SBM13: Sketch Based Interfaces and Modeling 2013
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Item Automatic Single-View Character Model Reconstruction(ACM, 2013) Buchanan, Philip; Mukundany, R.; Doggett, Michael; Levent Burak Kara and Cindy GrimmIn this paper we present a new method for automatically constructing 3D meshes from a single input image. With the increasing content demands of modern digital entertainment and the expectation of involvement from users, automatic artist-free systems are an important step in allowing user generated content and rapid game prototyping. Our system proposes a novel heuristic for the creation of a 3D mesh from a single piece of non-occluding 2D concept art. By extracting a skeleton structure, approximating the 3D orientation and analysing line curvature properties, appropriate centrepoints can be found around which to create the cross-sectional slices used to build a final triangle mesh. Our results show that a single 2D input image can be used to generate a rigged 3D lowpolygon model suitable for use in realtime applications.Item A Circle-based Vectorization Algorithm for Drawings with Shadows(ACM, 2013) Bonnici, Alexandra; Camilleri, Kenneth; Levent Burak Kara and Cindy GrimmVectorization algorithms described in the literature assume that the drawings being vectorized are either binary images or have a clear white background. Sketches of artistic objects however also contain shadows which help the artist to portray intent, particularly in potentially ambiguous sketches. Such sketches are difficult to binarise since the shading strokes make these sketches non bimodal. For this reason, we describe a circle-based vectorization algorithm that uses signatures obtained from sample points on the line strokes to identify and vectorize the line strokes in the sketch. We show that the proposed algorithm performs as well as other vectorization techniques described in the literature, despite the shadows present in the sketch.Item KimCHI: A Sketch-Based Developmental Skill Classifier to Enhance Pen-Driven Educational Interfaces for Children(ACM, 2013) Kim, Hong-hoe; Taele, Paul; Valentine, Stephanie; McTigue, Erin; Hammond, Tracy; Levent Burak Kara and Cindy GrimmSketching is one of the many valuable lifelong skills that children require in their overall development, and many educational psychologists manually analyze children's sketches to assess their developmental progress. The disadvantages of manual assessment are that it is time-consuming and prone to human error and bias, so intelligent sketching interfaces have strong potential in automating this process. Unfortunately, current sketch recognition techniques concentrate solely on recognizing the meaning of sketches, rather than the sketcher's developmental skill; and do not perform well on children's sketched input, as most are trained on and developed for adult's sketches. We introduce our proposed solution called KimCHI, a specialized sketch classification technique which utilizes a sketching interface for assessing the developmental skills of children from their sketches. Our approach relies on sketch feature selection to automatically classify the developmental progress of children's sketches as either developmental or mature. We evaluated our classifiers through a user study, and our classifiers were able to differentiate the users' development skill and gender with reasonable accuracy. We subsequently created an initial sketching interface utilizing our specialized classifier called EasySketch for demonstrating educational applications to assist children in developing their sketching skills.Item LandSketch: A First Person Point-of-View Example-Based Terrain Modeling Approach(ACM, 2013) Passos, Vladimir Alves dos; Igarashi, Takeo; Levent Burak Kara and Cindy GrimmWe present an intuitive interface for easy modeling of terrains, compatible with example-based synthesis approach. The interface consists on a picture's canvas-like screen, where the user sketches silhouettes of mountains, as he would do if drawing mountains on a piece of paper. Realistic results are achieved by combining copies of the example terrain in such a manner that matches the sketched silhouette. We use Digital Elevation Models (DEM) of real world terrains as source data, and a weighted sum function to continually combine the heights.Item Mastering Digital Materiality in Immersive Modelling(ACM, 2013) Israel, Johann Habakuk; Mauderli, Laurence; Greslin, Laurent; Levent Burak Kara and Cindy GrimmIn theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design researchers are often sceptical if it will ever be possible to use virtual environments (i.e. virtual material) with the same fidelity as physical materials. The aim of this paper is to search for bridges which allow designers to use the potential of immersive modelling even though no materiality (i.e. no touchable material) is present. It describes four approaches of mastering digital materiality which emerged during a design study among four design students who used an immersive modelling system for two weeks all day long. All approaches imply different means of substituting the missing material constraints. Furthermore the results of a post-study survey among the participants are discussed. The results of this study suggest that designers can find individual ways to handle digital material in immersive environments which may satisfy their professional expectations and standards. They may possibly be able to develop a professional level of manipulative skills within virtual environments comparable to their work with physical material. It can be expected that more approaches to immersive modelling appear as the technology advances and designers become engaged with it.Item Preface and Table of Contents(ACM, 2013) Levent Burak Kara and Cindy GrimmItem A Sketching Game for Art History Instruction(ACM, 2013) Wasson, Rajinder; Mould, David; Biddle, Robert; Martinez, Cristina S.; Levent Burak Kara and Cindy GrimmStudy of images, in contexts as widespread as medicine, geography, and art history, demands attention to detail and exercise of memory. Presented with traditional textbooks, students have difficulty concentrating for the long periods of time needed to absorb the information. This paper presents a sketch-based game for learning images. We tested the game in the domain of art history, and in a controlled user study, we found that it dramatically increased the time that participants chose to spend learning about historical paintings. The increase in study time was accompanied by a proportionate increase in information retention and familiarity with the images.Item Supervised Machine Learning for Grouping Sketch Diagram Strokes(ACM, 2013) Stevens, Philip C; Blagojevic, Rachel; Plimmer, Beryl; Levent Burak Kara and Cindy GrimmGrouping of strokes into semantically meaningful diagram elements is a difficult problem. Yet such grouping is needed if truly natural sketching is to be supported in intelligent sketch tools. Using a machine learning approach, we propose a number of new paired-stroke features for grouping and evaluate the suitability of a range of algorithms. Our evaluation shows the new features and algorithms produce promising results that are statistically better than the existing machine learning grouper.Item Surface Patches for 3D Sketching(ACM, 2013) Abbasinejad, Fatemeh; Joshi, Pushkar; Grimm, Cindy; Amenta, Nina; Simons, Lance; Levent Burak Kara and Cindy Grimm3D sketching is an appealing approach for creating concept shapes in the early stages of design. While curve networks alone can convey shape, surfacing the network can dramatically help with visualization and interaction. Unfortunately, surfacing a curve network is an inherently ambiguous problem, and even if the correct surface patches are identified, they can have an arbitrarily complex 3D geometry, making it challenging to produce a reasonable tessellation. In this paper we address the problem of creating light-weight surface tessellations on the fly. Our approach is to identify potential patches in the curve network, and then break complicated patches into simpler ones which can be tessellated using any simple algorithm. Our surfacing approach relies on the observation that breaking a complicated patch into a set of nearly planar ones with small total area seems to create a simple, natural-looking surfaces. We demonstrate our approach on curve networks generated by two different 3D sketching systems.