Emily Whiting
Dartmouth College
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Publication
Featured researches published by Emily Whiting.
international conference on computer graphics and interactive techniques | 2013
Romain Prévost; Emily Whiting; Sylvain Lefebvre; Olga Sorkine-Hornung
Imbalance suggests a feeling of dynamism and movement in static objects. It is therefore not surprising that many 3D models stand in impossibly balanced configurations. As long as the models remain in a computer this is of no consequence: the laws of physics do not apply. However, fabrication through 3D printing breaks the illusion: printed models topple instead of standing as initially intended. We propose to assist users in producing novel, properly balanced designs by interactively deforming an existing model. We formulate balance optimization as an energy minimization, improving stability by modifying the volume of the object, while preserving its surface details. This takes place during interactive editing: the user cooperates with our optimizer towards the end result. We demonstrate our method on a variety of models. With our technique, users can produce fabricated objects that stand in one or more surprising poses without requiring glue or heavy pedestals.
international conference on computer graphics and interactive techniques | 2014
Moritz Bächer; Emily Whiting; Bernd Bickel; Olga Sorkine-Hornung
Spinning tops and yo-yos have long fascinated cultures around the world with their unexpected, graceful motions that seemingly elude gravity. We present an algorithm to generate designs for spinning objects by optimizing rotational dynamics properties. As input, the user provides a solid 3D model and a desired axis of rotation. Our approach then modifies the mass distribution such that the principal directions of the moment of inertia align with the target rotation frame. We augment the model by creating voids inside its volume, with interior fill represented by an adaptive multi-resolution voxelization. The discrete voxel fill values are optimized using a continuous, nonlinear formulation. Further, we optimize for rotational stability by maximizing the dominant principal moment. We extend our technique to incorporate deformation and multiple materials for cases where internal voids alone are insufficient. Our method is well-suited for a variety of 3D printed models, ranging from characters to abstract shapes. We demonstrate tops and yo-yos that spin surprisingly stably despite their asymmetric appearance.
international conference on computer graphics and interactive techniques | 2009
Emily Whiting; John Ochsendorf
We introduce structural feasibility into procedural modeling of buildings. This allows for more realistic structural models that can be interacted with in physical simulations. While existing structural analysis tools focus heavily on providing an analysis of the stress state, our proposed method automatically tunes a set of designated free parameters to obtain forms that are structurally sound.
International Journal of Architectural Computing | 2007
Sabry F. El-Hakim; Lorenzo Gonzo; Francesca Voltolini; Stefano Girardi; Alessandro Rizzi; Fabio Remondino; Emily Whiting
Digitally documenting complex heritage sites such as castles is a desirable yet difficult task with no established framework. Although 3D digitizing and modelling with laser scanners, Photogrammetry, and computer aided architectural design (CAAD) are maturing, each alone is inadequate to model an entire castle in details. We present a sequential approach that combines multiple techniques, each where best suited, to capture and model the fine geometric detail of castles. We provide new contributions in several areas: an effective workflow for castle 3D modelling, increasing the level of automation and the seamless integration of models created independently from different data sets. We tested the approach on various castles in Northern Italy and the results demonstrated that it is effective, accurate, and creates highly detailed models suitable for interactive visualization. It is also equally applicable to other types of large complex architectures.
international conference on computer graphics and interactive techniques | 2014
Mario Deuss; Daniele Panozzo; Emily Whiting; Yang Liu; Philippe Block; Olga Sorkine-Hornung; Mark Pauly
Self-supporting structures are prominent in historical and contemporary architecture due to advantageous structural properties and efficient use of material. Computer graphics research has recently contributed new design tools that allow creating and interactively exploring self-supporting freeform designs. However, the physical construction of such freeform structures remains challenging, even on small scales. Current construction processes require extensive formwork during assembly, which quickly leads to prohibitively high construction costs for realizations on a building scale. This greatly limits the practical impact of the existing freeform design tools. We propose to replace the commonly used dense formwork with a sparse set of temporary chains. Our method enables gradual construction of the masonry model in stable sections and drastically reduces the material requirements and construction costs. We analyze the input using a variational method to find stable sections, and devise a computationally tractable divide-and-conquer strategy for the combinatorial problem of finding an optimal construction sequence. We validate our method on 3D printed models, demonstrate an application to the restoration of historical models, and create designs of recreational, collaborative self-supporting puzzles.
