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FreeDrawer – A Free-Form Sketching System on the

Responsive Workbench

Gerold Wesche Hans-Peter Seidel


Fraunhofer Institut Max-Planck-Institut für Informatik
für Medienkommunikation IMK Computer Graphics Group
Schloss Birlinghoven Im Stadtwald
D-53754 Sankt Augustin, Germany D-66123 Saarbrücken, Germany
e-mail gerold.wesche@imk.fraunhofer.de e-mail hpseidel@mpi-sb.mpg.de

ABSTRACT alization of design studies on large displays is increasingly


A sketching system for spline-based free-form surfaces on the used by the automotive industry.
Responsive Workbench is presented. We propose 3D tools In contrast to this, immersive shape modeling applica-
for curve drawing and deformation techniques for curves tions are not very common, but they are currently gaining
and surfaces, adapted to the needs of designers. The user increasing attention. Many users recognize the capabilities
directly draws curves in the virtual environment, using a of virtual environments for creative applications, especially
tracked stylus as an input device. A curve network can be in table-like setups, e.g. the Responsive Workbench [15].
formed, describing the skeleton of a virtual model. The non- Moreover, there is a high demand from the designer’s com-
dominant hand positions and orients the model while the munity for easy-to-use sketching tools with a simple inter-
dominant hand uses the editing tools. The curves and the face [5]. Most standard CAD systems lack a dedicated sup-
resulting skinning surfaces can interactively be deformed. port for conceptual design. Instead, they provide highly so-
phisticated functionality for the elaboration phase of shape
Keywords: Immersive Shape Modeling, Computer Aided Con- design.
ceptual Design, 3D Sketching, 3D Drawing, Curve and Surface Consequently, an idea about the shape of a new product
Deformations, Variational Modeling, Responsive Workbench, Vir- does not directly find its way into the computer. Instead,
tual Environments, 3D User Interfaces most design processes are characterized by very traditional
procedures, which work very well [1] but involve much time
1. INTRODUCTION and effort. As an example, consider design studies for a new
car’s exterior. The most important tools are paper, pencil,
In product design, the visual appearance is one of the and real models.
most important aspects of the overall development process. Our motivation is to offer a solution for the direct transfer
It has a great influence on buying decisions of customers, of the design intent into a corresponding computer represen-
who are considerably guided by their perception of shape. tation. We have implemented a sketching tool adapted to
It is a known fact that the shape of a product like a car or a the requirements of the initial stages of the design process,
household appliance is an important factor that decides on running on a Responsive Workbench. We present drawing
success or failure of the product. Companies invest a huge techniques and deformation tools for cubic B-spline curves
amount of time and man-power in the shape design process and for Catmull-Clark surfaces, which have been specifically
of a new product. However, development cycles tend to de- designed for use in a projection-based virtual environment.
crease, and therefore the design process has to be optimized It is not our intention to make an attempt for replacing
regarding time investment and costs. traditional design processes like drawing on paper or work-
Virtual environments (VEs), particularly projection-based ing on a clay model. However, from the designer’s point of
systems (PBVEs), have already proven their usefulness in view, there is a clear need for a simple 3D computer aided
supporting the development phase. The application range sketching system.
currently includes visualization tools for various fields and
steering of 3D simulations [11, 34], which are sometimes
combined with support for collaborative work. Shape visu- 2. THE APPROACH
Most sketching approaches for VEs support one main ob-
ject class, e.g. primitives for Constructive Solid Geometry
(CSG), free-form surfaces or voxel-based virtual clay. They
Permission to make digital or hard copies of all or part of this work for have to make a compromise between the freedom that can
personal or classroom use is granted without fee provided that copies are be made available to the designer and performance require-
not made or distributed for pro£t or commercial advantage and that copies ments, surface quality, or the support of representations for
bear this notice and the full citation on the £rst page. To copy otherwise, to further detailed elaboration.
republish, to post on servers or to redistribute to lists, requires prior speci£c In voxel-based virtual clay modeling by Krause and Lüd-
permission and/or a fee.
VRST’01, November 15-17, 2001, Banff, Alberta, Canada. demann [14], the designer is totally free to generate ”mate-
Copyright 2001 ACM 1-58113-427-4/01/0011 ...$5.00. rial” or take it away from the model at arbitrary locations.

