Computational Design of LEGO® Sketch Art

Mingjun Zhou, Jiahao Ge, Hao Xu, Chi-Wing Fu
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Abstract

This paper presents computational methods to aid the creation of LEGO®1 sketch models from simple input images. Beyond conventional LEGO® mosaics, we aim to improve the expressiveness of LEGO® models by utilizing LEGO® tiles with sloping and rounding edges, together with rectangular bricks, to reproduce smooth curves and sharp features in the input. This is a challenging task, as we have limited brick shapes to use and limited space to place bricks. Also, the search space is immense and combinatorial in nature. We approach the task by decoupling the LEGO® construction into two steps: first approximate the shape with a LEGO®-buildable contour then filling the contour polygon with LEGO® bricks. Further, we formulate this contour approximation into a graph optimization with our objective and constraints and effectively solve for the contour polygon that best approximates the input shape. Further, we extend our optimization model to handle multi-color and multi-layer regions, and formulate a grid alignment process and various perceptual constraints to refine the results. We employ our method to create a large variety of LEGO® models and compare it with humans and baseline methods to manifest its compelling quality and speed.
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乐高®素描艺术的计算设计
本文提出了计算方法,以帮助从简单的输入图像创建LEGO®1草图模型。除了传统的乐高®马赛克,我们的目标是提高乐高®模型的表现力,利用乐高®瓷砖倾斜和圆润的边缘,与矩形砖一起,在输入中重现光滑的曲线和尖锐的特征。这是一项具有挑战性的任务,因为我们使用的砖块形状有限,放置砖块的空间也有限。此外,搜索空间本质上是巨大的和组合的。我们通过将LEGO®结构解耦为两步来完成任务:首先用LEGO®可构建的轮廓近似形状,然后用LEGO®砖块填充轮廓多边形。进一步,我们将该轮廓近似化为具有目标和约束条件的图优化,并有效地求解最接近输入形状的轮廓多边形。进一步,我们将优化模型扩展到处理多颜色和多层区域,并制定网格对齐过程和各种感知约束来改进结果。我们采用我们的方法来创建各种LEGO®模型,并将其与人类和基线方法进行比较,以显示其引人注目的质量和速度。
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