Interactive Modeling of Mechanical Objects
Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of mo...
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| Published in: | Computer graphics forum Vol. 35; no. 5; pp. 145 - 155 |
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| Main Authors: | , , |
| Format: | Journal Article |
| Language: | English |
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Oxford
Blackwell Publishing Ltd
01.08.2016
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| ISSN: | 0167-7055, 1467-8659 |
| Online Access: | Get full text |
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| Abstract | Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of models during motion, as these are typically the only parts of geometry that stay in contact, and for fabrication. Direct design of joint geometry often requires more effort than the design of the rest of the object geometry, as it requires design of components that stay in precise contact, are aligned with other parts, and allow the desired range of motion. We present an interactive system for creating physically realizable joints with user‐controlled appearance. Our system minimizes or, in most cases, completely eliminates the need for the user to manipulate low‐level geometry of joints. This is achieved by automatically inferring a small number of plausible combinations of joint dimensions, placement and orientation from part geometry, with the user making the final high‐level selection based on object semantic. Through user studies, we demonstrate that functional results with a satisfying appearance can be obtained quickly by users with minimal modeling experience, offering a significant improvement in the time required for joint construction, compared to standard modeling approaches. |
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| AbstractList | Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic pairs) that can be used to build more complex behaviors. Defining physically correct joint geometry is crucial both for realistic appearance of models during motion, as these are typically the only parts of geometry that stay in contact, and for fabrication. Direct design of joint geometry often requires more effort than the design of the rest of the object geometry, as it requires design of components that stay in precise contact, are aligned with other parts, and allow the desired range of motion. We present an interactive system for creating physically realizable joints with user‐controlled appearance. Our system minimizes or, in most cases, completely eliminates the need for the user to manipulate low‐level geometry of joints. This is achieved by automatically inferring a small number of plausible combinations of joint dimensions, placement and orientation from part geometry, with the user making the final high‐level selection based on object semantic. Through user studies, we demonstrate that functional results with a satisfying appearance can be obtained quickly by users with minimal modeling experience, offering a significant improvement in the time required for joint construction, compared to standard modeling approaches. |
| Author | Tymms, Chelsea Ureta, Francisca Gil Zorin, Denis |
| Author_xml | – sequence: 1 givenname: Francisca Gil surname: Ureta fullname: Ureta, Francisca Gil email: gilureta@cs.nyu.edu organization: New York University – sequence: 2 givenname: Chelsea surname: Tymms fullname: Tymms, Chelsea email: tymms@cs.nyu.edu organization: New York University – sequence: 3 givenname: Denis surname: Zorin fullname: Zorin, Denis email: dzorin@cs.nyu.edu organization: New York University |
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| Cites_doi | 10.1145/2661229.2661289 10.1109/ICRA.2012.6224921 10.1145/2816795.2818060 10.1145/2461912.2461953 10.1145/1531326.1531339 10.1142/S0218654306000858 10.1145/2601097.2601157 10.1145/1778765.1778795 10.1145/2766912 10.1145/2897824.2925901 10.1145/2766985 10.1145/2185520.2185582 10.1145/2816795.2818137 10.1080/16864360.2005.10738324 10.1145/2601097.2601143 10.1145/2601097.2601168 10.1145/2185520.2185543 10.1145/2461912.2461967 10.1145/2461912.2461957 10.1145/2366145.2366149 10.1145/2601097.2601127 10.1145/2366145.2366146 |
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| Copyright | 2016 The Author(s) Computer Graphics Forum © 2016 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2016 The Eurographics Association and John Wiley & Sons Ltd. |
