E-Thesis 29 views 117 downloads
A system for modelling deformable procedural shapes. / Timothy Luther Lewis
Swansea University Author: Timothy Luther Lewis
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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...
| Published: |
2004
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| 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 |
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| last_indexed |
2019-10-21T16:48:25Z |
| id |
cronfa42769 |
| recordtype |
RisThesis |
| fullrecord |
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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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|
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facultyofscienceandengineering |
| hierarchy_top_title |
Faculty of Science and Engineering |
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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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1 |
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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 |
| _version_ |
1863150601023520768 |
| score |
11.105427 |

