Virtual 3D Sculpting
Research output: Journal Publications and Reviews (RGC: 21, 22, 62) › 22_Publication in policy or professional journal
Author(s)
Related Research Unit(s)
Detail(s)
Original language | English |
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Pages (from-to) | 155-166 |
Journal / Publication | Journal of Visualization and Computer Animation |
Volume | 11 |
Issue number | 3 |
Publication status | Published - 2000 |
Link(s)
Abstract
This paper presents a virtual sculpting method for interactive 3D object deformation. The method is based on the use of an electronic glove. A parametric control hand surface defined by an open-uniform B-spline tensor product surface is first created to model the hand gesture. The geometric attributes of the object in the Euclidean 3D space are then mapped to the parametric domain of the control hand surface through a ray projection method. By maintaining the distances between the mapped pairs, change of hand gesture can be efficiently transferred to control the deformation of the object. Copyright © 2000 John Wiley & Sons, Ltd.
Research Area(s)
- 3D sculpting, CyberGlove, Free-form deformation, Virtual reality
Citation Format(s)
Virtual 3D Sculpting. / Wong, Janis P. Y.; Lau, Rynson W. H.; Ma, Lizhuang.
In: Journal of Visualization and Computer Animation, Vol. 11, No. 3, 2000, p. 155-166.Research output: Journal Publications and Reviews (RGC: 21, 22, 62) › 22_Publication in policy or professional journal