SEPT. 30
BEING THERE: The Challenge of Making Telecollaboration a Compelling Visual Experience

Henry Fuchs

Abstract

Our STC has embarked on a major center-wide project in Telecollaboration. Our goal is to enrich the experience of distant collaborators with a compelling sense of all of the participants being together in the same environment. Instead of the formerly-tried shared environment consisting of a virtual space populated by avatars of the participants, our goal is to give the participants the impression of being in a shared real environment composed of the relevant parts of each participant's local work space, including the participant. The two major research challenges are scene capture and display. We are working on scene capture with multiple cameras and imperceptible structured light. For display, we are building large-area multi-tiled projection displays for each participant's office.

This talk will give a brief overview, history, state of the project, and plans for the future. In particular we will focus on the above mentioned capture and display components. Other aspects of the project such as distributed mechanical CAD and networking will be discussed in future STC lectures.

OCT. 7
A Framework for Realistic Image Synthesis

Introduction
Don Greenberg

Panel Discussion
Don Greenberg, Ken Torrance, Peter Shirley, Jim Arvo, Jim Ferwerda

Abstract

Our goal is to develop physically based lighting models and perceptually based rendering procedures for computer graphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based.

We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms.

This seminar will be a brief introduction into the goals of the paper, but the dominant portion of the presentation will be reserved for a panel discussion on the difficulties with implementation and the unsolved research issues. Members of the panel will come from three sites and include, Prof. Jim Arvo from Caltech, Prof. Peter Shirley from Utah, and Ken Torrance, Jim Ferwerda, and Don Greenberg from Cornell.

Questions for the panel may be asked live or submitted to in advance of the seminar.

In order to make this a worthwhile seminar it will be necessary for the audience to have read and be somewhat familiar with the material which is covered in the SIGGRAPH paper, "A Framework for Realistic Image Synthesis" pp. 477-494, SIGGRAPH '97 Proceedings.

Oct. 9
3D Displays

Gary Bishop

Abstract

This talk will offer an informal introduction to 3D display technologies. In particular we will examine the various effects that influence a person's perception of 3D, and in the process examine several technologies that attempt to exploit those effects, some more successfully than others. For example we'll look at technologies ranging from head-mounted displays to holograms, and from volumetric displays to autostereograms.

*** Bring your sunglasses. Really!!

[Note: the STC hopes to follow this talk with another displays talk in the spring that focuses on, for example, the "holographic" display work being done at MIT and other places.]

Oct. 10
NPSNET - Large-Scale Virtual Environment Technology Testbed

Michael Zyda

Abstract

NPSNET - Large-Scale Virtual Environment Technology Testbed

The NPSNET Research Group has a decade of experience in developing the software, interaction and networking technology for the large-scale virtual environment (LSVE). Our current group is focusing on the LSVE network software architecture, web-based interoperability, cross-platform VE toolkits, 3D VE construction, inertial motion tracking, locomotion devices, human modeling in the VE, spatial sound, wayfinding in the VE, and DoD applications of VE technology.

Oct. 28
Knot Removal for Spline Curves and Surfaces

Tom Lyche

Abstract

Data reduction is an important problem in graphics and many other applications. We show that datareduction in many cases can be formulated as a problem of removing knots from a spline. We then consider the problem of how to reduce the number of knots of a given spline curve or surface. The problem we address can be formulated as follows: Given a spline and tolerance we want to find a spline with as few knots as possible which does not differ from the original spline by more than a given tolerance. We present an inverse Oslo algorithm to deal with this problem.

Reading List

Survey of knot removal techniques with further references:

Lyche, T., Knot removal for spline curves and surfaces, in "Approximation Theory VII", E. W. Cheney, C. K. Chui, and L. L. Schumaker, (eds.), Academic Press, Boston, 1993, 207--227.

Application of knot removal to wavelet decomposition:

Daehlen, M., and T. Lyche, Decomposition of splines, in "Mathematical Methods in Computer Aided Geometric Design II", T. Lyche and L. L. Schumaker (eds.), Academic Press, New York, 1992 135--160.

Knot inserion and deletion using the Oslo algorithm and the inverse Oslo algorithm:

Lyche, T., K. Moerken and K. Stroem,Conversion between B-spline bases, in "Knot Insertion and Deletion Algorithms for B-spline Curves and Surfaces", R. N. Goldman and T. Lyche (eds.), SIAM, Phil, 1993, 135--153.

