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WO2016116929A1 - Method of physically realistic three-dimensional manipulation process - Google Patents

Method of physically realistic three-dimensional manipulation process Download PDF

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Publication number
WO2016116929A1
WO2016116929A1 PCT/IL2016/050062 IL2016050062W WO2016116929A1 WO 2016116929 A1 WO2016116929 A1 WO 2016116929A1 IL 2016050062 W IL2016050062 W IL 2016050062W WO 2016116929 A1 WO2016116929 A1 WO 2016116929A1
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WO
WIPO (PCT)
Prior art keywords
shape
rolling
real
para
dimensional
Prior art date
Application number
PCT/IL2016/050062
Other languages
French (fr)
Inventor
Katherina SHEFER
Inon GREEN
Original Assignee
Shefer Katherina
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shefer Katherina filed Critical Shefer Katherina
Publication of WO2016116929A1 publication Critical patent/WO2016116929A1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/016Input arrangements with force or tactile feedback as computer generated output to the user
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2219/00Indexing scheme for manipulating 3D models or images for computer graphics
    • G06T2219/20Indexing scheme for editing of 3D models
    • G06T2219/2021Shape modification

Definitions

  • the virtual object is represented as a volumetric representation.
  • a portion of the volumetric model is converted into an alternative representation.
  • the alternative representation can be a representation having a different number of dimensions from the volumetric representations.
  • a stimulus is applied to the alternative representation by employing a force-feedback haptic interface.
  • the response of the alternative representation to the stimulus is calcu lated.
  • the change in shape of the virtual object is determined from the response of the alternative representation.
  • JP6231 22 1 to SETO MIKI NAGASHIMA YOSHIO introduced a three- dimensional object shape generating method. The purpose was to provide a function for working and generating directly a three-dimensional object shape based on the motion and the sense of hand.
  • a pressure sensitive sensor sheet is stuck onto the surface of a fundamental structu re, pressu re applied to its su rface is detected by user's hand and a point affected by its pressure is measured by a measuring data processing. From pressure data in those points of application, a pressure distribution histogram is generated by a plotting processing in threshold difference arithmetic, and to an object by a graphics expression of its fundamental structure, working and deformation are applied in the same way as clay works are executed.
  • a formative image is expressed on a display in an immediately visible shape through a graphics data generating part and a graphic engine.
  • the shape processing is performed by moving and changing polygon's position. By moving the control points in open space (x,y,z) or by changing the graphs comprising shapes, polygon's position is changed thus changing the shape's structure.
  • the controlling of the structu re may be performed by mouse movements directly on the object.
  • the method of the invention provides highly flexible creating and editing models in three-dimensional space.
  • the invention provides a method of creating and modifying an object or a portion of an object by using finger movements on touch screen as controlling tool similar to shape processing in real world and creating unlimited variety of gestu res. For example: rolling the fingers back and forth (kneading like) with the help of virtual surface resistance will turn a ball into an elongated sausage.
  • Stage I To slice a certain amount of material (for example, clay), from the main lump and drag it to a working area.
  • material for example, clay
  • Stage III In one embodiment of the invention - turning the ball into a cylinder-like shape, repetition of movements of the fingers up and down,
  • Stage IV In another embodiment of the invention, the ball itself is divided into more than one influence areas and different manipulations may be performed on each area separately.
  • Stage VI In another embodiment of the invention, exerting pressu re on the object while rolling it forward and backwards and exerting equal resistance from the surface, (on which the shape is virtually placed), thins its' shape. An equal change into 360° is performed by resistance of the lower surface and the rolling movement.
  • Stage VII - In another embodiment of the invention, same may be performed with any other shape, like pear, egg etc.
  • Stage VIII Once the desired shape is complete, the object is divided into more than one vertical influence areas, which react differently to pressing or rolling (back and forth). Pressing gradually crushes the shape and causes it to flatten; rolling causes the right or left areas to gradually turn into conelike shape.
  • FIG. 1 - Is a drawing that illustrates a ball in virtual space.
  • FIG. 3 - Is a drawing that illustrates the impact of exerting pressure on u pper part, while rolling back and forth. Object mass does not change.
  • Fig. 4 - Is a drawing from a different angle that illustrates the impact of exerting pressure on u pper part while rolling back and forth. Object mass does not change.
  • FIG. 5 - Is a drawing that illustrates the impact of circular movements.
  • FIG. 1 - The drawing illustrates a slice of material (for example, clay)
  • FIG. 30 Fig. 2 - The drawing illustrates exerting pressure on material against a surface. Exerting pressure on the ball in modeling stage causes its deformation on one side or symmetrically on top and bottom parts.
  • FIG. 3 The drawing illustrates the impact of rolling - finger movements forward and backwards and circular movement performed while rolling, simulating realistic three-dimensional behavior. Object mass does not change.
  • FIG. 4 The drawing illustrates the finger and its opposing pressure and the impact of circular movements performed when rolling. For example, a cylinder, simulating realistic three-dimensional behavior. Object mass does not change.
  • FIG. 5 The drawing illustrates the finger and its opposing pressure and the impact of circular movements performed when rolling a ball.

