Publications

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Publications

Shuffler: Modeling with Interchangeable Parts

V. Kraevoy D. Julius A. Sheffer
To appear in Visual Computer journal, 2007

 

Abstract:
   Following the increasing demand to make the creation and manipulation of 3D geometry simpler and more accessible, we introduce a modeling approach that allows even novice users to create sophisticated models in minutes. Our approach is based on the observation that in many modeling settings users create models which belong to a small set of model classes, such as humans or quadrupeds. The models within each class typically share a common component structure. Following this observation, we introduce a modeling system which utilizes this common component structure allowing users to create new models by shuffling interchangeable components between existing models. To enable shuffling, we develop a method for computing a compatible segmentation of input models into meaningful, interchangeable components. Using this segmentation our system lets users create new models with a few mouse clicks, in a fraction of the time required by previous composition techniques. We demonstrate that the shuffling paradigm allows for easy and fast creation of a rich geometric content.

Links: Paper (pdf) 

Virtual Garments: A Fully Geometric Approach for Clothing Design

Philippe Decaudin, Dan Julius, Jamie Wither, Laurence Boissieux, Alla Sheffer, Marie-Paule Cani
Eurographics 2006

 

Abstract:
  Modeling dressed characters is known as a very tedious process. It usually requires specifying 2D fabric patterns, positioning and assembling them in 3D, and then performing a physically-based simulation. The latter accounts for gravity and collisions to compute the rest shape of the garment, with the adequate folds and wrinkles.

This paper presents a more intuitive way to design virtual clothing. We start with a 2D sketching system in which the user draws the contours and seam-lines of the garment directly on a virtual mannequin. Our system then converts the sketch into an initial 3D surface using an existing method based on a precomputed distance field around the mannequin. The system then splits the created surface into different panels delimited by the seam-lines. The generated panels are typically not developable. However, the panels of a realistic garment must be developable, since each panel must unfold into a 2D sewing pattern. Therefore our system automatically approximates each panel with a developable surface, while keeping them assembled along the seams. This process allows us to output the corresponding sewing patterns.

The last step of our method computes a natural rest shape for the 3D garment, including the folds due to the collisions with the body and gravity. The folds are generated using procedural modeling of the buckling phenomena observed in real fabric. The result of our algorithm consists of a realistic looking 3D mannequin dressed in the designed garment and the 2D patterns which can be used for distortion free texture mapping. The patterns we create also allow us to sew real replicas of the virtual garments.

Links: Paper (pdf)  BibTex 

Material Aware Mesh Deformations

T. Popa D. Julius A. Sheffer
SMI 2006, ACM SIGGRAPH 2005 ? Poster (ACM Student Research Competition winner)

 

Abstract:
  Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based.

This paper proposes a new approach to model deformation that incorporates non-uniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations.

Links: Paper (pdf)  Abstract (pdf)  Poster (ppt)  Slides (ppt)  BibTex 

D-Charts: Quasi-Developable Mesh Segmentation

D. Julius V. Kraevoy A. Sheffer
Eurographics 2005

 

Abstract:
  Quasi-developable mesh segmentation is required for many applications in graphics and CAD, including texture atlas generation and the design of patterns for model fabrication from sheets of material. In this work we introduce D-Charts, a simple and robust algorithm for mesh segmentation into (nearly) developable charts. As part of our method we introduce a new metric of developability for mesh surfaces. Thanks to this metric, using our segmentation for texture atlas generation, we can bound the distortion of the atlas directly during the segmentation stage. We demonstrate that by using this bound, we generate more isometric atlases for the same number of charts compared to existing state-of-the-art techniques. Using our segmentation algorithm we also develop a technique for automatic pattern design. To demonstrate the practicality of this technique, we use the patterns produced by our algorithm to make fabric and paper copies of popular computer graphics models.

Links: Paper (pdf)  Slides (ppt)  FF Slides (ppt)  BibTex 

Other work (I'm also proud of)

Developable Surface Processing Methods for Three-Dimensional Meshes

D. Julius
MSc Thesis (pdf)

Real Toys from Virtual Models

D. Julius V. Kraevoy A. Sheffer
SIGGRAPH 2005, Making Graphics Real sketch session

 

Abstract:
  The design of patterns for sewing 3D objects is a time honored art based on rules developed over generations. In this work we introduce an algorithm for automatic pattern design which focuses on patterns for soft, stuffed toys. To demonstrate the viability of the technique, we use the patterns produced by our algorithm to make real fabric copies of popular computer graphics models. Motivated by the papercraft toys developed in [Mitani and Suzuki:04], we created an algorithm suitable for use with fabric. In contrast to paper, fabric, for the most part, can be slightly stretched, allowing a less restrictive approach when defining the sewing patterns. As part of our method, we introduce a new metric of developability for mesh surfaces and show how to use this metric to segment surfaces into (nearly) developable patches. A surface patch is developable if it may be isometrically mapped (i.e., unfolded) onto the plane. These patches play a key role in our method since we want to minimize the distortion created when unfolding them into planar patterns which are then sewn together to form the 3D model. As a compact developable segmentation does not typically exist, we allow patches to be nearly developable based on user prescribed tolerances.

Links: Sketch (pdf)  Slides (ppt)  Bunny sewing charts  Gumby sewing charts 

 

 

 

 

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