Oct. 30
Research at the Mitsubushi Electric Research Laboratory (MERL)

Dr. Richard C. Waters

Abstract

Research at the Mitsubushi Electric Research Laboratory (MERL)

MERL's charter is to conduct basic research in computers and their uses. In our view, this means exploring entirely new categories of possibility rather than merely making incremental improvements to what is now possible. By solving fundamental problems that arise in expanding the productive use of computers, we hope to contribute to the advancement of science and society as a whole.

Our goal is to support a continually changing mix of individual explorations and group projects, where exciting individual efforts can grow into projects and projects can be rapidly disbanded at the end of their natural lives. As a result, each MERL researcher is typically involved in both individual explorations and related group projects. Within this fluid context, MERL is currently engaged in projects related to Computer Graphics, Computer Vision, Multimedia, Human-Computer Interaction, and Computer Networks.

Nov. 13
3D Photography with Weak Structured Lighting

Pietro Perona

Abstract

Abstract: Vision may be thought of as a front-end for computer graphics: look at the world and derive a geometrical, physical and symbolic description of it. Such description may be used for re-rendering the scene under different lighting and viewing conditions, or, more generally, for using elements of the scene to construct new virtual environments without having to generate `by hand' every surface from scratch.

A number of commercial products (e.g. the Cyberware scanner) are available for taking `3D photographs' of objects; these products are as accurate as expensive and mechanically complicated. The ideal consumer system for 3D photography is one where the user picks up an object and waves it in front of a standard CCD camera thereby acquiring the 3D model. Unfortunately we are not there yet. However, we can build simple and cheap 3D scanners that only use relatively cheap off-the-shelf consumer electronics components.

I will describe three simple systems that we use at Caltech for 3D photography. The first one is due to Trobina and is based on conventional striped structured lighting. The second is due to Bouguet and Perona and is based on sinusoidal structured lighting. The last one, also by Bouguet and Perona, is based on `weak structured lighting': the user projects a shadow on the object using a hand-held stick; no further hardware is required besides a computer and a CCD camera. Both the geometrical principles and the experimental results will be discussed.

Nov. 18
Analysis of 3D Rotation Fitting

Peter Schröder

Abstract

Fitting rotations to observations is a basic necessity in geometry acquisition. For example, estimating the rotation necessary to align two separately acquired data sets. Classic formulations of this problem and its solution, such as those due to Horn, are widely used by computer graphics researchers in geometry reconstruction. I recently discovered a wonderful paper by Kenichi Kanatani which generalizes all earlier approaches, is algebraicly very beautiful and simple, and enables straightforward analysis of the error behavior of such estimations.

In this lecture I will introduce the class to this particular treatment and show how it readily gives rise to a number of very practical and relevant computational procedures.

Reference: Analysis of 3D Rotation Fitting, Kenichi Kanatani, IEEE Trans. on Patt. Anal. and Mach. Intel., Vol 16, No. 5, May 1994.

Dec. 2
Color Appearance Models and Image Display

Mark Fairchild

Abstract

Colorimetry, as defined by the CIE system, has been designed to describe average color matches and small color differences for pairs of stimuli observed under identical viewing conditions. Much research has been performed in the last century to allow the extension of these colorimetric models to situations in which comparisons of color appearance must be made across disparate viewing conditions. Such research has culminated in the development of several color-appearance models that aim to incorporate the influences of various viewing configurations on the color of visual stimuli. These models find a natural application in cross- media color reproduction where the goal is to faithfully reproduce the colors in an image across large changes in media, illumination, luminance, surround, and other important viewing conditions.

The historical development of colorimetry from the specification of matches toward appearance and the development of color reproduction from "closed" to "open" systems will be reviewed. This will be followed by a description of some of the visual phenomena that generate a need for more sophisticated models. The concepts of several color-appearance models will be discussed along with a more detailed derivation of the RLAB model. The application of these models to problems in cross-media color reproduction and their necessity for device-independent color imaging will be presented both conceptually and through experiments aimed at testing model accuracy and utility. In addition, an update of CIE technical committee activities will be given.

Dec. 2
Electronic Commerce on the Internet

Don R. Brown

Abstract

Electronic commerce promises vast improvements in how goods and services are traded. In this lecture, we will discuss the history and current state of EC, the issues it faces and the proposed solutions. We will cover a specific EC system called PartNet with which I have intimate experience.