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The drawback is that manipulations performed in a differ- 2.1 Related work
ent direction than that of a coordinate axes can be slow or
can produce unwanted shape details. In addition, if the vi-
sualization of a smooth surface is required as a result, the Spline-based applications
corresponding calculations can be rather slow. In 1976, Clark [2] built a system which used a head mounted
In most of the surface-oriented systems for PBVEs pro- display (HMD) and some buttons to design bicubic patches
posed so far the user acts in a very direct way. With those rendered as line-drawings. It seems to be the first modeling
tools, the designer immediately converts a shape idea of application running in a VE. The first work proposing the
a surface into a model using only one corresponding ges- idea of two-handed interaction and editing curve networks,
ture. Such a direct approach for surface sketching is “Sur- as in our system, is “3-Draw” from Sachs et al. [21], which
face Drawing” by Schkolne and Schröder [22, 23]. Polygonal is a desktop oriented system. One hand controls a tablet
surfaces are created by moving a hand, instrumented with a while the other hand draws curves on the tablet. Both hands
glove, through space on the workbench. Stork [26] presents are electromagnetically tracked. The system lacks surfaces,
a modeling system, called ”Arcade”, which is implemented so that only the curve network is shown. With the “Fast
on a workbench and supports sweeping free-form surfaces, Shape Designer”, van Dijk [6] developed a similar system.
like Coons-surfaces from just one 3D stroke. They use an irregular network of NURBS curves. Only 3-
In our modeler, we do not support direct surface draw- sided or 4-sided surfaces are allowed. Usoh et al. [30] define
ing. We believe that a surface has too many degrees of spline-based surfaces in a HMD environment by sweeping
freedom for defining all of them just with a single drawing them out with the hand and manipulate them by simulating
sweep. In our system, the designer should have some idea deformations.
in mind of how the model can be described as a skeleton, as
a network of curves, following the approaches of Sachs et al.
[21] and Kuriyama [16]. Only those primal curves have to
Subdivision-based applications
be created. We thus distribute the very complicated task of Kobbelt [13] presents a new method for the generation of
modeling the whole surface shape into several, but more fea- fair triangle meshes which are optimal with respect to a
sible curve drawing tasks. Compared to direct techniques, discretized curvature energy functional. He introduces vari-
smooth spline-based surfaces with pleasant shapes can be ational subdivision schemes which support the generation
calculated automatically (see section 4.4) to have the ex- and the deformation of high quality meshes. The resulting
pected shape intended by the surrounding primal curves. models show fully detailed surfaces of good quality.
A workshop analyzing the needs of designers in Virtual
Environments [5] identified the following guidelines for an Particle-based applications
immersive modeler.
The “Skin” approach [18] proposes a new particle-based sur-
1. useful as a combined tool for the conceptual phase up face representation for sculpting free-form surfaces. Users
to a certain degree of elaboration. interactively guide the particles to form triangulations with
properties that make them suitable for subdivision. Ton-
2. hide the mathematical complexity of object represen- nesen [28] presents a new modeling technique, based on dy-
tations, namically coupled particle systems, for creating and manip-
ulating complex three dimensional shapes in a fluid like man-
3. direct and real time interaction,
ner. The system has been implemented on the Responsive
4. full scale modeling, large working volume Workbench. The user can sculpt a polygonal mesh based on
self organizing primitive elements.
5. intuitive, easy-to-learn.