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  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Human Computer Interaction (AREA)
  • Architecture (AREA)
  • Computer Graphics (AREA)
  • Computer Hardware Design (AREA)
  • Software Systems (AREA)
  • Processing Or Creating Images (AREA)

Abstract

Method of free-form, three-dimensional modeling based on realistic physical manipulation gestures, enabling the creation of free-form intuitive three-dimensional modeling applications in real time, using different materials. This application introduces a new development based on the interconnection between advanced technologies of touch screens and modeling of three dimensional objects.

Description

METHOD OF PHYSICALLY REALISTIC THREE-DIMENSIONAL MANIPULATION
PROCESS
FIELD OF THE INVENTION
[Para 1 ] Method of free-form, three-dimensional modeling based on realistic physical manipulation gestures, enabling the creation of free-form intuitive three-dimensional modeling applications in real time, using different materials and variety of gestures. This application introduces a new development based on the interconnection between advanced technologies of touch screens and modeling of three dimensional objects. BACKGROUND OF THE INVENTION AND PRIOR ART
[Para 2] Existing modeling software are based on parametric modeling and less on free manipu lation. The new invention enables sculptural working, performed directly by touching the material and not by way of user's direct mathematical commands, which are usually performed by application tools.
[Para 3] In three-dimensional software, like in US771 041 5 to JENNINGS et al, the virtual object is represented as a volumetric representation. A portion of the volumetric model is converted into an alternative representation. The alternative representation can be a representation having a different number of dimensions from the volumetric representations. A stimulus is applied to the alternative representation by employing a force-feedback haptic interface. The response of the alternative representation to the stimulus is calcu lated. The change in shape of the virtual object is determined from the response of the alternative representation.
[Para 4] US6040840 to KOSHIBA et al, introduced a virtual clay system and its method of simulation. The system creates the aggregate of virtual particles in a cybernetic space on a computer and displays the shape of an object by means of a film covering its surface. When a user inputs a deforming designation, each particle moves and deforms the film. At this time the shape, sense of touch and counter force are output from the computer, and the user can deform the object with a feeling of working clay.
[Para 5] JP6231 22 1 to SETO MIKI NAGASHIMA YOSHIO introduced a three- dimensional object shape generating method. The purpose was to provide a function for working and generating directly a three-dimensional object shape based on the motion and the sense of hand. A pressure sensitive sensor sheet is stuck onto the surface of a fundamental structu re, pressu re applied to its su rface is detected by user's hand and a point affected by its pressure is measured by a measuring data processing. From pressure data in those points of application, a pressure distribution histogram is generated by a plotting processing in threshold difference arithmetic, and to an object by a graphics expression of its fundamental structure, working and deformation are applied in the same way as clay works are executed. With respect to it, a formative image is expressed on a display in an immediately visible shape through a graphics data generating part and a graphic engine. [Para 6] In three-dimensional software, the shape processing is performed by moving and changing polygon's position. By moving the control points in open space (x,y,z) or by changing the graphs comprising shapes, polygon's position is changed thus changing the shape's structure. The controlling of the structu re may be performed by mouse movements directly on the object.
[Para 7] The method of the invention provides highly flexible creating and editing models in three-dimensional space. The invention provides a method of creating and modifying an object or a portion of an object by using finger movements on touch screen as controlling tool similar to shape processing in real world and creating unlimited variety of gestu res. For example: rolling the fingers back and forth (kneading like) with the help of virtual surface resistance will turn a ball into an elongated sausage.
[Para 8] There are some CAD professional software for personal computers like: Rhino, Solidworks and polygon modeling software like: 3Dmax or Maya, which require high skill and experience to use and therefore not suitable for casual users requiring a user friendly interface.
[Para 9] In addition there are three-dimensional modeling games' software for tablets and mobile phones. Some of which have advanced technology, but they are either difficult to master or non-intuitive. Other software have limited capabilities when working with digital materials.
[Para 10] The main purpose of the new invention is to create new experience of direct work on material evolving sensorial integration with the visual product. [Para 1 1 ] In order to achieve above goal, it was necessary to develop technological innovations to be used in many other applications in the future, thus creating a new standard of interaction between user and touchscreen, sculpturing and controlling three-dimensional objects, imitating reality and their behavior in physical world. This aspect brings about, for the first time, a direct link between natural action of the user and the three- dimensional outcome in virtual world. The digital material will respond to actions/hand movements like real material wou ld have, in the real world.
[Para l 2] The new invention introduces direct modeling/sculpturing while new gestures create interaction based on physical behavior, functioning on understood methodical process, imitating actions in real-world and transfers them to touch-screen.
[Para 1 3] There is no similar system simulating succession realistic actions with real behavior. Unlike other modeling systems which make use of conventional methods and interfaces like, menus and tools, which connect between user and software, this new interface is based on direct work with digital material thus imitating parallel actions in real-world.