Jan. 22
CAN YOU GO TO JAIL FOR POSTING YOUR OWN RESEARCH TO YOUR WEB PAGE?
A Look At The Facts And Fictions Of The NET Act

Lee A. Hollaar

Abstract

On November 25, 1997, ACM's U.S. Public Policy Committee wrote to President Clinton, asking him to veto H.R. 2265, the "No Electronic Theft (NET) Act" that had passed Congress two weeks before. They expressed concern that the bill would "Restrict scientists and other professionals from making their research available on the Internet for use by colleagues and students" because "an author who posts their research on the Internet, and whose documents are frequently read on-line, could be subject to criminal prosecution."

On December 16th, President Clinton signed the bill into law.

We'll look at the new law, the history leading up to it, and its real effect on researchers wanting to post their results on the internet. And as time permits, we'll also discuss other things happening in Washington, such as the Government's action against Microsoft.

-----

While on sabbatical leave during the 1996-97 academic year, Professor Hollaar was a Committee Fellow with the United States Senate Committee on the Judiciary, where he worked on the patent reform bill and computer-related copyright issues. He was also a visiting scholar at the Court of Appeals for the Federal Circuit. He continues to advise Congress and government agencies on computer technology and the law. He was one of the drafters of the Utah Digital Signature Act, the first legislation of its type in the world, and last November was the first person in the world to sign a legally-recognized digital will. At the University of Utah, he teaches courses in networking and computer law.

Jan. 27
Post-Rendering 3D Image Warping

William R. Mark

Abstract

This talk discusses the use of 3D image warping to accelerate conventional real-time graphics systems. The frames generated by applications running on these systems exhibit enormous frame-to-frame coherence. We exploit this coherence to completely avoid conventional rendering of most frames. We render every Nth frame in the conventional manner, and generate the in-between frames with a 3D image warp. Because the 3D image warp produces correct head-motion parallax, there is no need for the application programmer to segment the scene into different depth layers, as would be required with a perspective or affine image warp.

This talk will first explain the basic concepts of post-rendering 3D warping, including our strategy for minimizing visibility artifacts. Then I will show and discuss the results obtained from our off-line test-bed. Finally, I will talk about reconstruction for the 3D warp, and strategies and algorithms we are considering for hardware implementation of the 3D warp.

Suggested reading: (Available from http://www.cs.unc.edu/~ibr)

1. William R. Mark, Leonard McMillan, and Gary Bishop, "Post-Rendering 3D Warping." Proceedings of 1997 Symposium on Interactive 3D Graphics (Providence, RI, April 27-30, 1997), pp. 7-16.

2. William R. Mark and Gary Bishop, "Memory Access Patterns of Occlusion-Compatible 3D Image Warping." Proceedings of 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware (Los Angeles, CA August 3-4, 1997), pp. 35-44.

3D Image Warping:

3. McMillan, Leonard, and Gary Bishop, "Head-Tracked Stereo Display Using Image Warping", in Stereoscopic Displays and Virtual Reality Systems II, Scott S. Fisher, John O. Merritt, Mark T. Bolas, Editors, SPIE Proceedings 2409, (San Jose, CA), Feb 5-10, 1995, pp. 21-30.

4. McMillan, Leonard, and Gary Bishop. Plenoptic Modeling: An Image-Based Rendering System, Proceedings of SIGGRAPH 95, (Los Angeles, CA), August 6-11, 1995, pp. 39-46

Feb. 3
Interactive Multiresolution Mesh Editing

Denis Zorin

Abstract

I will describe a multiresolution representation for meshes based on subdivision, which is a natural extension of the existing patch-based surface representations. Combining subdivision and the smoothing algorithm of Taubin allows us to construct a set of algorithms for interactive multiresolution editing of complex hierarchical meshes of arbitrary topology. The simplicity of the underlying algorithms for refinement and coarsification enables us to make them local and adaptive, thereby considerably improving their efficiency. I have built a scalable interactive multiresolution editing system based on such algorithms.

URL - http://www.graphics.stanford.edu/~dzorin/multires/meshed

Suggested reading:

Zorin, Denis, Peter Schroeder and Wim Sweldens, ``Interactive multiresolution mesh editing,'' in Proceedings of SIGGRAPH 1997, ACM SIGGRAPH, 1997, pp. 259-268.

