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Associate Professor Non-numerical Processing Algorithm Laboratory (NPAL) Department of Computer Science Graduate School of System Information Engineering University of Tsukuba Tennoudai 1-1-1, Tsukuba, Ibaraki 305-8573, Japan E-mail: mitani[at]cs.tsukuba.ac.jp |
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An Interactive Design System
for Sphericon-based Geometric Toys
using Conical Voxels
We focus on a unique solid, named a "sphericon", which has geometric properties that cause it to roll down a slope while swinging from side to side. We propose an interactive system for
designing 3D objects with the same geometric characteristics as a sphericon.
The system allows the user to concentrate
on the design while itself ensuring that the geometrical constraints of
a sphericon are satisfied.
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An Interactive Design System for Pop-Up Cards with a Physical Simulation
We present an interactive system that allows
users to design original pop-up cards. In the
proposed system, the user interactively sets and edits
primitives that are predefined in the system. The system
simulates folding and opening of the pop-up card
using a mass–spring model that can simply
simulate the physical movement of the card.
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Apparent Layer Operations for the Manipulation of Deformable Objects
We introduce layer operations for single-view 3D deformable object manipulation, in which the user can control the depth order of layered 3D objects resting on a flat ground with simple clicks and drags, as in 2D drawing systems. We present two interaction techniques based on this idea and describe their implementation.
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Kinetic Art Design System Comprising Rigid Body Simulation
Kinetic art is art that involves movement. The design of original kinetic art is difficult because one must consider physics in order to predict the result. In this project, we propose a new system for designing original kinetic art objects in which a 3D geometrical modeling interface and a rigid body simulation are combined.
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A Design Method for 3D Origami Based on Rotational Sweep
A design method for 3D origami was proposed.
The target shape is designed by rotating a two-dimensional
polyline around an axis by a unit of 360/N degrees. To make a shape with a
single sheet of paper, appropriate flaps are placed in between the constituent
polygonal faces that constitute the elements of the target shape.
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A Rendering Method for 3D Origami Models
using Face Overlapping Relations
One of the typical characteristics
of origami is that there are many instances where multiple faces
are located on a same plane. In these cases, the usual z-buffer rendering
method fails as multiple faces have the same depth.We propose a new rendering method that solves these problems one at a time by using the OR matrix.
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A Rendering Method for Flat Origami
In flat Origami , some cases exist that have a circle in the overlap order of
faces after they are folded. It is difficult to display this shape correctly on the screen when Origami is expressed by sets of plane polygons of zero thickness as is generally used in CG because all faces are placed on the same plane.
We propose a new rendering technique to solve this problem.
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Making Papercraft Toys from Meshes using Strip-based Approximate Unfolding
We propose a new method for producing unfolded papercraft
patterns of rounded toy animal figures from triangulated meshes
by means of strip-based approximation.
Our approach is to
approximate the mesh model by a set of continuous triangle strips
with no internal vertices.
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Computer aided design for Origamic Architecture models
with polygonal representation
An Origamic Architecture (OA) is a folded sheet of perforated
paper from which a three-dimensional structure
"pops up" when it is opened. We propose
a computerised method which assists design of OAs.
A unique point of our method is the application of
boolean set operations to the polygons on the unfolded pattern
to guarantee that the model can be made from a single
sheet of paper.
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Interactive Mesh Fusion Based on Local 3D Metamorphosis
This paper proposes a new mesh modeling scheme, called
mesh fusion, based on 3D meshbased
metamorphosis. We establish the attachment from
a part of one mesh to a part of another with smooth
boundaries, employing the traditional cutting and pasting
operation in conjunction with a combination of meshes,
applying the idea of 3D metamorphosis.
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