Comparing our approach to virtual clay modeling [14] or Applications based on polygonal surfaces
surface drawing [22, 23], the direct approaches especially The “THRED” system by Shaw, Green et al. [8, 24] de-
fulfill points 3 and 5, whereas we attach particular impor- scribe a simple two-handed desktop free-form editor. The
tance to points 1 and 2. With our deformation tools, we user interacts with the model with both hands, which are
even allow further elaboration of the initial sketch. tracked. Dani and Gadh [4] present a desktop VR system
Using spline-based curves and surfaces already for the ini- for design, called “COVIRDS”, by using a combination of
tial design phase in a 3D sketching system, as in our ap- hand gestures, voice input, and keyboard input to create and
proach, involves several restrictions regarding the freedom manipulate a 3D artifact. They have extended their work
and the spontaneity of user actions. But it also has impor- for projection-based VR systems. The “Teddy” sketching
tant advantages, including: interface [12] allows designing free-form models quickly and
easily. From several 2D strokes, plausible polygonal surfaces
• closed-form parametric representations are constructed.
• easy transfer into standard CAD packages
Other applications
• fast triangulation and evaluation algorithms
“JDCAD” by Liang and Green [17] is a 3D solid modeling
• infinitesimal smoothness of curves and surfaces and animation system. An approach which relies on picto-
graphic gestures describing superquadrics has been realized
• efficient deformation algorithms based on variational by Nishino et al. [19] in a 3D modeling system running in a
modeling projection wall environment.

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Figure 1: Drawing a curve Figure 2: Changing a curve

Interaction and drawing techniques cally”. Attributes like easy-to-learn, as indicated by point
The first two-handed techniques for the Responsive Work- 5 in section 2, and the ability to be operated by everybody
bench have been introduced by Cutler et al. [3]. Zeleznik are often expected by users of virtual environments. For a
et al. [37] describe a gesture based design system for 3D modeling application, this seems not to be very realistic.
objects. It does not yet support free-form curves or sur- Instead, we try to provide a tool, which enables designers
faces. W. Buxton et al. [1] contribute a styling approach to use their artistic skills. We follow the principle that the
motivated by the automotive design process. They present combination of special user abilities with the capabilities of
new applications, including digital tape drawing, that make virtual environments can lead to practical systems.
innovative use of large displays.
3.2 Creating a curve network
In our system, curves can be drawn in space freely, but
3. THE MODELER new curves have to be woven into the existing curve network.
Our modeler requires from the designer some drawing To achieve this, the new curve can be drawn without any
skills - as it is the same with a piece of paper and a pencil. positional constraints. On the net curves to which the new
It is even more demanding: Direct 3D drawing skills would curve comes close, intersection points with the new curve
be of great value. are estimated. The final curve is a close approximation to
the new curve and interpolates the intersection points. It is
3.1 Drawing created from the new curve after the drawing sweep is com-
We assume that an experienced drawer would be able to plete, using variational methods that minimize the overall
sweep out virtual space curves, using large-scale gestures, shape deviation from the original curve.
although we currently cannot prove this assumption. From This means that the result is not identical to the curve
our observations so far [5] we can report that drawing a curve initially drawn. Since we have a sketch environment, this is
in this way is a very feasible task for users with artistic skills, a practical solution.
but not for all users. When drawing a new curve, the user does not need to
We support direct drawing of space curves (see Figure 1) localize the connection points directly, the curve just has to
as well as drawing of 2D curves, projected onto a virtual pass them at a distance below a threshold value.
plane, since 2D drawing is a very fundamental technique.
We use this method by applying the standard cubic B-spline 3.3 Changing a curve of the network
interpolation method [7]. If the designer is changing a curve which is already con-
Curves can be moved and copied by dragging them with nected to the network, the network must be adapted to
the hand directly. They can also be mirrored. Another use- maintain the connectivity. We support two different modes
ful technique which we provide is drawing a curve which is how this can be achieved.
forced to be symmetric to a given plane (it can be a space In local mode, which we prefer normally, all curves inter-
curve or a curve lying in a plane). The plane of symmetry secting the changed segment adapt to their new intersection
should be perpendicular to the ”main” drawing direction to points. The range of adaptation ends at the next inter-
produce useful results. We do not follow the suggesting ap- section points with the net, if they exist, or at the curve
proach of drawing only one half and reflecting it afterwards. end points, which remain unchanged. In Figure 2, the curve
Instead, we provide the plane of symmetry only as an aux- pointed at by the tool is being deformed, while the two other
iliary means. The modeler encourages the designer to act curves emanating from it are adapting locally.
as a drawer and therefore the full drawing sweep should be In global mode, all curves of the net undergo a recursive
performed. The curve is made symmetric by averaging over adaptation process, starting at the curves which intersect
both halves afterwards. the changed segment.
We want to clarify that our approach is not a means to The adaptation has to retain the original shape details
transfer the design intent into a virtual model “automati- of the curve as accurately as possible. As in the previous