[Para l 4] The software has to be able to distinguish between different actions without the standard change of tools. For example: distinguishing between rolling to crushing or pressing, while recognizing nuances of unique touch events which imitate actions in real-world. [Para 1 5] User's gestures are newly defined so that they are compatible for direct work in virtual three-dimensions on two-dimensional touch screens or other touch screens.
[Para 16] Most of existing touch-screens are compatible for most of the required actions in such modeling system. In the future they are bound to be sensitive to pressure as well, which will improve user's experience. In addition to modeling, animation of the outcomes will also be integrated. The figure/object created, will come to life rewarding the user and the work created.
[Para l 7] The software will be built in a modular way so that it shall be suitable for the next generation of touch-screens, hardware and software, thus supporting future versions. The game shall be updated and improved so its life time existence shall accompany several generations of hardware as long as they are compatible to touch-screens.
SUMMARY OF THE INVENTION
[Para 1 8] Method of free-form, three-dimensional modeling based on realistic physical manipulation gestu res, enabling the creation of free-form intuitive three dimensional modeling applications in real time, using different materials. This application introduces a new development based on the interconnection between advanced technologies of touch screens and modeling of three dimensional objects. [Para 1 9] The manipulation of the materials is competent with its behavior in real-life imitating fu nctions performed on said materials in reality, like: dribbling, kneading, flattening, rolling, crushing, slicing, pinching, smearing, mixing and cutting, and the like.
[Para 20] The virtual base surface, which the three-dimensional material is placed upon, acts as lower, resistance to user's pressu re.
[Para 21 ] The method works in stages:
Stage I - To slice a certain amount of material (for example, clay), from the main lump and drag it to a working area.
Stage II -In order to knead the material into a ball [Fig. l ], circular movements have to be performed on the screen, gradually processing the ball. There are no different influence areas on the screen. The influence areas are activated only after the object turns into a ball.
Stage III - In one embodiment of the invention - turning the ball into a cylinder-like shape, repetition of movements of the fingers up and down,
(forward and backwards in the virtual scene), turns the ball into an elongated shape (resembling a sausage).
Stage IV - In another embodiment of the invention, the ball itself is divided into more than one influence areas and different manipulations may be performed on each area separately. Stage V - In another embodiment of the invention, so long as the rolling movements on the ball continue, the elongated shape becomes longer and thinner. Object mass does not change.
Stage VI - In another embodiment of the invention, exerting pressu re on the object while rolling it forward and backwards and exerting equal resistance from the surface, (on which the shape is virtually placed), thins its' shape. An equal change into 360° is performed by resistance of the lower surface and the rolling movement.
Stage VII - In another embodiment of the invention, same may be performed with any other shape, like pear, egg etc.
[Para 22] Now there are two possibilities, either completing the shape (as explained hereafter) or continue with manipulation movements thus destroying the shape or over-processing.
Stage VIII - Once the desired shape is complete, the object is divided into more than one vertical influence areas, which react differently to pressing or rolling (back and forth). Pressing gradually crushes the shape and causes it to flatten; rolling causes the right or left areas to gradually turn into conelike shape.
BRIEF DESCRIPTION OF THE DRAWINGS
The objects and features of the invention can be better understood with reference to the illustrative drawings described below, and the claims. The drawings are not necessarily to scale, emphasis instead generally being placed u pon illustrating the principles of the invention. In the drawings, like numerals are used to indicate like parts throughout the various views. Gestu res, as described, performed with one finger, can also be performed by multiple fingers thus affecting multiple influence areas simultaneously.
[Para 23] Fig. 1 - Is a drawing that illustrates a ball in virtual space.
[Para 24] Fig. 2 - Is a drawing that illustrates exerting pressure on the ball.
[Para 25] Fig. 3 - Is a drawing that illustrates the impact of exerting pressure on u pper part, while rolling back and forth. Object mass does not change.
[Para 26] Fig. 4 - Is a drawing from a different angle that illustrates the impact of exerting pressure on u pper part while rolling back and forth. Object mass does not change.
[Para 27] Fig. 5 - Is a drawing that illustrates the impact of circular movements.
[Para 28] Fig. 6 - Flowchart
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
The invention is described with respect to an illustrative embodiment. However, it will be recognized that many alternative embodiments are possible.
[Para 29] Fig. 1 - The drawing illustrates a slice of material (for example, clay)
(2), placed against surface (1 ) in its first stage when transformed into a ball.
[Para 30] Fig. 2 - The drawing illustrates exerting pressure on material against a surface. Exerting pressure on the ball in modeling stage causes its deformation on one side or symmetrically on top and bottom parts. [Para 31 ] Fig. 3 - The drawing illustrates the impact of rolling - finger movements forward and backwards and circular movement performed while rolling, simulating realistic three-dimensional behavior. Object mass does not change.
[Para 32] Fig. 4 - The drawing illustrates the finger and its opposing pressure and the impact of circular movements performed when rolling. For example, a cylinder, simulating realistic three-dimensional behavior. Object mass does not change.
[Para 33] Fig. 5 - The drawing illustrates the finger and its opposing pressure and the impact of circular movements performed when rolling a ball.
[Para 34] Fig. 6 - The flowchart shows general steps to achieve the virtual figures.

