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A system for modelling deformable procedural shapes. / Timothy Luther Lewis

Swansea University Author: Timothy Luther Lewis

Abstract

This thesis presents a new procedural paradigm for modelling. The method combines the benefit of compact object descriptions found in procedural modelling along with the advantage of the ability to interact in real-time as is found with interactive modelling techniques. The three main components to...

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Published: 2004
Institution: Swansea University
Degree level: Master of Philosophy
Degree name: M.Phil
URI: https://cronfa.swan.ac.uk/Record/cronfa42769
first_indexed 2018-08-02T18:55:30Z
last_indexed 2019-10-21T16:48:25Z
id cronfa42769
recordtype RisThesis
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spelling 2018-08-16T14:39:02.9105634 v2 42769 2018-08-02 A system for modelling deformable procedural shapes. 4d4a5abb4d8689402091e7ebd32ffc48 NULL Timothy Luther Lewis Timothy Luther Lewis true true 2018-08-02 This thesis presents a new procedural paradigm for modelling. The method combines the benefit of compact object descriptions found in procedural modelling along with the advantage of the ability to interact in real-time as is found with interactive modelling techniques. The three main components to this paradigm are geometry generators (the creation of basic object shapes), selectors (the specification of a selection volume), and modifiers (the object transformation functions). The user interacts in real-time with the object, and has complete control over the object formation process. Interaction is stored within appropriate nodes in a creation-history list which can be replayed or partially replayed at any time during the creation process. The parameters associated with each interaction are stored within the node, and are available for editing at any time during the creation process. The concepts presented here remove the problems that most modelling software have, in that the arbitrary editing of object parameters is destructive, in the sense that changing the parameter of one node may cause the object to behave unpredictably. This takes place in real-time, rather than off-line. In some cases real-time interaction is made possible by trading visual quality vs. speed of rendering. This results in the object being rendered at a lower quality, and therefore decisions on whether the object parameters need adjustment may be predicated upon a poor representation of the object. The work presented herein attempts to bridge the divide between the two approaches by providing the user with a powerful and descriptive procedural modelling language that is entirely generated through real-time interaction with the geometric object via an intuitive user interface. The main contributions of this work are that it allows: Procedural objects are specified interactively. Modelling takes place independently of representation (meaning the user does not base their modelling on the (mesh) representation, but rather on the shape they see). Changes to the object are coherent and non-destructive. E-Thesis Computer science. 31 12 2004 2004-12-31 COLLEGE NANME Computer Science COLLEGE CODE Swansea University Master of Philosophy M.Phil 2018-08-16T14:39:02.9105634 2018-08-02T16:24:30.4297981 Faculty of Science and Engineering School of Mathematics and Computer Science - Computer Science Timothy Luther Lewis NULL 1 0042769-02082018162520.pdf 10807538.pdf 2018-08-02T16:25:20.5230000 Output 22384200 application/pdf E-Thesis true 2018-08-02T16:25:20.5230000 false
title A system for modelling deformable procedural shapes.
spellingShingle A system for modelling deformable procedural shapes.
Timothy Luther Lewis
title_short A system for modelling deformable procedural shapes.
title_full A system for modelling deformable procedural shapes.
title_fullStr A system for modelling deformable procedural shapes.
title_full_unstemmed A system for modelling deformable procedural shapes.
title_sort A system for modelling deformable procedural shapes.
author_id_str_mv 4d4a5abb4d8689402091e7ebd32ffc48
author_id_fullname_str_mv 4d4a5abb4d8689402091e7ebd32ffc48_***_Timothy Luther Lewis
author Timothy Luther Lewis
author2 Timothy Luther Lewis
format E-Thesis
publishDate 2004
institution Swansea University
college_str Faculty of Science and Engineering
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hierarchy_top_id facultyofscienceandengineering
hierarchy_top_title Faculty of Science and Engineering
hierarchy_parent_id facultyofscienceandengineering
hierarchy_parent_title Faculty of Science and Engineering
department_str School of Mathematics and Computer Science - Computer Science{{{_:::_}}}Faculty of Science and Engineering{{{_:::_}}}School of Mathematics and Computer Science - Computer Science
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description This thesis presents a new procedural paradigm for modelling. The method combines the benefit of compact object descriptions found in procedural modelling along with the advantage of the ability to interact in real-time as is found with interactive modelling techniques. The three main components to this paradigm are geometry generators (the creation of basic object shapes), selectors (the specification of a selection volume), and modifiers (the object transformation functions). The user interacts in real-time with the object, and has complete control over the object formation process. Interaction is stored within appropriate nodes in a creation-history list which can be replayed or partially replayed at any time during the creation process. The parameters associated with each interaction are stored within the node, and are available for editing at any time during the creation process. The concepts presented here remove the problems that most modelling software have, in that the arbitrary editing of object parameters is destructive, in the sense that changing the parameter of one node may cause the object to behave unpredictably. This takes place in real-time, rather than off-line. In some cases real-time interaction is made possible by trading visual quality vs. speed of rendering. This results in the object being rendered at a lower quality, and therefore decisions on whether the object parameters need adjustment may be predicated upon a poor representation of the object. The work presented herein attempts to bridge the divide between the two approaches by providing the user with a powerful and descriptive procedural modelling language that is entirely generated through real-time interaction with the geometric object via an intuitive user interface. The main contributions of this work are that it allows: Procedural objects are specified interactively. Modelling takes place independently of representation (meaning the user does not base their modelling on the (mesh) representation, but rather on the shape they see). Changes to the object are coherent and non-destructive.
published_date 2004-12-31T07:21:15Z
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score 11.105427