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curves and surfaces, their complex mathematical represen-
tation should be hidden from the designer completely. We
developed deformation tools relying on familiar metaphors
[33], which are based on variational methods [9, 10, 31, 32,
35, 36] replacing the tedious task of shifting individual con-
trol points.
4.1 Curve smoothing and sharpening
The task of smoothing a curve can be realized in different
ways, globally or locally, directly or indirectly and as a result
of a minimization step. We prefer an interactive approach
to have the possibility to stop the process when desired. A
simple direct deformation technique, e.g. pushing the curve
down, could be a reasonable choice. A force feedback device
would be a desirable completion, but it involves disadvan-
tages like disturbing the stereo rendering or restricting the
Figure 3: Filling in the surfaces work area, as stated also by Schkolne et al. [23]. Instead, we
circumvent the problem of missing force feedback by intro-
ducing an indirect smoother. It utilizes a kind of flat-iron
section, variational methods are used. With the new net metaphor. The pointer is being moved along the curve until
connection points as constraints, they produce a curve which the desired shape has been achieved. The current location
is very similar to the original curve. of the pointer causes the maximal effect of the smoother.
By moving the pointer back and forth, the curve is being
3.4 Filling in the surfaces smoothed out gradually. Beside the region of the influence
Our curve network can be interpreted as a skeleton to of the pointer, the curve shape is retained. It seems to be
describe the shape of an object. A surface can be created very easy to control the exactness of the smoothing process
within each closed loop of curve pieces, which can be iden- in this way. Especially for larger deformations the amount
tified by pointing at them, as shown in Figure 3, where the of arm movement can be reduced to pointing to the loca-
found loop is highlighted. To make the process of loop find- tion where the effect is intended to increase. Refer to [33]
ing more comfortable, we implemented search algorithms for the definition of the energy terms used to implement the
that find closed loops based on geometric criteria. One of smoother.
our methods allows to point to the location of a closed loop Optionally, the current distance of the pointer to the curve
in space. In most cases, the system derives the connectivity is taken into account. A small distance causes a short smooth-
information for the loop. Otherwise, all curve pieces of a ing interval on the curve, which increases when the pointer
loop have to be selected individually. is moved away from the curve. The overall smoothing effect
The designer can choose between two different kinds of is decreasing over time as long as the curve is active.
surfaces. The surfaces form Kuriyama [16], who also pro- The curve sharpener can be interpreted as the inverse op-
poses curve networks, are one possible choice. His sur- eration to the curve smoother. The curve sharpener is ap-
faces interpolate the boundary curves and have geometric plied in the same way as the smoother. Initial details on the
continuity with neighboring surfaces. Since they are con- curve are elaborated as long as the button is pressed.
structed from sweeps of guide curves along their neighboring 4.2 Curve dragging
curves, they reproduce a shape indicated by the surround-
ing curves. In addition, they can be defined over n-sided A useful curve drag tool would allow to attract a segment
domains, n ≥ 2, which is a very nice property to be used towards the pointer location directly corresponding to the
with curve networks. However, this kind of surface cannot hand movement. The basic shape details of the dragged
be deformed, since it does not possess a control point rep- curve should be preserved as it has been initially drawn.
resentation. The region of influence of our curve dragger can be chosen
Therefore, to allow direct deformation of surfaces, we pro- to be narrow or wide, corresponding to a peak- or a dent-
vide Catmull-Clark surfaces which are defined such that they like result. With this tool, a curve segment, fixed by its
closely adapt to the corresponding surfaces from Kuriyama two connection points in the curve network, can be warped
(see 4.4). around as desired. Particularly in two-handed mode, when
the non-dominant hand is changing the orientation of the
model synchronously to the dragging operation, the curve
4. CURVE AND SURFACE TOOLS dragger is a very valuable tool.
When dealing with curves and surfaces in a workbench Prior to the actual dragging, the interval of influence can
environment, the working situation is completely different be defined. We simply do this by pointing at the correspond-
from that on a desktop system. Curves and surfaces ap- ing left and right locations on the curve.
pear perspectively correct, shown as stereo objects in reach
of the user’s hands and represented on a scale correspond- 4.3 Surface sculpting
ing to the work area. Furthermore, the mode of operation is It would be useful to have similar deformation tools for
much more dynamic. It can be compared to that of a crafts- surfaces. Unfortunately, much more control points are nec-
man, who is manipulating his work piece with one hand, essary to define a surface. This restricts the set of tools to
while holding or turning it with the other hand to inspect those that have a constant energy matrix (see [33]). Our
it from all sides. To adopt such work techniques for virtual interactive surface sculpting tools fulfill this requirement.

