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Journal of Graphics ›› 2025, Vol. 46 ›› Issue (2): 345-357.DOI: 10.11996/JG.j.2095-302X.2025020345

• Computer Graphics and Virtual Reality • Previous Articles     Next Articles

Free sculpting system in virtual reality environment

ZHU Xiaoqiang(), YANG Yifei   

  1. School of Communication and Information Engineering, Shanghai University, Shanghai 200444, China
  • Received:2024-08-27 Accepted:2024-10-25 Online:2025-04-30 Published:2025-04-24
  • About author:First author contact:

    ZHU Xiaoqiang (1984-), associate professor, Ph.D. His main research interest covers graphic image processing. E-mail:xqzhu@shu.edu.cn

Abstract:

Shape modeling is a dynamic area in computer graphics, with virtual sculpting being one of the important paradigms in freeform shape modeling. Traditional virtual sculpting typically relies on desktop computers, where users manipulate meshes with controllers and view the models on two-dimensional displays. However, this approach poses issues such as limited viewing angles and poor immersion. With the emergence of virtual reality in recent years, the immersive interactive experience provides new possibilities for the implementation of virtual sculpting. By integrating virtual reality with virtual sculpting, a real-time virtual sculpting system was designed and implemented in a virtual reality environment based on quasi-uniform mesh as the structural foundation. The system design primarily encompasses surface point selection algorithms, mesh optimization techniques, mesh deformation strategies, and topology merging methods. Furthermore, a free topology algorithm was developed to provide higher degrees of freedom for sculpting modeling. For the general sculpting process, a series of user-friendly sculpting tools was implemented based on the aforementioned algorithms, ensuring that the mesh remains closed, manifold, and free of self-intersecting. Furthermore, to address the requirement for seamless fusion between arbitrary models, two fusion methods guided by signed distance fields were proposed, which utilized mesh deformation and mesh merging, respectively. The models created by the system can be applied to various scenarios. The experimental results validated the effectiveness, versatility, and user-friendliness of the proposed algorithms.

Key words: virtual reality, three-dimensional modeling, virtual sculpting, free topology, model merge

CLC Number: