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Abstract
Traditional user interfaces in modeling have followed the WIMP (Window, Icon, Menu, Pointer) paradigm. While
functional and powerful, they can also be cumbersome and daunting to a novice user; creating a complex model
requires much expertise and effort. A recent trend is toward more accessible and natural interfaces, which has
lead to sketch-based interfaces for modeling (SBIM). The goal is to allow hand-drawn sketches to be used in the
modeling process, from rough model creation through to fine detail construction. Mapping 2D sketches to a 3D
modeling operation is a difficult and ambiguous task, so our categorization is based on how an SBIM application
chooses to interpret a sketch, of which there are three primary methods: to create a 3D model, to add details
to an existing model, or to deform and manipulate a model. In this STAR, we present a taxonomy of sketch-
based interfaces focused on geometric modeling applications. The canonical and recent works are presented and
classified, including techniques for sketch acquisition, filtering, and interpretation. The report also includes a
discussion of important challenges and open problems for researchers to tackle in the coming years.
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
y
x Figure 3: The contour of an object conveys a lot of shape in-
{z1} formation. Cutout: T-junctions and cusps imply hidden con-
{z2} z?
{z3} tour lines (red).
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
Some SBIM systems are tailored toward casual or novice Instead, a good algorithm will place some bounds on the
users rather than design professionals. To assist a novice amount of error introduced by approximation, retaining few
with the sketching process, the canvas can be replaced with samples in flat regions and more in regions with lots of
an image that the user draws on top of [TBSR04, YSvdP05]. detail. The minimax method [KD82], for instance, mini-
An intelligent application can also extract information from mizes the maximum distance of any point to the straight-
the image and, for instance, ‘snap’ the sketch to edges in the line approximating line. There are rigorous computational
image [TBSR04]. geometry approaches [ESU02] for tackling this problem, but
they are intended to operate on positional information; with
sketched input, there is additional temporal information that
4. S KETCH F ILTERING & P RE -P ROCESSING can be used to identify perceptually important points (cor-
Before attempting to interpret a sketch, it is usually neces- ners, darts, etc.) in a stroke.
sary to perform some filtering. One motivating factor is that Curve Fitting Polygon approximation works well when the
the input will invariably contain some noisy or erroneous input sketch is intended to be piecewise-linear, but leads to
samples. Sezgin & Davis [SD04] identify two main culprits: large approximation errors when applied to smooth input.
user and device error. Poor drawing skills or slight jitter in Curve fitting is an alternative approach that yields lower ap-
a user’s hand results in not-quite-straight line segments and proximation errors at the cost of more computation. Least-
not-quite-smooth curves. The second source of error is “dig- squares polynomial fitting [Koe98] is an option, but para-
itization noise” caused by spatial and temporal quantization metric forms such as Bézier [Pie87, ECYBE97] and B-
of the input by the mechanical hardware: “a traditional dig- spline [Rog89, BC90, KS06] curves are preferable in graph-
itizing tablet . . . may have resolution as low as 4-5 dpi [dots ics. Figure 7c illustrates spline curve fitting. Yu [Yu03] ar-
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
(a) Resampled input (b) Polyline approximation (c) Fit to curve (d) Segmented
Figure 7: Filtering operations: (a) smooth uniform resampling; (b) coarse polyline approximation; (c) fit to a spline curve; (d)
segmented into straight and curved sections. In each figure, circles denote endpoints of straight line segments, while squares
represent curve control points.
(a) (b)
Figure 8: (a) Oversketching is a quick and effective way to interactively correct a sketch; (b) Oversketched strokes can be
blended in a batch process after sketching is complete (reproduced with permission from [PSNW07]); (c) Beautification infers
global geometric constraints between strokes, such as parallelism, alignment, and perpendicularity.
gues that because splines are difficult to compare at a high and smoothing the transition between the old and new seg-
level, it is better to fit primitive shapes such as circles, el- ments (Fig. 8a). To facilitate oversketching, an SBIM sys-
lipses, and arcs; this approach has not caught on in SBIM tem usually requires the user to indicate when the sketch
though, perhaps because it assumes too much about the is finished [SSD01, DJ03, FRSS04]; alternatively, the sys-
user’s intention. tem can retain the original sketch and allow for (possibly
constrained) 3D oversketching later in the pipeline [CSSJ05,
More recently, subdivision and variational implicit curves
KS06, KDS06, NISA07, WM07].
