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Interactive Mesh Sculpting with Arbitrary Topologies in Head-Mounted VR Environments

Xiaoqiang Zhu () and Yifei Yang
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Xiaoqiang Zhu: School of Communication and Information Engineering, Shanghai University, Shanghai 200444, China
Yifei Yang: School of Communication and Information Engineering, Shanghai University, Shanghai 200444, China

Mathematics, 2024, vol. 12, issue 15, 1-26

Abstract: Shape modeling is a dynamic area in computer graphics with significant applications in computer-aided design, animation, architecture, and entertainment. Virtual sculpting, a key paradigm in free-form modeling, has traditionally been performed on desktop computers where users manipulate meshes with controllers and view the models on two-dimensional displays. However, the advent of Extended Reality (XR) technology has ushered in immersive interactive experiences, expanding the possibilities for virtual sculpting across various environments. A real-time virtual sculpting system implemented in a Virtual Reality (VR) setting is introduced in this paper, utilizing quasi-uniform meshes as the foundational structure. In our innovative sculpting system, we design an integrated framework encompassing a surface selection algorithm, mesh optimization technique, mesh deformation strategy, and topology fusion methodology, which are all tailored to meet the needs of the sculpting process. The universal, user-friendly sculpting tools designed to support free-form topology are offered in this system, ensuring that the meshes remain watertight, manifold, and free from self-intersections throughout the sculpting process. The models produced are versatile and suitable for use in diverse fields such as gaming, art, and education. Experimental results confirm the system’s real-time performance and universality, highlighting its user-centric design.

Keywords: virtual sculpting; Virtual Reality; adaptive topology; animation; video game (search for similar items in EconPapers)
JEL-codes: C (search for similar items in EconPapers)
Date: 2024
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