VRSurf: Surface Creation from Sparse, Unoriented 3D Strokes

dc.contributor.authorSureshkumar, Anandhuen_US
dc.contributor.authorParakkat, Amal Deven_US
dc.contributor.authorBonneau, Georges-Pierreen_US
dc.contributor.authorHahmann, Stefanieen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:15:56Z
dc.date.available2025-05-09T09:15:56Z
dc.date.issued2025
dc.description.abstractAlthough intuitive, sketching a closed 3D shape directly in an immersive environment results in an unordered set of arbitrary strokes, which can be difficult to assemble into a closed surface. We tackle this challenge by introducing VRSurf, a surfacing method inspired by a balloon inflation metaphor: Seeded in the sparse scaffold formed by the strokes, a smooth, closed surface is inflated to progressively interpolate the input strokes, sampled into lists of points. These are treated in a divide-and-conquer manner, which allows for automatically triggering some additional balloon inflation followed by fusion if the current inflation stops due to a detected concavity. While the input strokes are intended to belong to the same smooth 3D shape, our method is robust to coarse VR input and does not require strokes to be aligned. We simply avoid intersecting strokes that might give an inconsistent surface position due to the roughness of the VR drawing. Moreover, no additional topological information is required, and all the user needs to do is specify the initial seeding location for the first balloon. The results show that VRsurf can efficiently generate smooth surfaces that interpolate sparse sets of unoriented strokes. Validation includes a side-by-side comparison with other reconstruction methods on the same input VR sketch. We also check that our solution matches the user's intent by applying it to strokes that were sketched on an existing 3D shape and comparing what we get to the original one.en_US
dc.description.number2
dc.description.sectionheadersDrawn to Detail: Sketch-Based Modeling and Non-Photorealistic Rendering
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70071
dc.identifier.issn1467-8659
dc.identifier.pages13 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70071
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70071
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies → Shape modeling; Human-centered computing → Virtual reality; Applied computing → Arts and humanities
dc.subjectComputing methodologies → Shape modeling
dc.subjectHuman centered computing → Virtual reality
dc.subjectApplied computing → Arts and humanities
dc.titleVRSurf: Surface Creation from Sparse, Unoriented 3D Strokesen_US
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