have been employed in SBIM systems. Alexe et al. [AGB04]
use a Haar wavelet transformation to get a multi-scale stroke There is another form of oversketching used by artists in
representation. Cherlin et al. [CSSJ05] fit a subdivision which a drawing is made up of several overlapping strokes,
curve to a stroke by applying reverse subdivision to the such that the strokes are collectively perceived as a single
raw stroke samples, effectively de-noising the data. Schmidt object (Fig. 8b). Some SBIM systems allow for this type
et al. [SWSJ05] infer geometric constraints from the input of multi-stroke input, automatically blending the strokes to-
sketch to fit a variational implicit curve. gether [SC04, KS05, PSNW07]. In a stroke-space approach,
Segmentation There are many examples of sketched input the geometric relationships between strokes are used to
that contain both piecewise-linear and smooth sections. Of- blend them; for example, Pusch et al. [PSNW07] use hierar-
ten it is beneficial to explicitly segment straight and curved chical space partitioning to divide many strokes into locally
sections of a sketch, fitting polylines to the former and orientable segments, and then fit a B-spline curve passing
smooth curves to the latter [ECYBE97, SMA00, SSD01, through the segments. In image-based approaches, strokes
KOG02]. Sezgin et al [SSD01], for instance, use speed and are blended together ‘for free’ when the strokes are rendered
curvature data extracted from an input stroke to construct to an image [KS05]. Finally, a semi-automatic approach may
a polyline approximation, and then fit cubic Bézier curves be used, in which the user identifies which strokes can be
to line segments that have a high approximation error. See blended together [SWSJ05].
Fig. 7d. Segmentation may also refer to the identification of
Beautification The techniques discussed above can all be
distinct or meaningful sub-sketches within a sketch [LZ04].
considered to operate on a local, or per-stroke, level. Beauti-
Oversketching If a user makes a mistake while drawing a fication (we borrow the term from Igarashi et al. [IMKT97])
stroke, or wants to redo a portion of an input sketch, he is a technique for inferring geometric constraints between
or she can carefully sketch over the offending region. The strokes on a global level, such as linearity, co-location, par-
system can then update the sketch by finding the region af- allelism, perpendicularity, and symmetry (Fig. 9). For in-
fected by the secondary stroke, splicing in the new portion, stance, when drawing a square, the system could fit straight
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
Figure 9: Beautification infers global geometric constraints Shape matching is another existing field with parallels
between strokes, such as parallelism, symmetry, and perpen- to sketch recognition, mostly based on comparing silhou-
dicularity. ettes and contours (see Veltkamp [Vel01] for a good intro-
duction). There are important distinctions to make between
sketch recognition, however. First, the underlying represen-
tation used in shape matching is typically an image or pixel-
line segments to each edge, but also infer that adjacent edges map, while sketch-based systems are based on stroke input.
should be at right angles to each other. Beautification can be Image-based techniques have been explored in the context
done either interactively [IMKT97, IH01, CNJC03] or as a of sketch recognition [FMK∗ 03, KS05], but this conversion
batch process after a sketch is finished [SG98]. loses the potentially important temporal and auxiliary (pres-
sure, etc.) information available in a sketch. A second dis-
4.1. Sketch Recognition tinction is that sketch-based systems strive for interactive
performance, and will often trade rigor for computational
During sketch interpretation (Sec. 5), it is often helpful to
efficiency. Funkouser et al. [FMK∗ 03] argue for the use of
have a high-level description of a stroke or sketch. That is,
image-based matching in applications in which the user is
if the user has sketched object A, the system may be able
free to provide “fragmented sketch marks,” because contour
to recognize it by comparing against a description, or tem-
matching methods will likely fail on such input. This is less
plate, Â. Generally there will be a set of possible templates,
of a problem in light of recent work in batch oversketching
so, much like our visual memory system, sketch recognition
to blend fragmented sketches into a single contour.
algorithms are necessary to search through a “memory” of
templates and find the best match. Though much can be learned from the literature in other
domains, the best results are likely to be obtained from meth-
Many approaches have been proposed for recognizing
ods targeted at the particular problem of sketch recognition.
