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Interactive Modeling with Mesh Surfaces Ryan Schmidt Autodesk Research Figure 1: Mesh surface models created by a skilled artist. These results demonstrate the potential of combing adaptive mesh sculpting with novel composition tools and traditional operations such as extrusions, in a single interface. Such a system can easily incorporate raw scans as input (left), and relieve the tedium of creating repeated elements such as scales or teeth. Images c Gunter Weber. Abstract In the world of modern surface design tools, a mesh is simply a data structure – a scaffold for higher-order basis functions which spec- ify the “true” surface. The price paid for this analytic continuity is complexity in seemingly-simple tasks such as refinement, com- position, and direct manipulation. But consider the lowly triangle mesh. With the ability to split and merge edges wherever more de- tail is needed, or stitch and sew arbitrary boundaries, unstructured high-resolution triangle meshes bring us much closer to the ideal of modeling at the level of surfaces rather than data structures (as has been previously noted [Welch and Witkin 1994]). Despite this potential, however, practical systems for interactive de- sign of such mesh surfaces have so far failed to materialize. In the process of attempting to create such a tool, I have found that the interface poses more challenges than the algorithms. Techniques suitable for low-resolution cage-style meshes, such as picking and manipulating individual vertices, are often of little use when faced with millions of elements. Many recent works have framed such problems variationally, from “magic” selection to robust detail- preserving global deformation. Though powerful, these techniques often do not address many of the smaller challenges that a 3D artist faces on an hourly basis. Sculpting tools [Stanculescu et al. 2011] provide another sort of abstraction, though tend to be focused on certain styles of organic design. In this talk I will present a general-purpose mesh modeling tool, called meshmixer, which draws on many of these existing works. The models in Figure 1 demonstrate what is possible with the com- bination of sculpting, traditional surface modeling, and advanced variational methods, in a unified mesh surface design interface. With a sufficiently expressive toolset, solutions to many problems take the form of simple workflows. For example, a brush-style face selection tool followed by a surface-constrained smoothing of the selection boundary loop results in smooth feature curves useful for further operations such as extruding and cutting holes. Composition tools are a particular focus of meshmixer, as this is one capability of mesh surface modeling difficult to replicate with more structured analytic surfaces. In addition to drag-and-drop part com- position [Schmidt 2010], tools are included to both manually and automatically zipper the boundaries of mesh patches. The novel, robust, and easy-to-implement algorithm which drives these zip- pering tools has also been applied to implement mesh booleans and precise cutting operations. Adaptive meshing is a foundational concept applied throughout meshmixer, from sculpting to Booleans. The goal is to allow the artist to focus on managing shape rather than triangles – ideally making “wireframe” renderings unnecessary. In addition, I have found that mesh adaptation simplifies many algorithmic tasks, such as the zippering mentioned above. But in an interactive context mesh adaptation introduces various scalability issues. I will de- scribe my progress so far in addressing these problems. The freely available Meshmixer software is in daily use by working artists and designers. An extensive body of feedback is being ac- tively collected and used to guide interface design decisions. This feedback also exposes the limitations of many of the current tool implementations in Meshmixer, and can provide some motivation for future research. Ultimately, the goal of such a system is to provide an unconstrained surface manipulation interface which insulates the designer from the technical details of the underlying mesh. Meshmixer takes sev- eral steps towards this goal. The results created by artists using this tool clearly demonstrate the potential of mesh surface modeling for 3D design. References SCHMIDT, R. 2010. Part-Based Representation and Editing of 3D Surface Models. PhD thesis, University of Toronto, Canada. STANCULESCU, L., CHAINE, R., AND CANI , M.-P. 2011. Freestyle: Sculpting meshes with self-adaptive topology. In Proc. SMI 2011. WELCH, W., AND WITKIN, A. 1994. Free-form shape design using triangulated surfaces. In Proc. SIGGRAPH ’94, 247–256.