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The surface smoother and sharpener operate on the whole
surface patch. We follow the principle that the net curves
provide the shape defining information. After creating the
surface patch, it can be smoothed out until the energy min-
imum is reached or its shape can be amplified as desired.
The process of smoothing or sharpening is active as long as
the user is pressing the button. In addition to this, local de-
formations can be performed at arbitrary surface locations
(except the boundary), with a surface dragger. The shape
details at other locations are preserved. Details of how the
surface tools are implemented can be found in [33]. The
variational modeling techniques required for Catmull-Clark
surfaces are described by Qin and Terzopoulos [20, 27].

4.4 Creating surface patches


The curve network contains the initial description of shape.
The designer can polish the resulting model by deforming Figure 4: Selecting curve tools
the surfaces. Subdividing the curve network further by in-
serting new curves or extending it frequently occurs during
modeling. Surfaces are added or deleted all the time. There- tion, i.e. the triangulation completely independent from the
fore we generate a surface corresponding to each closed loop subdivision level.
separately rather than computing one huge surface out of Neighboring surfaces are stitched together with C 0 - or
the network. G1 -continuity by using a common curve piece as a bound-
To be as flexible as possible, our curve network supports ary and by linearly interpolating the cross boundary deriva-
situations of singular topology such as T-connections or mul- tives along the curve piece and using them as boundary
tiple intersections as well as non-four-sided surface domains. constraints for the minimization step. If the corresponding
A network of curves tends to contain such domains, espe- surrounding curves of two neighbor surfaces have at least
cially in the initial sketching stage of designing a shape [16]. G1 -continuity, it is therefore transferred to the surfaces. At
The surfaces should reflect the shape given by the curves, points of singular topology in the curve network, only a C 0 -
and they should allow further deformations. In the following connection is achieved for all common surfaces which share
table, we list what kind of surface we fill in into a loop with that point, even if the intersecting curves have a higher order
a given number l of curve pieces and how many sides n of continuity.
the surface domain has. A curve piece is defined as the
curve segment between two connection points of the curve 5. THE USER INTERFACE
network.
Regarding user interface design, 3D modeling is a very
l n surface difficult application field in VR. The reason for this is that
2 4 Kuriyama firstly, the underlying metaphors of how to create and de-
3 3 Catmull-Clark or Kuriyama form objects have to be chosen adequately. Secondly, the
4 4 bicubic spline or Kuriyama number of selectable functions can greatly increase with
5 5 Catmull-Clark or Kuriyama growing capabilities of the application. A typical modeling
>5 =l Kuriyama session involves changing the current tool frequently. The
user interface should support tool selections and tool tran-
Table 1: Filling in n-sided patches sitions by providing a technique that seamlessly integrates
such system control tasks into the workflow.
We propose a new interaction style for virtual environ-
ments for supporting the manual selection of a tool with the
In situations where we fit in a spline-based surface (3, 4, or hand acting in vicinity to the object. It is a hand held 3D
5 boundaries), we approximate its shape to the correspond- widget, consisting of a set of virtual pointers originating at
ing Kuriyama surface obtained from the same boundaries the stylus, which are spread like the fingers of a stretched
by using a corresponding attracting energy functional, as hand, see Figure 4. Each pointer corresponds to an editing
defined in [35]. tool, e.g. copy, move, delete, smooth, and sharpen. Simulta-
We choose the subdivision level for the surfaces in such a neously controlling all tools with the hand greatly facilitates
way that each curve piece has the same number of segments. the process of selecting the desired tool. Instead of explic-
There must be a sufficiently large number of curve piece seg- itly grabbing a virtual tool from a menu, the user touches
ments to approximate the original net curves closely. The the object with the tip of the corresponding pointer. The
curve pieces are defined as uniform cubic splines, which function is performed immediately afterwards by pressing
adapt to the original net curve pieces. The resulting uni- the stylus button.
form surface parametrization can lead to a high number of
control points. Nevertheless, we ensure interactivity by us-
ing an adaptive multilevel triangulation method together 6. SKETCH OF A SEAT
with the exact evaluation algorithm at arbitrary parameter We now briefly describe how we sketch a model with Free-
values for Catmull-Clark surfaces proposed by Stam [25]. In Drawer. As an example, we use a seat. We start with draw-
this way, we can choose the quality of surface representa- ing the side lines of the left half of the seat projected as