sketched input. An early approach by Rubine [Rub91] uses
For example, the Teddy system [IMT99] uses simple geo-
geometric properties to compare strokes, such as the initial
metric properties of strokes, such as the ratio of a stroke’s
angle and bounding box size. Graph-based techniques judge
length to its convex hull perimeter, to match input strokes to
similarity from the spatial relationships between strokes in
operations (see Sec. 5.3). Yang et al. [YSvdP05] similarly
a sketch, such as crossings and shared endpoints [LKS06].
extract a few simple measurements from a stroke, including
Other methods exploit domain-specific knowledge to de-
straight-line length, angle, free-form arc length, and the area
rive higher-level understanding of strokes, such as build-
between the stroke and its straight-line approximation; these
ing a diagrammatic representation [AD04] or identifying
values are used as a stroke “signature” for recognition. More
and labelling different elements [SvdP06]. Hammond and
recently, Olsen et al. [OSS07] propose a method of describ-
Davis [HD05] propose a sketch recognition “language” in
ing a stroke based on quantizing its angular distribution, and
which the template objects are described by their component
within the context of SBIM were able to outperform clas-
primitives and geometric constraints between them; for ex-
sical methods, including Fourier. Each of these approaches
ample, a stick figure consists of a circle connected to a line,
would likely give poor results for general shape matching,
which is itself connected to four other lines.
but perform well within their target application.
Stroke matching borrows conceptual elements from tra-
jectory analysis, the latter dealing with the behavior of
5. S KETCH I NTERPRETATION IN SBIM
moving objects. In the case of a sketch, each stroke cap-
tures the trajectory of an input device. Fourier analysis is After a sketch has been sufficiently filtered, converted, and
perhaps the most common technique in trajectory analy- recognized, the next stage of the pipeline is interpret the
sis [AFS93, NK06]. A trajectory (equivalently stroke) of sketch. We propose a categorization of SBIM systems based
variable length is converted to a fixed-length “feature” by on how input strokes are interpreted. The most important cat-
separating the 2D positional information into two signals, egory includes systems that create fully 3D models automat-
applying the Fourier transformation to each signal, and re- ically from input sketches (Sec. 5.1). Other important tasks
taining a fixed number of the most-significant Fourier coef- include using input strokes to augment existing models with
ficients. In this way, the Fourier features can easily be com- details (Sec. 5.2) and to deform an existing model (Sec. 5.3).
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
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SKETCH [ZHH96]
Quicksketch [ECYBE97]
Digital Clay [SG98]
Teddy [IMT99,IH03]
GIDeS [PJBF00]
Chateau [IH01]
CIGRO [CNJC03]
BlobMaker [DJ03]
3D Search [FMK*03]
[AGB04]
Smartpaper [SC04]
ConvMo [TZF04]
Ribald [VTMS04]
[CSSJ05]
[DDGG05]
[ML05]
ShapeShop [SWSJ05]
[VMS05]
[YSvdP05]
SmoothSketch [KH06]
[KS06]
[CS07]
[HL07]
Plushie [MI07]
FiberMesh [NISA07]
[RSW.07]
Magic Canvas [SI07]
[WM07]
Table 1: Taxonomy of sketch-based modeling systems, including creation mode (Sec. 5.1), surface representation (Sec. 5.4),
editing operations (Sec. 5.2 and 5.3), and interface type (Sec. 5.5).
There are a variety of surface representations available to egories: suggestive, and constructive. This aligns with the
an SBIM system, each having strengths and weaknesses classical distinction between reconstruction and recognition.
(Sec. 5.4). Finally, choosing the correct interpretation at the Suggestive systems first recognize which template a sketch
correct time requires a carefully designed interface, as dis- corresponds to, and then use the template to reconstruct the
cussed in Sec. 5.5. geometry. Constructive systems forgo the recognition step,
and simply try to reconstruct the geometry. In other words,
A classification of ‘complete’ SBIM systems – that is,
suggestive systems are akin to visual memory, whereas con-
systems that offer both model creation and editing tools
structive systems are more rule-based.
via a sketching metaphor – is presented in Table 1, from
early (SKETCH [ZHH96], Teddy [IMT99] to state-of-the-
art (SmoothSketch [KH06], FiberMesh [NISA07]) systems. Because suggestive systems use template objects to inter-
The table summarizes the main techniques used and features pret strokes, their expressiveness is determined by the rich-
offered in each system, and also indicates the surface repre- ness of the template set. Constructive systems, meanwhile,
sentation and interface design choices when such informa- map input sketches directly to model features; therefore,
tion is available. their expressiveness is limited only by the robustness of the
reconstruction algorithm and the ability of the system’s in-
terface to expose the full potential.
