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TU Berlin

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Current tools for free-form design, and the resulting design process, can be roughly categorized into two groups. The group of professional modeling packages makes use of parametric patches or subdivision surfaces, where the user has to lay out the coarsest level patches in an initial modeling stage, and then modify control points to generate details. Because it is difficult for inexperienced users to generate the control structure for an intended shape from scratch, a group of research tools as well as in-game character editors are built around intuitive modeling metaphors such as sketching, trying to hide the mathematical subtleties of surface description from the user. However, some of these tools lack a high-level control structure, making it difficult to iteratively refine the design, or re-use existing designs. We try to bridge the gap by using curves, a universally accepted modeling metaphor, as an interface for designing a surface. Notice that curves appear in both tools mentioned above: they appear as parameter lines, or seams where locally parameterized patches meet; they are sketched to generate or modify shape, or they are extracted from the current shape and used as handles. Also note that traditional design is mostly based on drawing characteristic curves.


FiberMesh Siggraph 07 Paper
FiberMesh Techreport
  • Andrew Nealen, Takeo Igarashi, Olga Sorkine and Marc Alexa. FiberMesh: Designing Freeform Surfaces with 3D Curves, ACM SIGGRAPH 2007 conference proceedings.[pdf]
  • Andrew Nealen and Olga Sorkine. A Note on Boundary Constraints for Linear Variational Surface Design, Technical Report, TU Berlin, 2007

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