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Figure 5: The curve net (This figure is reproduced Figure 7: Sculpting the head-rest (This figure is re-
in color on page 204.) produced in color on page 204.)

Figure 6: The curve net filled with the surfaces (This Figure 8: The final sketch (This figure is reproduced
figure is reproduced in color on page 204.) in color on page 204.)

of sketching the model shown took the user (who has some
2D curves onto a plane. The curve is then repositioned so
experience with this system) about 15 minutes. In Figures
that the seat gets wider in the front. After some smoothing,
9, 10, 11 and 12 we show the sketch of a teapot and of a boat,
the result is mirrored to get the right half. For connecting
created with FreeDrawer on the Responsive Workbench.
both sides, we draw symmetric curves in free space directly,
as described in section 3.1. The front parts are created as
space curves and carefully deformed with the smoother and 7. CONCLUSION AND FUTURE WORK
the dragger until they reach their final shape. The back- We presented FreeDrawer, a new sketching system for
rest, which has a uniform width, is designed in a similar the Responsive Workbench, which tries to make the ad-
way. Now, the curve network is complete, we present it in vantages of such virtual environments usable for designers.
Figure 5. Models consisting of spline-based free-form surfaces are cre-
The second step is creating the surfaces by pointing into ated by drawing and connecting the primal curves. This
the loops with the stylus. The skinning surfaces already approach allows to exploit all 6 degrees of freedom when
produce a pleasant shape of the seat model (Figure 6). They sketching curves, and it frees the designer from specifying all
are created according to table 1. Except the head-rest, they the surface parameters by precomputing reasonable starting
adopt a shape indicated by the curve pieces surrounding shapes, which can be further deformed.
them. The head-rest is chosen to be energy-minimal, which The lack of force feedback and therefore the deficiency
results in a slightly reduced thickness in the middle. of constraints while drawing is one problem for immersive
In the last step we deform some of the surfaces. To make modeling applications. However, a force feedback device
the head-rest a little thicker, we sculpt it by applying the can seriously restrict the working volume for the hand, one
surface sharpener to it (Figure 7). The whole model without of the most important advantages of virtual modeling envi-
the defining curves is shown in Figure 8. ronments.
The initial sketch of the seat can now be exported into Curve deformation techniques relying on familiar meta-
a CAD-system for further elaboration. The whole process phors were presented, which are adapted to table-like envi-

172
Figure 9: Curve network for a teapot Figure 11: Curve network for a boat

Figure 10: Sketch of a teapot (This figure is repro- Figure 12: Sketch of a boat (This figure is repro-
duced in color on page 204.) duced in color on page 204.)

ronments and even reasonably work without force feedback. which are used in the modeler. Many colleagues in our group
The surface deformation tools are similar, but are restricted are involved in the development of the AVANGO framework
to ensure interactivity. [29], on top of which the application described here has been
Since spline-based curves and surfaces are used, the model realized.
can be converted into file formats expected by standard This work has been funded by the DFG, Deutsche For-
CAD packages. This feature has to be implemented in a schungsgemeinschaft.
future version of the modeler.
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