Providing an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to create, deform, and progressively add details to a shape, without being aware of the underlying mathematical representation nor being tied by any constraint on the geometrical or topological nature of the model. This book presents the field of interactive shape design from this perspective. Since interactively creating a shape builds on the humans ability of modeling by gesture, we note that the recent advances in interactive shape design can be classified as those that rely on sculpting as opposed to sketching metaphors. Our synthetic presentation of these strategies enables us to compare the different families of solutions, discuss open issues, and identify directions for future research. Table of Contents: Introduction / Sculpting Metaphors / Sketching Systems / Future Directions: Modeling by Gesture
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Marie-Paule Cani is a professor of Computer Science at the Grenoble Institute of Technology, France, and the head of the INRIA research group EVASION, part of Laboratoire Jean Kuntzmann, a joint lab of CNRS, INRIA and Grenoble University. She received her PhD from the University of Paris in 1990. In 1999, she was awarded membership in the Institut Universitaire de France and inn 2007, she received the national Irene Joliot Curie award to ` acknowledge her action towards women in Computer Science. She has served on the editorial boards of Graphical Models and the SIGGRAPH advisory board and is currently on the board of IEEE Transactions on Visualization and Computer Graphics. Her main research interest is the creation of digital content for animated virtual worlds, which leads to developing techniques for both shape design and animation. Her contributions include the use of implicit surfaces and of constant volume, space deformations in interactive sculpting systems, 3D clothing design from sketches, physically-based models such as super[1]helices for hair animation and the design of layered models for efficiently animating natural scenes. In addition to research papers, she contributed to several courses and co-received the “Best course notes for a new course” award for “Strands and hair” at SIGGRAPH 2007.Takeo Igarashi is an associate professor in the Department of Computer Science, The University of Tokyo. He was a post doctoral research associate at Brown University Com[1]puter Graphics Group, June 2000–Feb 2002. He received his PhD from the department of Information Engineering, The University of Tokyo in March, 2000. He also worked at Xerox PARC, Microsoft Research, and CMU as a student intern. His research interest is in user interface in general and current focus is on interaction techniques for 3D graphics. He received 2006 Significant New Researcher Award from ACM SIGGRAPH and Katayanagi Prize in Computer Science from CMU and Tokyo University of Technology in 2006.
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Providing an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to cr. Codice articolo 608129940
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Providing an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to create, deform, and progressively add details to a shape, without being aware of the underlying mathematical representation nor being tied by any constraint on the geometrical or topological nature of the model. This book presents the field of interactive shape design from this perspective. Since interactively creating a shape builds on the humans ability of modeling by gesture, we note that the recent advances in interactive shape design can be classified as those that rely on sculpting as opposed to sketching metaphors. Our synthetic presentation of these strategies enables us to compare the different families of solutions, discuss open issues, and identify directions for future research. Table of Contents: Introduction / Sculpting Metaphors / Sketching Systems / Future Directions: Modeling by Gesture 100 pp. Englisch. Codice articolo 9783031795336
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Taschenbuch. Condizione: Neu. Neuware -Providing an intuitive modeling system, which would enable us to communicate about any free-form shape we have in mind at least as quickly as with real-world tools, is one of the main challenges of digital shape design. The user should ideally be able to create, deform, and progressively add details to a shape, without being aware of the underlying mathematical representation nor being tied by any constraint on the geometrical or topological nature of the model. This book presents the field of interactive shape design from this perspective. Since interactively creating a shape builds on the humans ability of modeling by gesture, we note that the recent advances in interactive shape design can be classified as those that rely on sculpting as opposed to sketching metaphors. Our synthetic presentation of these strategies enables us to compare the different families of solutions, discuss open issues, and identify directions for future research. Table of Contents: Introduction / Sculpting Metaphors / Sketching Systems / Future Directions: Modeling by GestureSpringer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 100 pp. Englisch. Codice articolo 9783031795336
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