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πŸ“

Interactive Sketch-based Interfaces and Modelling for Design

✍ Scribed by Alexandra Bonnici, Kenneth P. Camilleri


Publisher
River Publishers
Year
2023
Tongue
English
Leaves
303
Series
River Publishers Series in Document Engineering
Category
Library

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✦ Synopsis


Sketching is a natural and intuitive communication tool used for expressing concepts and ideas that are difficult to communicate through text or speech alone. In design applications, drawings are used at various stages of the design process: from the early concept drawings scribbled on a piece of paper to immersive interactions in which users manipulate and adjust the 3D form of an object in virtual or augmented reality environments. This variety in drawing activities brings about the need for different interpretation strategies that support not only the sketching activity itself, but also allow sketch-based interactions, such as sketch-based queries, to take place. In this book, we explore the different drawing approaches used in design and the algorithms required for processing and interpreting the different sketches and drawings in design.

The book is divided into two parts. The first part focuses on sketching in the 2D domain. This includes the digitization of offline and paperbased sketches, techniques for online sketch recognition, observations of user drawing habits, algorithms for inferring depth from 2D drawings, as well as non-photorealistic rendering techniques that are then applied to sketch-based queries. The second part of the book focuses on 3D sketching in virtual or augmented reality spaces. Here, we present the processing and rendering of the 3D strokes, the different interaction devices available for 3D sketching, and look at different applications where immersive 3D sketching has been applied with success.

✦ Table of Contents


Cover
Half Title
Series Page
Title Page
Copyright Page
Table of Contents
Preface
List of Acronyms
List of Figures
List of Contributors
Chapter 1: Introduction
1.1: Why Do People Sketch?
1.2: Why Are Concept Sketches Conducive to Design Creativity?
1.3: Is Ambiguity in Sketches Always Desirable?
1.4: How Can Computer Systems Address These Problems?
1.5: Organisation of the Book
References
Part I: Sketches Drawn on 2D Media
Chapter 2: Simplification and Vectorization of Sketched Drawings
2.1: Line Localization
2.1.1: Vectorization of Over-Sketched Drawings
2.1.2: Improving Junction Point Representation
2.2: Curve Fitting
2.3: Evaluation of Vectorization Algorithms
2.3.1: Spatial Accuracy of Junction Points
2.3.2: Scalability
2.3.3: Accuracy of the Vectors
2.3.4: A Benchmark Dataset
2.4: Conclusion
References
Chapter 3: Online Interpretation of Sketched Drawings
3.1: Online Stroke Processing
3.2: Online Sketch Processing
3.2.1: Sketched Symbol Recognition
3.2.2: Sketch Scene Recognition
3.3: Requirements of Interactive Sketch-Based Interfaces
3.4: Summary and Conclusions
References
Chapter 4: Reconstruction from Sketched Drawings
4.1: Finding Consistent Edge Labels for a Line Drawing
4.1.1: Determining the Edge Interpretations
4.1.2: Creating Junction Dictionaries
4.1.3: Labelling the Sketch
4.2: Reconstructing the Drawing
4.3: Evaluation of Reconstruction Algorithms
4.4: Conclusion
References
Chapter 5: Reconciling Search Results with User Sketches
5.1: 2D Image-Based Line Detection
5.1.1: Image-Based Edge Detection
5.1.2: Image-Based Line Detection
5.2: 3D Model-Based Line Detection
5.2.1: Detection of Separate Lines
5.2.2: Curve Networks
5.3: 2D Image-Based or 3D Model-Based Line Detection?
5.4: Sketch-Based 3D Shape Retrieval
5.4.1: Traditional Approaches
5.4.2: Deep Learning Approaches
5.5: Conclusion
References
Part II: 3D Sketching
Chapter 6: Introduction to 3D Sketching
6.1: Tracing the Technological Origins of 3D Sketching
6.1.1: Display Technologies and Rendering
6.1.2: Spatial Tracking and Environment Sensing
6.2: Opportunities and Challenges of Immersive Sketching
6.2.1: Novel Interaction Capabilities and Creative Avenues
6.2.2: Challenges in Control and Perception
6.2.3: Learnability Considerations
6.2.4: Considerations for Collaborative Creation
6.3: Summary
References
Chapter 7: Input Processing and Geometric Representations for 3D Sketches
7.1: Filtering
7.2: Sampling
7.3: Geometric Representations
7.3.1: Strokes
7.3.2: Extrusion
7.4: Processing of Further User Input
7.5: Tessellation and Rendering
7.6: Modelling Kernels
7.7: Summary
References
Chapter 8: Interaction Devices and Techniques for 3D Sketching
8.1: Sketch Types
8.1.1: Conceptual 3D Sketches
8.1.2: Technical 3D Sketches
8.1.3: Mixed Interfaces
8.2: Interaction Techniques and Devices Affordances
8.2.1: Functional Affordances
8.2.2: Physical Affordances
8.3: Summary
References
Chapter 9: 3D Sketching Application Scenarios
9.1: Conceptual Design and Creativity
9.2: Art
9.3: Modeling for Fabrication
9.4: Dynamic Storytelling
9.5: Architecture
9.6: Visualization Design and Research
9.7: Medicine
9.8: Cultural Heritage
9.9: Summary
9.10: Conclusion
References
Chapter 10: Conclusions
10.1: Future Considerations
10.1.1: Combining Hand-Crafted Features and Deep-Learning
10.1.2: Availability of Datasets
10.1.3: Creating Full 3D Models from Sketches
10.1.4: Sketch Simplification in the Presence of Shadows
10.1.5: Long-Term Usability Studies
10.1.6: Dealing with Inaccurate Drawings
10.1.7: Accomodating Different Workflows
10.1.8: Multi User Collaboration
10.1.9: Accessibility of the Design Process
10.2: Conclusion
References
Index
About the Editors


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