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Page 1: Interactive Modeling with Mesh Surfaces

Interactive Modeling with Mesh Surfaces

Ryan SchmidtAutodesk Research

Figure 1: Mesh surface models created by a skilled artist. These results demonstrate the potential of combing adaptive mesh sculpting withnovel composition tools and traditional operations such as extrusions, in a single interface. Such a system can easily incorporate raw scansas input (left), and relieve the tedium of creating repeated elements such as scales or teeth. Images c© Gunter Weber.

Abstract

In the world of modern surface design tools, a mesh is simply a datastructure – a scaffold for higher-order basis functions which spec-ify the “true” surface. The price paid for this analytic continuityis complexity in seemingly-simple tasks such as refinement, com-position, and direct manipulation. But consider the lowly trianglemesh. With the ability to split and merge edges wherever more de-tail is needed, or stitch and sew arbitrary boundaries, unstructuredhigh-resolution triangle meshes bring us much closer to the ideal ofmodeling at the level of surfaces rather than data structures (as hasbeen previously noted [Welch and Witkin 1994]).

Despite this potential, however, practical systems for interactive de-sign of such mesh surfaces have so far failed to materialize. In theprocess of attempting to create such a tool, I have found that theinterface poses more challenges than the algorithms. Techniquessuitable for low-resolution cage-style meshes, such as picking andmanipulating individual vertices, are often of little use when facedwith millions of elements. Many recent works have framed suchproblems variationally, from “magic” selection to robust detail-preserving global deformation. Though powerful, these techniquesoften do not address many of the smaller challenges that a 3D artistfaces on an hourly basis. Sculpting tools [Stanculescu et al. 2011]provide another sort of abstraction, though tend to be focused oncertain styles of organic design.

In this talk I will present a general-purpose mesh modeling tool,called meshmixer, which draws on many of these existing works.The models in Figure 1 demonstrate what is possible with the com-bination of sculpting, traditional surface modeling, and advancedvariational methods, in a unified mesh surface design interface.With a sufficiently expressive toolset, solutions to many problemstake the form of simple workflows. For example, a brush-style faceselection tool followed by a surface-constrained smoothing of theselection boundary loop results in smooth feature curves useful forfurther operations such as extruding and cutting holes.

Composition tools are a particular focus of meshmixer, as this is onecapability of mesh surface modeling difficult to replicate with more

structured analytic surfaces. In addition to drag-and-drop part com-position [Schmidt 2010], tools are included to both manually andautomatically zipper the boundaries of mesh patches. The novel,robust, and easy-to-implement algorithm which drives these zip-pering tools has also been applied to implement mesh booleans andprecise cutting operations.

Adaptive meshing is a foundational concept applied throughoutmeshmixer, from sculpting to Booleans. The goal is to allow theartist to focus on managing shape rather than triangles – ideallymaking “wireframe” renderings unnecessary. In addition, I havefound that mesh adaptation simplifies many algorithmic tasks, suchas the zippering mentioned above. But in an interactive contextmesh adaptation introduces various scalability issues. I will de-scribe my progress so far in addressing these problems.

The freely available Meshmixer software is in daily use by workingartists and designers. An extensive body of feedback is being ac-tively collected and used to guide interface design decisions. Thisfeedback also exposes the limitations of many of the current toolimplementations in Meshmixer, and can provide some motivationfor future research.

Ultimately, the goal of such a system is to provide an unconstrainedsurface manipulation interface which insulates the designer fromthe technical details of the underlying mesh. Meshmixer takes sev-eral steps towards this goal. The results created by artists using thistool clearly demonstrate the potential of mesh surface modeling for3D design.

References

SCHMIDT, R. 2010. Part-Based Representation and Editing of 3DSurface Models. PhD thesis, University of Toronto, Canada.

STANCULESCU, L., CHAINE, R., AND CANI, M.-P. 2011.Freestyle: Sculpting meshes with self-adaptive topology. InProc. SMI 2011.

WELCH, W., AND WITKIN, A. 1994. Free-form shape designusing triangulated surfaces. In Proc. SIGGRAPH ’94, 247–256.