A physically based approach to 2–D shape blending
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SKETCH: an interface for sketching 3D scenes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
An interface for sketching 3D curves
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Modeling generalized cylinders via Fourier morphing
ACM Transactions on Graphics (TOG)
Conceptual design and analysis by sketching
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Sketch-Based 3D-Shape Creation for Industrial Styling Design
IEEE Computer Graphics and Applications
ILoveSketch: as-natural-as-possible sketching system for creating 3d curve models
Proceedings of the 21st annual ACM symposium on User interface software and technology
Technical Section: Sketch-based modeling: A survey
Computers and Graphics
Proceedings of Graphics Interface 2009
On expert performance in 3D curve-drawing tasks
Proceedings of the 6th Eurographics Symposium on Sketch-Based Interfaces and Modeling
Analytic drawing of 3D scaffolds
ACM SIGGRAPH Asia 2009 papers
Just DrawIt: a 3D sketching system
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
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Single view sketch-based modelers like SKETCH and Teddy can be powerful tools, but sometimes their inferences are inadequate: in Teddy, for example, if one draws an animal shape, the centerline of the tail will always lie in a plane rather than being curved in 3D. In these cases, multiple-view sketching seems like a reasonable solution: a single sketch gets viewed from a new direction, in which further sketching modifies the shape in a way that's consistent with the original sketch. This paper describes a testbed implementation of such a multi-view sketching approach, based on epipolar lines, which is used for multi-view editing of the "backbone" lines for generalized cylinders. The method works well on many objects, particularly those where precise geometry is not important, but general shape and form must be richer than those with planar symmetry, but is difficult to use in other cases; some difficulties may be related to implementation choices, but we believe that the main problems are tied to the underlying approach, which while mathematically sound proves to be cognitively difficult. We analyze the limitations, and suggest approaches for future work in multi-view sketch-based modeling.