Design galleries: a general approach to setting parameters for computer graphics and animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Detection of closed sharp edges in point clouds using normal estimation and graph theory
Computer-Aided Design
Plushie: an interactive design system for plush toys
ACM SIGGRAPH 2007 papers
Fast Poisson disk sampling in arbitrary dimensions
ACM SIGGRAPH 2007 sketches
Fabricating microgeometry for custom surface reflectance
ACM SIGGRAPH 2009 papers
A geometric modeling system for automated mechanical assembly
IBM Journal of Research and Development
Illustrating how mechanical assemblies work
ACM SIGGRAPH 2010 papers
Physical reproduction of materials with specified subsurface scattering
ACM SIGGRAPH 2010 papers
Fabricating spatially-varying subsurface scattering
ACM SIGGRAPH 2010 papers
Design and fabrication of materials with desired deformation behavior
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Converting 3D furniture models to fabricatable parts and connectors
ACM SIGGRAPH 2011 papers
Printing reflectance functions
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Stress relief: improving structural strength of 3D printable objects
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Guided exploration of physically valid shapes for furniture design
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Motion-guided mechanical toy modeling
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Designing and fabricating mechanical automata from mocap sequences
ACM Transactions on Graphics (TOG)
Computational Design and Motion Control for Characters in the Real World
Proceedings of Motion on Games
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We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.