September 15, 2005
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Publications in Digital Sculpting by :
- Andrew Willis et al. :
- Computational Schemes for
Biomimetic Sculpture, 2005.
- Surface Sculpting with
Stochastic Deformable 3D Surfaces, 2004.
BibTeX references.
Computational Schemes for Biomimetic
Sculpture
B. Hatcher, K. Aspelund, A. Willis, J.
Speicher, D.B. Cooper &
F.F.
Leymarie
Proceedings of the 5th International Conference on Creativity and
Cognition,
ACM,
pp. 22-31 (Exhibition: pp.298-300), London, U.K., April 2005.
Abstract
A prototype system for the automatic evolution of biomimetic structures
using structural automata is described and its utility for generating
digital sculpture is demonstrated. Sculptures are generated from a
primordial shape which is represented in terms of a triangular mesh and
sculpture is created by extending the original surface using
tetrahedral structural elements. Recursively applicable rules or
equivalently, automata, are defined which allow the sculptor to
generate a volumetric scaffold from the original surface. This scaffold
is generated using the stated rules for inserting and connecting
together the tetrahedral elements. The software is operated as a
generative process where sculptures are grown from an original
triangular surface mesh as a sequence of layers. Each layer is created
as a 2-step process. In step 1, we populate the surface with
tetrahedral structures where the base of each tetrahedron coincides
with a surface triangle. Step 2 re-triangulates the apexes of the
tetrahedra from step 1 creating an offset and deformed version of the
original surface mesh. The sculptor has artistic control of the process
at all points and may assign or change rules to generate different
biomimetic behaviors, i.e.,
structures which tend to replicate natural
phenomena.
Surface Sculpting with
Stochastic Deformable 3D Surfaces
Andrew Willis, Jasper J. Speicher and
David B. Cooper
Proceeding of the 17th International Conference on Pattern Recognition
(ICPR),
Vol. 2, pp. 249-252, Cambridge, U.K.
Abstract
This paper introduces a new stochastic surface model for deformable 3D
surfaces and demonstrates its utility for the purpose of 3D sculpting.
This is the problem of simple-to-use and intuitively interactive 3D
free-form model building. A 3D surface is a sample of a Markov Random
Field (MRF) defined on the vertices of a 3D mesh where MRF sites
coincide with mesh vertices and the MRF cliques consist of subsets of
sites. Each site has 3D coordinates (x,y,z) as random variables and is
a member of one or more clique potentials which are functions of the
vertices in a clique and describe stochastic dependencies among sites.
Data, which is used to deform the surface can consist of, but is not
limited to, an unorganized set of 3D points and is modeled by a
conditional probability distribution given the 3D surface. A deformed
surface is a MAP (Maximum A posteriori Probability) estimate of the
joint distribution of the MRF surface model and the data. The
generality and simplicity of the MRF model provides the ability to
incorporate unlimited local and global deformation properties. Included
in our development is the introduction of new data models, new
anisotropic clique potentials, and cliques which involve sites that are
spatially far apart. Other applications of these models are possible,
e.g., stereo reconstruction.
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Page created & maintained by
Frederic Leymarie, 2005.
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