Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Geometric and solid modeling: an introduction
Geometric and solid modeling: an introduction
Sculpting: an interactive volumetric modeling technique
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
A haptic interaction method for volume visualization
Proceedings of the 7th conference on Visualization '96
Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
3D scan-conversion algorithms for voxel-based graphics
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
Representations for Rigid Solids: Theory, Methods, and Systems
ACM Computing Surveys (CSUR)
Computer
Real-Time Haptic and Visual Simulation of Bone Dissection
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
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Virtual sculpting allows users to created 3-dimensional artworks and prototypes by using a 3D input device to control a sculpting tool. While existing methods allow a range of sculpting effects, they are limited to simplistic polyhedral tool shapes (usually spherical or point-based) or complex voxel-based tools that can only be applied at fixed orientations.This paper presents a model for real-time voxel-based virtual sculpting that performs on-the-fly voxelization of a polyhedral tool to determine the region of the sculpture to modify. This allows the tool to take on a variety of shapes ranging from simple to complex polyhedra. It also allows the tool to be applied to the sculpture at any orientation. The algorithm for voxelization is a seed-filling algorithm that features several heuristics that enhance the performance, allowing sculpting to occur in real-time. The model provides 6-degrees-of-freedom haptic feedback allowing users to feel what they are sculpting. The scene is visualized using a localized Marching Cues algorithm. A working implementation of the model is presented and discussed along with some images of sculptures produced from this implementation.