Claims

Claims:
1 . Method of creating free-form intuitive three-dimensional figures using direct modeling/sculpting through unlimited variety of gestures creating interaction based on physical behavior, functioning on understood metrological process, imitating actions in real-world and transferring them to touch-screen, using different materials, comprising: modular software having the ability to distinguish between different actions with no change of tools, capable of recognizing nuances of unique touch events imitating action in real-world;
2. The method of claim 1 wherein a virtual base surface, where the three-dimensional material is placed upon, acts as lower resistance to user's pressure;
3. The method of claim 1 wherein gestures simulate succession of realistic actions in real-life behavior;
4. The method of claim 1 wherein manipulation of materials is competent with its behavior in real-life, imitating functions performed on materials in reality, like, dribbling, kneading, flattening, rolling, crushing, slicing, mixing and cutting, pinching, smearing, and the like;
5. The method of claim 1 wherein a virtual slice of material is dragged to working area;
6. The method of claim 1 wherein the process of the desired figure starts with a ball shape kneaded by circular movements on touchscreen;
7. The method of claim 1 wherein no vertical influence areas on screen, are activated before object turns into a ball;
8. The method of claim 1 wherein repetition of up and down fingers movements on screen turns the ball into an elongated shape;
9. The method of claim 8 wherein exerting pressure on object changes its shape into 360° when rolling forward and backwards and equal resistance is exerted from surface;
0. The method of claim 9 wherein object is divided into more than 1 vertical influence areas, reacting differently to pressing or rolling back and forth,
1 . The method of claim 1 0 wherein pressing gradually crushes shape and flattens it, rolling causes right or left areas to gradually turn into cone-like shape.
2. The method of claims 1 -1 1 wherein object's mass does not change in all deformation of shape, and compression causes the virtual scattering of material according to manner of compression.
PCT/IL2016/050062 2015-01-20 2016-01-20 Method of physically realistic three-dimensional manipulation process WO2016116929A1 (en)

Applications Claiming Priority (2)

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US201562105227P 2015-01-20 2015-01-20
IL62/105,227 2015-01-20

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WO2016116929A1 true WO2016116929A1 (en) 2016-07-28

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20120268410A1 (en) * 2010-01-05 2012-10-25 Apple Inc. Working with 3D Objects
US20130181987A1 (en) * 2011-04-12 2013-07-18 Autodesk, Inc. Gestures and tools for creating and editing solid models
US20140168128A1 (en) * 2009-04-01 2014-06-19 Perceptive Pixel, Inc. 3d manipulation using applied pressure

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140168128A1 (en) * 2009-04-01 2014-06-19 Perceptive Pixel, Inc. 3d manipulation using applied pressure
US20120268410A1 (en) * 2010-01-05 2012-10-25 Apple Inc. Working with 3D Objects
US20130181987A1 (en) * 2011-04-12 2013-07-18 Autodesk, Inc. Gestures and tools for creating and editing solid models

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