Feb. 5
Fast Construction of Accurate Quaternion Splines

Ravi Ramamoorthi

Abstract

In 1992, Barr et al. proposed a method for interpolating orientations with unit quaternion curves by minimizing covariant acceleration. This talk presents a simple improved method which uses cubic basis functions to achieve a speedup of up to three orders of magnitude. A new criterion for automatic refinement based on the Euler-Lagrange error functional is also introduced.

URL - http://www.gg.caltech.edu/STC/rr_sig97.html

Suggested reading:

Ramamoorthi, Ravi, and Alan H. Barr, ``Fast construction of accurate quaternion splines,'' in Proceedings of SIGGRAPH 1997, ACM SIGGRAPH, 1997, pp. 287-292.

Feb. 24
Shadows and Shadow Generation Algorithms

Peter Shirley

Abstract

I will review the computational framework for shadows, and survey current batch and real-time shadow algorithms. I will also review the psychology of shadows, and what implications perceptual issues have for shadow algorithms.

Feb. 26
Virtual Reality Modeling Language in Context

Andries van Dam and Greg Seidman

Abstract

The purpose of this talk is to introduce the history, technology, and applications of VRML, the Virtual Reality Modeling Language. VRML arose as an Internet standard for 3D graphics in 1995; over the last three years it has spawned a fledging industry, complete with a proposed ISO standard and a consortium to promote it. VMRL 2.0, the current version, approved as an official ISO standard, is a file format for 3D objects and scenes with behaviors. A VMRL scene is described by a hierarchical scene graph, and a simple event model drives behaviors in the scene. Simple interactions are supported directly in VMRL, and more complex interactions or behaviors may be built with Java or JavaScript. We will compare VRML to several modern graphics APIs, including OpenGL and Java3D. We will then survey some of the tools available for browsing and authoring VRML worlds or developing VRML applications. Finally we will present resources for more information on VRML.

March 5
Computer Generated Holography

Dan Kartch

Abstract

The purpose of this talk is to provide an overview of the field of computer generated holography. Electo-holography, or holovideo, is a promising new three-dimensional display technique which overcomes many of the drawbacks of the current technologies. It requires no headgear or tracking devices, and can simultaneously produce correct views for a number of people at a wide range of positions. Significant advances have been made in this field, and it is expected to become a commercial reality within the next decade. This talk will focus on the computational aspects of this problem: given a scene description, how can we render it as a hologram? I will begin with a brief overview of what a hologram is and how an optically generated hologram is produced. I will then describe a number of published techniques for simulating this process. Time permitting, I will discuss some of the research which we submitted to Siggraph this year.

March 31
A Programmable Pipeline for Graphics Hardware

Marc Olano

Abstract

PixelFlow is the first machine to run procedural shaders written in a RenderMan-like shading language at real-time rates of 30 frames per second. This talk will present our shading language and the various optimizations necessary to achieve real-time performance. We also introduce a set of procedural stages for the rest of the graphics process, arranged into an abstract graphics pipeline. This pipeline, and the high-level "shading" language, allow procedures to be written with minimum knowledge of the actual machine architecture.

Procedural shading is a proven technique for off-line rendering, and has been effectively used for years in commercials and movies. During most of that time, polygon-per-second performance has been a major focus for graphics hardware development. In the last few years, we've seen increased attention on surface shading quality for graphics hardware, principally image-based texture mapping. Today, even low-end PC products include support for image textures. PixelFlow demonstrates what is possible at the forefront of current technology.

April 16
Frameless Rendering

Ellen J. Scher Zagier

Abstract

Frameless Rendering (FR), which assumes sample level computation, means sending computed samples to the display as soon as they are computed rather than waiting for an entire frame. Further, these samples are computed based on the most recent available input data. By distributing the samples across the entire viewing plane, rather than in say, scanline order, motion can be perceived as being more smooth (increased apparent frame rates) and occurring sooner (reduced apparent latency).

I will talk about the work that has been done:

Workstation Simulation:
Proof of concept; illustrates smoothed motion
HMD Simulation:
Illustrates reduced latency
Frameless Antialiasing:
Explores an alternative sample size
Analysis with CORES and VCD:
Attempts to answer: Why does FR work?
Range of Applicability:
Attempts to answer: When does FR work? Distinguishes between cases where Frameless Rendering performs well and where it seems to behave poorly.
Spatial Scatter:
Develops a mathematical model for quantifying the loss of image fidelity.