international conference on computer graphics and interactive techniques | 2015
Xiaoting Zhang; Xinyi Le; Athina Panotopoulou; Emily Whiting; Charlie C. L. Wang
This paper introduces a perceptual model for determining 3D printing orientations. Additive manufacturing methods involving low-cost 3D printers often require robust branching support structures to prevent material collapse at overhangs. Although the designed shape can successfully be made by adding supports, residual material remains at the contact points after the supports have been removed, resulting in unsightly surface artifacts. Moreover, fine surface details on the fabricated model can easily be damaged while removing supports. To prevent the visual impact of these artifacts, we present a method to find printing directions that avoid placing supports in perceptually significant regions. Our model for preference in 3D printing direction is formulated as a combination of metrics including area of support, visual saliency, preferred viewpoint and smoothness preservation. We develop a training-and-learning methodology to obtain a closed-form solution for our perceptual model and perform a large-scale study. We demonstrate the performance of this perceptual model on both natural and man-made objects.
graphics interface | 2007
Barbara Cutler; Emily Whiting
Material limitations and fabrication costs generally run at odds with the creativity of architectural design, producing a wealth of challenging computational geometry problems. We have developed an algorithm for solving an important class of fabrication constraints: those associated with planar construction materials such as glass or plywood. Starting with a complex curved input shape, defined as a NURBS or subdivision surface, we use an iterative clustering method to remesh the surface into planar panels following a cost function that is adjusted by the designer. We solved several challenging connectivity issues to ensure that the topology of the resulting mesh matches that of the input surface. The algorithm described in this paper has been implemented and developed in conjunction with an architectural design seminar. How the participants incorporated this tool into their design process was considered. Their important feedback led to key algorithmic and implementation insights as well as many exciting ideas for future exploration. This prototype tool has potential to impact not only architectural design, but also the engineering for general fabrication problems.
Computer Graphics Forum | 2016
Lingfeng Wang; Emily Whiting
This paper introduces a design and fabrication pipeline for creating floating forms. Our method optimizes for buoyant equilibrium and stability of complex 3D shapes, applying a voxel‐carving technique to control the mass distribution. The resulting objects achieve a desired floating pose defined by a user‐specified waterline height and orientation. In order to enlarge the feasible design space, we explore novel ways to load the interior of a design using prefabricated components and casting techniques. 3D printing is employed for high‐precision fabrication. For larger scale designs we introduce a method for stacking lasercut planar pieces to create 3D objects in a quick and economic manner. We demonstrate fabricated designs of complex shape in a variety of floating poses.
Archive | 2007
Emily Whiting; Jonathan Battat; Seth J. Teller
This paper introduces a practical approach to constructing a hybrid 3D metrical–topological model of a university campus or other extended urban region from labeled 2D floor plan geometry. An exhaustive classification of adjacency types is provided for a typical infrastructure, including roads, walkways, green-space, and detailed indoor spaces. We extend traditional lineal techniques to 2D open spaces, incorporating changes in elevation. We demonstrate our technique on a dataset of approximately 160 buildings, 800 floors, and 44,000 spaces spanning indoor and outdoor areas. Finally, we describe MITquest, a web application that generates efficient walking routes.
international conference on computer graphics and interactive techniques | 2008
Sabry F. El-Hakim; Jean-François Lapointe; Emily Whiting
Virtual time travel transforming the existing remains of a heritage site to its original condition has value for education and cultural understanding. However, digitally reconstructing objects which no longer exist is a challenge. Interaction and navigation within virtual 4D worlds (adding time to 3D worlds) is also problematic due to imprecise understanding of the time dimension. In this project we developed an approach to 3D modeling of sites that have undergone changes over the years. The method creates independent models from different types of data, such as frescoes, paintings, drawings, old photos, historic documents, and digitized remains. The models are assembled and integrated for a 4D interactive presentation. Several research issues have been addressed: (1) Modeling from frescoes and drawings with incorrect perspective, (2) modeling from paintings and old photos including fine geometric details from shading (3) coloring models from old photos and drawings to match existing elements, (4) creation of models by seamless and accurate integration of data obtained from independent sources, and (5) the creation of intuitive interactive presentations that link the models with other multimedia components and information related to the history of the site. We will describe contributions to these issues, including our own advanced model viewer [Dem ], and apply them to modeling heritage sites such as Venice which appeared in paintings by Canaletto, Bernardo Bellotto, and Francesco Guardi, and many 19th century photos. Canalettos paintings have been used to measure the subsidence of Venice [Camuffo and Sturaro 2003].