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
Main Authors: Ureta, Francisca Gil, Tymms, Chelsea, Zorin, Denis
Format: Journal Article
Language:English
Published: Oxford Blackwell Publishing Ltd 01.08.2016
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ISSN:0167-7055, 1467-8659
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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.
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
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  givenname: Chelsea
  surname: Tymms
  fullname: Tymms, Chelsea
  email: tymms@cs.nyu.edu
  organization: New York University
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  givenname: Denis
  surname: Zorin
  fullname: Zorin, Denis
  email: dzorin@cs.nyu.edu
  organization: New York University
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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. Journal of usability studies 4, 3 (2009), 114-123. 9
– volume: 35
  issue: 4
  year: 2016
  article-title: Mesh arrangements for solid geometry
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 32
  start-page: 83
  issue: 4
  year: 2013
  article-title: Computational design of mechanical characters
  publication-title: ACM Transactions on Graphics (TOG)
– year: 1964
– volume: 33
  start-page: 97
  issue: 4
  year: 2014
  article-title: Build‐to‐last: Strength to weight 3d printed objects
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 32
  start-page: 81
  issue: 4
  year: 2013
  article-title: Make it stand: balancing shapes for 3d fabrication
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 31
  start-page: 47
  issue: 4
  year: 2012
  article-title: Fabricating articulated characters from skinned meshes
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 29
  start-page: 58
  issue: 4
  year: 2010
  article-title: Illustrating how mechanical assemblies work
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 33
  issue: 6
  year: 2014
  article-title: Creating works‐like prototypes of mechanical objects
  publication-title: ACM Transactions on Graphics
– volume: 2
  start-page: 599
  issue: 5
  year: 2005
  end-page: 608
  article-title: Swept volumes
  publication-title: Computer‐Aided Design and Applications
– volume: 31
  start-page: 86
  issue: 4
  year: 2012
  article-title: Guided exploration of physically valid shapes for furniture design
  publication-title: ACM Trans. Graph.
– volume: 34
  start-page: 99
  issue: 4
  year: 2015
  article-title: Linkedit: interactive linkage editing using symbolic kinematics
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 29
  start-page: 166
  year: 2010
– volume: 4
  start-page: 114
  issue: 3
  year: 2009
  end-page: 123
  article-title: Determining what individual sus scores mean: Adding an adjective rating scale
  publication-title: Journal of usability studies
– volume: 31
  start-page: 127
  issue: 6
  year: 2012
  article-title: Motion‐guided mechanical toy modeling
  publication-title: ACM Trans. Graph.
– volume: 33
  start-page: 96
  issue: 4
  year: 2014
  article-title: Spin‐it: optimizing moment of inertia for spinnable objects
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 33
  start-page: 64
  issue: 4
  year: 2014
  article-title: Computational design of linkage‐based characters
  publication-title: ACM Transactions on Graphics (TOG)
– volume: 28
  start-page: 33
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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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Volume 35
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