I will talk about current work:

One purpose of the above analysis is to hone in on an ideal scheme for pixel prioritization. The technique I will propose uses the spatiotemporal contrast sensitivity function as a model for prioritizing pixels. (Speed issues have not been addressed.)

Finally, I will conclude with my long range vision for Frameless Rendering research.

Reading List:

[Note: Frameless Rendering papers are available at the following website: http://www.cs.unc.edu/~scher/frameless.html)]

Gary Bishop, Henry Fuchs, Leonard McMillan, and Ellen J. Scher Zagier. Frameless rendering: Double buffering considered harmful. In Computer Graphics (SIGGRAPH '94 Proceedings), pages 175-176, July 1994.

Mark R. Bolin and Gary W. Meyer. A Frequency-based Raytracer. In Computer Graphics (SIGGRAPH '95 Proceedings), pages 409-418, August 1995.

Michael P. Eckert and Gershon Buchsbaum. The significance of eye movements and image acceleration for coding. In A.B. Watson, editor, Digital Images and Human Vision, pages 90-97, 1993.

Stanley A. Klein. Image Quality and Image Compression: A Psychophysicist's Viewpoint. In A.B. Watson, editor, Digital Images and Human Vision, pages 73-88, 1993.

Jonathan D. Korein and Norman I. Badler. Temporal anti-aliasing in computer generated animation. In Computer Graphics (SIGGRAPH '83 Proceedings), pvolume 17, pages 377-388, July 1983.

Stephen Pizer, Christina Burbeck, Daniel Fritch, Brian Morse, Alan Liu, Shobha Murthy and Derek Puff. Human Perception and Computer Image Analysis of Objects in Images. In Proceedings of the Conference of the Australia Pattern Recognition Society (DICTA-93)", volume 1, pages 19-26, 1993.

Scher Zagier, Ellen J. Defining and Refining Frameless Rendering. UNC Tech Report #TR97-008. April 1997.

Scher Zagier, Ellen J. A Human's Eye View: Motion Blur and Frameless Rendering. In ACM Crossroads '97.

Robert Sekuler and Randolph Blake. Perception. McGraw-Hill Publishing Company, New York, 1990. pages 229-235.

April 21
A Multiscale Model of Adaptation and Spatial Vision for Realistic Image Display

Jim Ferwerda, Sumant Pattanaik, & Mark Fairchild

Abstract

We will present a new computational model of adaptation and spatial vision for realistic tone reproduction. The model is based on a multiscale representation of pattern, luminance, and color processing in the human visual system. We have incorporated the model into a tone reproduction operator that maps the vast ranges of radiances found in real and synthetic scenes into the small fixed ranges available on conventional display devices such as CRT's and printers. The model allows the operator to address the two major problems in realistic tone reproduction: we can display wide absolute range and high dynamic range scenes, and the displayed images match our perceptions of the scenes at both threshold and suprathreshold levels to the degree possible given a particular display device. This model is general and can be used to predict color appearance and image quality; and can be used in perceptually-based image synthesis algorithms.

Suggested Reading

Ward, G. (1994) A Contrast-based Scalefactor for Luminance Display. In P.S. Heckbert (Ed.), Graphics Gems IV, Boston: Academic Press Professional.

Tumblin, J., and Rushmeier, H. (1993) Tone Reproduction for Realistic Images, IEEE Computer Graphics and Applications, 13(6), 42-48.

Ferwerda, J.A., Pattanaik, S.N., Shirley, P., and Greenberg, D. (1996) A Model of Visual Adaptation for Realistic Image Synthesis. Proceedings SIGGRAPH 96, 249-258.

Fairchild, M.D. (1998) Color Appearance Models. Reading, MA: Addison-Wesley.

April 27
Digital Lights, Cameras, Materials

Pat Hanrahan

Abstract

The age of ubiquitous computer graphics will soon be upon us. In the last ten years 3D computer graphics technology has migrated from a few privileged research laboratories into mainstream media such as the movies. Moreover, in the next few years we can expect every personal computer to be equipped with 3D graphics hardware which is expected to enable a wide range of new applications. Underlying this revolution is a set of algorithms and systems for producing images by computer, which is generally termed rendering. I define rendering as the computer modeling of appearance: lights and lighting effects, materials and their reflective properties, and cameras and aspects of image formation and perception. In this talk I will review the state of the field, draw analogies with the work of early Renaissance painters, and sketch out some of my current projects.

