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
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Virtual clay: a real-time sculpting system with haptic toolkits
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Kizamu: a system for sculpting digital characters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Introduction to Implicit Surfaces
Introduction to Implicit Surfaces
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animation of Deformable Models Using Implicit Surfaces
IEEE Transactions on Visualization and Computer Graphics
Resolution adaptive volume sculpting
Graphical Models - Volume modeling
Free-form Shape Modeling by 3D Cellular Automata
SMI '99 Proceedings of the International Conference on Shape Modeling and Applications
Issues in the haptic display of tool use
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
Swirling-Sweepers: Constant-Volume Modeling
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Interactive global and local deformations for virtual clay
Graphical Models - Special issue on pacific graphics 2003
MozArt: an immersive multimodal CAD system for 3D modeling
Proceedings of the 3rd International Conference on Human Computer Interaction
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Providing the user with an intuitive sculpting system similar to real clay is one of the most challenging goals of interactive shape modeling. A user should ideally be able to deform, add and remove material freely in real time, without any geometric or topological constrains on the modeled shape.This chapter reviews and compares three techniques that bring virtual shape modeling closer to this objective. The two first ones rely on a specific representation of the sculpted shape, namely the iso-surface of a scalar field stored in a grid. Because this representation conveniently captures topological changes, adding and removing material is straightforward. Based on this representation, we compare a geometric versus a physically-based method for handling local and global shape deformations that make the model closer to virtual clay. We also discuss solutions for providing users with an intuitive interface with haptic feedback. A third and very different approach is to define the deformations of the sculpted model as spatial deformations, such that the operation is applicable to a wide range of shape representations. We show that the extension of sweepers (presented in the space deformation chapter of this tutorial) to constant volume "swirling-sweepers" produces an intuitive clay-like behavior of the modeled shape. This technique provides a very good alternative to physically-based virtual clay when preserving the shape's topology is desirable.