material. Unlike other existing virtual sculpture
methods, a major advantage of our model is that the
tools can freely be created by the user.
In order to allow any orientation of a tool over
the object to be sculpted, we have developed an
algorithm of discrete rotation of the tool in its 3D
matrix of voxels. In order to enhance real-time
performance, this algorithm is applied only for the
voxels of the tool that are in contact with the object
to be sculpted. Aliasing problems inherent to
discrete rotation are reduced thanks to a trilinear
interpolation to the cost of slightly higher
computation time.
To verify the applicability of our sculpting
system, we have conducted many sculpting sessions
which have resulted in numerous interesting
sculptures. Some sculptures examples are shown on
figures 7 and 8, and several other examples can be
seen on http://www.iut-arles.up.univ-mrs.fr/thon/.
5 FUTURE WORK
Many improvements of our sculpture system are
possible, by investigating open issues such as
interaction with the object or computation time.
Concerning interaction, we plan to improve the
realism of sculpture actions, by adding parameters to
the voxels to imitate physical behaviour. Enhanced
sculpture actions will then be possible.
Interactive computation times will always be a
challenging issue. In order to accelerate the
sculpture actions, we plan to take more advantage of
the levels of detail of the 3D Haar wavelet. We will
also investigate the use of graphics hardware to
speed up many parts of our system, such as voxels
rotation or sculpture actions.
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