April 28
Digital Paper: Implications for Human-Computer Interaction

James Arvo

Abstract

Most problem solving tasks begin in a way that is difficult to formalize: a rough sketch, an analogy, or perhaps an aesthetic judgment. Consequently, the initial steps toward solving a scientific, mathematical, or engineering problem commonly employ pencil and paper rather than a computer. This tendency indicates a deficiency in current methods of human-computer interaction; they are simply more constraining than enabling. To accommodate informal approaches to problem solving, brittle deduction must give way to plausible reasoning and fluid expression. What does this imply for computer interfaces of the future?

In this talk I will describe some ongoing research in human-computer interaction that is aimed toward eliminating some of the current obstacles in using computers for informal or "conceptual" stages of problem solving. I will describe recent developments toward natural pen-based interaction, integration of multiple input modalities, and methods for gradual resolution of inconsistencies. I will argue that the underlying logic supporting user interaction must be non-monotonic, making it resilient to momentary inconsistencies and incomplete specifications.

This work draws upon many supporting technologies that exist today or are under development. The URLs listed below point to several different projects for developing "electronic books" and other technologies such as handwriting recognition, knowledge integration, and mechanical verification.

Resources:

The Virtual Book project at DEC SRC:
http://www.research.digital.com/SRC/virtualbook/

The MIT Meadia Lab project on Electronic Books:
http://physics.www.media.mit.edu/mm/home.html

The Pad++ interface for infinite zoom:
http://www.cs.umd.edu/hcil/pad++/

The CLARET project for "evidence-based" recognition of hand-written symbols:
http://www.cs.curtin.edu.au/~adrianp/claret/claret.html

Notes on Blackboard Systems, an AI approach to knowledge integration:
http://bamboo.mluri.sari.ac.uk/~chriss/ResearchOverview/CentralConcepts/node 5.html

The PVS system for formal verification:
http://www.csl.sri.com/pvs/overview.html

April 30
Virtual Prototyping and Haptic Rendering

Elaine Cohen, John Hollerbach, David Johnson, & William Thompson

Abstract

The goal of Utah's Virtual Prototyping project is to allow a mechanical designer to interact physically with virtual designs, by using a haptic interface to touch, grasp, and manipulate virtual objects and assemblies. Using Utah's Alpha_1 CAD system and an underlying NURBS representation throughout, we have added very fast real-time algorithms for computing geometrical interactions and simulated forces of contact. During the talk we will cover:

  • the motivation for using haptics in design
  • introduction to the kinds of haptic interfaces
  • haptic computational requirements and rendering issues
  • selection of surface representation for haptics
  • fast global and local geometric computations using NURBS models
as well as future directions for haptic research.

Suggested Reading

Virtual Reality, Scientific and Technological Challenges, Nathaniel Durlach and Anne Mavor, Editors, National Academy Press, Washington D.C 1995. Chap. 4

Hollerbach, J.M., Cohen, E., Thompson, W.B., Freier, R., Johnson, D.E., Nahvi, A., Nelson, D.D., Thompson II, T.V., and Jacobsen, S.C., "Haptic Interfacing for Virtual Prototyping of Mechanical CAD Designs," ASME Design for Manufacturing Symposium, (Sacramento, CA), Sept. 14-17,1997.

Thompson II, T.V., Johnson, D.E., and Cohen, E., "Direct Haptic Rendering of Sculptured Models," Proc. Symposium on Interactive 3D Graphics, (Providence, RI), pp. 167-176, April 27-30, 1997.

May 5
Making Real Things w/ Sketch

Loring Holden, Mark Blumenthal, & Sam Drake

Abstract

The SketchingMetal system makes it possible for a single user to imagine, and then interactively sketch machinable parts that can be manufactured in metal without the intervention of a manufacturing expert. This Art-to-Part system benefits both professional designers who need to quickly produce functional prototype parts, perhaps for small part runs or to evaluate designs, and the broader public who have traditionally been unable to create machined parts without contracting a mechanical engineer.

By enabling users both to sketch quickly an accurate physical part and to have that part manufactured in metal without the reliance on a manufacturing expert, SketchingMetal indicates the potential for machining to be as accessible as desktop publishing. Although a fully general realization of the Art-to-Part system goal will require continued research, SketchingMetal demonstrates that for some geometric design domains, this goal is currently feasible.

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