This paper proposes the idea of using a generative adversarial network (GAN) to assist a novice user in designing real-world shapes with a simple interface. The user edits a voxel grid with a painting interface (like Minecraft). Yet, at any time, he she can execute a SNAP command, which projects the current voxel grid onto a latent shape manifold with a learned projection operator and then generates a similar, but more realistic, shape using a learned generator network. Then the user can edit the resulting shape and snap again until he she is satisfied with the result. The main advantage of this approach is that the projection and generation operators assist novice users to create 3D models characteristic of a background distribution of object shapes, but without having to specify all the details. The core new research idea is to use a GAN to support this application. 3D GANs have previously been used for shape generation, interpolation, and completion, but never for interactive modeling. The new challenge for this application is to learn a projection operator that takes an arbitrary 3D voxel model and produces a latent vector on the shape manifold from which a similar and realistic shape can be generated. We develop algorithms for this and other steps of the SNAP processing pipeline and integrate them into a simple modeling tool. Experiments with these algorithms and tool suggest that GANs provide a promising approach to computer-assisted interactive modeling.
We propose a novel approach to fabricating complex 3D shapes via physical deformation of simpler shapes. Our focus is on objects composed of a set of planar beams and joints, where the joints are thin parts of the object which temporarily become living hinges when heated, close to a fixed angle defined by the local shape, and then become rigid when cooled. We call this class of objects Meltables. We present a novel algorithm that computes an optimal joint sequence which approximates a 3D spline curve while satisfying fabrication constraints. This technique is used in an interactive Meltables design tool. We demonstrate a variety of Meltables, fabricated with both 3D-printing and standard PVC piping. 3D morphable models are low-dimensional parameterizations of 3D object classes which provide a powerful means of associating 3D geometry to 2D images. However, morphable models are currently generated from 3D scans, so for general object classes such as animals they are economically and practically infeasible. We show that, given a small amount of user interaction (little more than that required to build a conventional morphable model), there is enough information in a collection of 2D pictures of certain object classes to generate a full 3D morphable model, even in the absence of surface texture. The key restriction is that the object class should not be strongly articulated, and that a very rough rigid model should be provided as an initial estimate of the “mean shape.” The model representation is a linear combination of subdivision surfaces, which we fit to image silhouettes and any identifiable key points using a novel combined continuous-discrete optimization strategy. Results are demonstrated on several natural object classes, and show that models of rather high quality can be obtained from this limited information.  Occlusion contours are a natural feature to draw when tracing an object in an image or when drawing an object. We investigate the development of 3D models from multi-stroke contour drawings with the help of a 3D template model that serves as a shape prior. The template is aligned and then deformed by our method to match the drawn contours. At the heart of this process is the need to provide good correspondences between points on the contours and vertices on the model, which we pose as an optimisation problem using a hidden Markov model. An alternating correspond-and-deform process then progressively deforms the 3D template to match the image contours. We demonstrate the method on a wide range of examples. Recent advances in modeling tools enable non-expert users to synthesize novel shapes by assembling parts extracted from model databases. A major challenge for these tools is to provide users with relevant parts, which is especially difficult for large repositories with significant geometric variations. In this paper we analyze unorganized collections of 3D models to facilitate explorative shape synthesis by providing high-level feedback of possible synthesizable shapes. By jointly analyzing arrangements and shapes of parts across models, we hierarchically embed the models into low-dimensional spaces. The user can then use the parameterization to explore the existing models by clicking in different areas or by selecting groups to zoom on specific shape clusters. More importantly, any point in the embedded space can be lifted to an arrangement of parts to provide an abstracted view of possible shape variations. The abstraction can further be realized by appropriately deforming parts from neighboring models to produce synthesized geometry. Our experiments show that users can rapidly generate plausible and diverse shapes using our system, which also performs favorably with respect to previous modeling tools. Man-made objects are largely dominated by a few typical features that carry special characteristics and engineered meanings. State-of-the-art deformation tools fall short at preserving such characteristic features and global structure. We introduce iWIRES, a novel approach based on the argument that man-made models can be distilled using a few special 1D wires and their mutual relations. We hypothesize that maintaining the properties of such a small number of wires allows preserving the defining characteristics of the entire object. We introduce an analyze-and-edit approach, where prior to editing, we perform a light-weight analysis of the input shape to extract a descriptive set of wires. Analyzing the individual and mutual properties of the wires, and augmenting them with geometric attributes makes them intelligent and ready to be manipulated. Editing the object by modifying the intelligent wires leads to a powerful editing framework that retains the original design intent and object characteristics. We show numerous results of manipulation of man-made shapes using our editing technique. This paper examines the following question: given a collection of man-made shapes, e.g., chairs, can we effectively explore and rank the shapes with respect to a given human body—in terms of how well a candidate shape fits the specified human body? Answering this question requires identifying which shapes are more suitable for a prescribed body, and how to alter the input geometry to better fit the shapes to a given human body. The problem links physical proportions of the human body and its interaction with object geometry, which is often expressed as ergonomics guidelines. We present an interactive system that allows users to explore shapes using different avatar poses, while, at the same time providing interactive previews of how to alter the shapes to fit the user-specified body and pose. We achieve this by first constructing a fuzzy shape-to-body map from the ergonomic guidelines to multi-contacts geometric constraints; and then, proposing a novel contact-preserving deformation paradigm to realize a reshaping to adapt the input shape. We evaluate our method on collections of models from different categories and validate the results through a user study.