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| References_xml | – reference: Zhou Q., Grinspun E., Zorin D., Jacobson A.: Mesh arrangements for solid geometry. ACM Transactions on Graphics (TOG) 35, 4 (2016). 8 – reference: Gal R., Sorkine O., Mitra N.J., Cohen-Or D.: iwires: an analyze-and-edit approach to shape manipulation. ACM Transactions on Graphics (TOG) 28, 3 (2009), 33. 5 – reference: Zhu L., Xu W., Snyder J., Liu Y., Wang G., Guo B.: Motion-guided mechanical toy modeling. ACM Trans. Graph. 31, 6 (2012), 127. 2 – reference: Mitra N.J., Yang Y.-L., Yan D.-M., Li W., Agrawala M.: Illustrating how mechanical assemblies work. ACM Transactions on Graphics (TOG) 29, 4 (2010), 58. 3 – reference: Denavit J., Hartenberg R.S.: Kinematic synthesis of linkages. McGraw-Hill, 1964. 3 – reference: Megaro V., Thomaszewski B., Nitti M., Hilliges O., Gross M., Coros S.: Interactive design of 3d-printable robotic creatures. ACM Transactions on Graphics (TOG) 34, 6 (2015), 216. 2 – reference: Prévost R., Whiting E., Lefebvre S., Sorkine-Hornung O.: Make it stand: balancing shapes for 3d fabrication. ACM Transactions on Graphics (TOG) 32, 4 (2013), 81. 10 – reference: Thomaszewski B., Coros S., Gauge D., Megaro V., Grinspun E., Gross M.: Computational design of linkage-based characters. ACM Transactions on Graphics (TOG) 33, 4 (2014), 64. 2 – reference: Bächer M., Coros S., Thomaszewski B.: Linkedit: interactive linkage editing using symbolic kinematics. ACM Transactions on Graphics (TOG) 34, 4 (2015), 99. 2 – reference: Mallik A.K., Ghosh A., Dittrich G.: Kinematic analysis and synthesis of mechanisms. CRC Press, 1994. 2 – reference: Lu L., Sharf A., Zhao H., Wei Y., Fan Q., Chen X., Savoye Y., Tu C., Cohen-Or D., Chen B.: Build-to-last: Strength to weight 3d printed objects. ACM Transactions on Graphics (TOG) 33, 4 (2014), 97. 10 – reference: Peternell M., Pottmann H., Steiner T., Zhao H.: Swept volumes. Computer-Aided Design and Applications 2, 5 (2005), 599-608. 3, 8 – reference: Schulz A., Shamir A., Levin D.I., Sitthi-Amorn P., Matusik W.: Design and fabrication by example. ACM Transactions on Graphics (TOG) 33, 4 (2014), 62. 3 – reference: Calì J., Calian D.A., Amati C., Kleinberger R., Steed A., Kautz J., Weyrich T.: 3d-printing of non-assembly, articulated models. ACM Transactions on Graphics (TOG) 31, 6 (2012), 130. 2, 10, 11 – reference: Abdel-Malek K., Yang J., Blackmore D., Joy K.: Swept volumes: Fundation, perspectives, and applications. International Journal of Shape Modeling 12, 1 (2006), 87-127. 3 – reference: Umetani N., Igarashi T., Mitra N.J.: Guided exploration of physically valid shapes for furniture design. ACM Trans. Graph. 31, 4 (2012), 86. 3 – reference: Bächer M., Bickel B., James D.L., Pfister H.: Fabricating articulated characters from skinned meshes. ACM Transactions on Graphics (TOG) 31, 4 (2012), 47. 2 – reference: Bächer M., Whiting E., Bickel B., Sorkine-Hornung O.: Spin-it: optimizing moment of inertia for spinnable objects. ACM Transactions on Graphics (TOG) 33, 4 (2014), 96. 10 – reference: Zhou Q., Panetta J., Zorin D.: Worst-case structural analysis. ACM Transactions on Graphics (TOG) 32, 4 (2013), 137. 10 – reference: Koo B., Li W., Yao J., Agrawala M., Mitra N.: Creating works-like prototypes of mechanical objects. ACM Transactions on Graphics 33, 6 (2014). 2 – reference: Li H., Hu R., Alhashim I., Zhang H.: Foldabilizing furniture. ACM Transactions on Graphics (TOG) 34, 4 (2015), 90. 3 – reference: Coros S., Thomaszewski B., Noris G., Sueda S., Forberg M., Sumner R.W., Matusik W., Bickel B.: Computational design of mechanical characters. ACM Transactions on Graphics (TOG) 32, 4 (2013), 83. 2 – reference: Koyama Y., Sueda S., Steinhardt E., Igarashi T., Shamir A., Matusik W.: Autoconnect: computational design of 3d-printable connectors. ACM Transactions on Graphics (TOG) 34, 6 (2015), 231. 2 – reference: Bangor A., Kortum P., Miller J.: Determining what individual sus scores mean: Adding an adjective rating scale. 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| Snippet | Objects with various types of mechanical joints are among the most commonly built. Joints implement a vocabulary of simple constrained motions (kinematic... |
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| SubjectTerms | Analysis and systems Categories and Subject Descriptors (according to ACM CCS) Computer graphics Construction Contact Design engineering Geometry I.3.3 [Computer Graphics]: Computational Geometry and Object Modeling-[Geometric algorithms I.3.3 [Computer Graphics]: Computational Geometry and Object Modeling—[Geometric algorithms, languages, and systems] Image processing systems Interactive Joint geometry Kinematics languages Modelling Semantics |
| Title | Interactive Modeling of Mechanical Objects |
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