Impossible Objects of Your Choice: Designing Any 3D Objects from a 2D Line Drawing

Haruka Kanayama, S. Hidaka
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Abstract

There is a class of line drawings, called impossible objects, that are perceived as 3D structures but are impossible to completely construct in 3D space. Sugihara [1] proposes a systematic method for creating a type of impossible objects. This method provides a way to judge the existence of possible three-dimensional (3D) coordinate for a line drawing, and a way to compute it, if possible. There are, however, some technical difficulties in using Sugihara's method. Firstly, Sugihara's method requires to introduce a large number of variables for use in a set of equations, which requires some intense labor for a designer of impossible objects when programming. Secondly, in theory, there are an infinite number of possible 3D coordinates for the same line drawing, but Sugihara's method can only determine one of them for a pre-defined set of parameters. In practice, a designer of impossible objects may also wish to arrange the 3D coordinates' undetermined degree of freedom for a given two-dimensional (2D) line drawing. Given these technical issues in Sugihara's method, we propose a new method to explore not just some but all 3D coordinates for a 2D line drawing that the designer can use at will. The proposed method requires both a minimal number of variables in its computation, resulting in it being computationally cheap, and less manual programming. Moreover, the proposed method provides a user interface that the designer can use to manually adjust the degree of freedom in the class of constructible impossible objects. This allows the designer to create impossible objects that reflect their tastes.
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你选择的不可能的对象:从2D线条绘制设计任何3D对象
有一类线条画,被称为不可能的物体,它们被认为是3D结构,但不可能在3D空间中完全构建。Sugihara[1]提出了一种系统的方法来创造一种不可能的物体。该方法提供了一种判断线条绘制是否存在可能的三维(3D)坐标的方法,以及在可能的情况下计算它的方法。然而,使用杉原的方法存在一些技术上的困难。首先,Sugihara的方法需要在一组方程中引入大量的变量,这对于不可能对象的设计者来说,在编程时需要大量的劳动。其次,从理论上讲,同样的线条绘制有无限多个可能的三维坐标,但杉原的方法只能在预定义的一组参数下确定其中的一个。在实践中,不可能对象的设计者也可能希望为给定的二维(2D)线条绘制安排3D坐标的未确定自由度。考虑到杉原方法中的这些技术问题,我们提出了一种新的方法来探索设计师可以随意使用的2D线条绘制的所有3D坐标,而不仅仅是一些。所提出的方法在计算中需要的变量数量最少,从而降低了计算成本,并且减少了人工编程。此外,该方法还提供了一个用户界面,设计人员可以使用该界面在可构造的不可能对象类中手动调整自由度。这使得设计师能够创造出反映他们品味的不可能的物品。
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