vectorization via PolyVector Flow
- DOI:
10.1145/3478513.3480529 - 发表时间:
2021-12-01 - 期刊:
- 影响因子:6.2
- 作者:
Puhachov, Ivan;Neveu, William;Bessmeltsev, Mikhail - 通讯作者:
Bessmeltsev, Mikhail
Vectorization of Line Drawings via Polyvector Fields
- DOI:
10.1145/3202661 - 发表时间:
2019-02-01 - 期刊:
- 影响因子:6.2
- 作者:
Bessmeltsev, Mikhail;Solomon, Justin - 通讯作者:
Solomon, Justin
Bessmeltsev, Mikhail的其他文献
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{{ truncateString('Bessmeltsev, Mikhail', 18)}}的其他基金
Foundations of digital sketch processing
数字草图处理基础
- 批准号:
571419-2021 - 财政年份:2021
- 资助金额:
$ 2.04万 - 项目类别:
Alliance Grants
Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
- 批准号:
RGPIN-2019-05097 - 财政年份:2021
- 资助金额:
$ 2.04万 - 项目类别:
Discovery Grants Program - Individual
Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
- 批准号:
RGPIN-2019-05097 - 财政年份:2020
- 资助金额:
$ 2.04万 - 项目类别:
Discovery Grants Program - Individual
Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
- 批准号:
RGPIN-2019-05097 - 财政年份:2019
- 资助金额:
$ 2.04万 - 项目类别:
Discovery Grants Program - Individual
Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
- 批准号:
DGECR-2019-00044 - 财政年份:2019
- 资助金额:
$ 2.04万 - 项目类别:
Discovery Launch Supplement
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Creating Virtual Shapes via Intuitive Input
通过直观输入创建虚拟形状
- 批准号:
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Creating Virtual Shapes via Intuitive Input
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$ 2.04万 - 项目类别:
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创建详细的虚拟形状:基础和工具
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