3D Virtual Sculpting

Most deformation systems developed so far make use of traditional input devices. They rely mainly on the skillfulness of the user to manipulate the system. Very little attention has been put on the design of the interface for object interaction. Most of the methods developed concentrate on deforming free-form surfaces by modifying either the control points or the sample points one by one. The operations become tedious when these methods are applied to complicated surfaces having a large number of control points. Besides, these deformation systems usually work with interfaces constrained by some intermediary devices such as keyboards, mice and joysticks. These devices with only one, two or three degrees of freedom are often ill-suited for the complicated modeling and deformation tasks such as artistic sculpting. In order to facilitate more intuitive interactions within the virtual world, it is desirable to be able to detect all the degrees of freedom of the human hand by sensing individual finger motions.

The main objective of this research is to develop a 3D virtual sculpting system to facilitate object deformation in a virtual environment with natural and real time interaction similar to sculpting in the real world. Our work is based on the use of the CyberGloves for direct object/surface modeling or deformation. The main idea of our method is to make use of the data collected from the CyberGloves to create a parametric control hand surface, which is basically an open-uniform bicubic B-Spline tensor product surface. An object to be deformed is then mapped to this control hand surface by a novel Ray-Projection method. This allows the change of the user hand gesture captured by the CyberGloves to deform the object via the control hand surface.

Sample Outputs:

Original models Deformed models

Animation: Deforming an apple

Animation: Deforming a face

We are currently developing a distributed virtual sculpting environment called VSculpt. This system will support interactive collaborative design over the Internet. It is based on the 3D virtual sculpting technique that we have developed.


Last updated on 27th June, 2002.