5.1. Model Creation Systems
To make a reasonable attempt at reconstruction, an SBIM Of course, there is some overlap between constructive and
system must somehow perceive a 3D shape from the 2D in- suggestive systems. This is mostly embodied by suggestive
put. We divide the gamut of creation systems into two cat- systems that deform the template objects to match the in-
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
Figure 10: A suggestive-stroke system extrapolates a 3D Figure 11: A template retrieval system matches sketches to
form from only a few evocative strokes. 3D models, useful for applications such as scene construc-
tion. Reproduced with permission from [SI07].
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
Figure 14: Inflation of contour sketches: (a) the Delaunay triangulation (interior lines) and chordal axis (red line) are useful
during reconstruction; (b) Teddy inflates a contour drawing about its chordal axis (reproduced with permission from [IMT99]);
(c) SmoothSketch infers hidden contour lines (green lines) before inflation (reproduced from [KH06]).
models with hard edges, such as cubes (extruded from a sketch to be positioned in 3D such that it can be inflated
square) and cylinders (from a circle). without self-intersections. A smooth shape is attained by first
creating a “topological embedding” and then constructing a
Extrusion results in models with a quadrilateral cross-
mass-spring system (with springs along each mesh edge) and
section, which is inappropriate for many natural objects.
letting the system reach a smooth equilibrium state. Cordier
To attain models with smoother cross-sections, surfaces of
and Seo [CS07] also use Williams’ contour completion al-
revolution are a common alternative [ECYBE97, CSSJ05,
gorithm, but propose a different method of reconstructing a
SWSJ05]. Cherlin et al. [CSSJ05], for instance, construct-
model from an input sketch. Rather than using mass-spring
ing a generalized surface of revolution about the medial axis
mesh relaxation – which requires careful parameter tuning
between two strokes (the authors refer to this construction as
and does not guard against self-intersections – the authors
rotational blending surfaces). Their system also allows the
use Alexe et al.’s implicit surface reconstruction method.
user to provide a third stroke that defines a free-form cross-
section. A final way to reconstruct a contour sketch is to fit a sur-
Circular cross-sections can also be achieved by inflating a face that is, as Hoffman’s tenth rule suggests, “as smooth as
contour sketch, akin to blowing up a balloon [IMT99, DJ03, possible”. Surface fitting approaches operate on the premise
KH06]. For simple (i.e. non-intersecting) closed contours, that the input strokes represent geometric constraints of the
inflation is an unambiguous way to reconstruct a plausible form, ‘the surface passes through this contour, with surface
3D model. The Teddy system [IMT99] inflates a closed con- normals defined by the contour’s normal.’ These constraints
tour by creating a polygon approximation, computing the define an optimization problem: of the infinite number of
Delaunay triangulation (DT) [dBvKOS00], extracting the candidates, find one suitable candidate that satisfies the con-
chordal axis, and then inflates the object by pushing vertices straints. Additional constraints such as smoothness and thin-
away from the chordal axis according to their distance from plate energy [Wil94] are required to push the system toward
the contour; see Fig. 14b for a typical result. a solution. This approach has been used to reconstruct vari-
ational implicit surfaces [TO99, DJ03, SWSJ05]. More re-
The “skeleton” of a closed contour defined by the chordal cently, Nealen et al. [NISA07] have used a non-linear opti-
axis transform (or other methods [LG07]) is a useful piece mization technique to generate smoother meshes while also
of information to an SBIM system [IMT99, DJ03, AGB04, supporting sharp creases and darts.
TZF04]. A skeleton consists of all points within the contour
that are equidistant from at least two points on the contour, 3D Sketching The reconstruction methods for 2D contours
and can be approximated from the DT of a closed polygon by lead to fairly bland-looking models, due to the simplistic
connecting the center points of adjacent non-boundary trian- rules governing them. Other ways to disambiguate sketched
gles (Fig. 14a). As Teddy has shown, the chordal axis and input are to sketch with 3D strokes [FBSS04, DDGG05,
DT can be used to generate a triangle mesh model quickly RSW∗ 07], or to sketch from multiple viewpoints [PJBF00,
and easily. The skeletal representation of a contour also inte- FMK∗ 03,TBSR04,HL07]. These strokes are typically inter-
grates naturally with an implicit surface representation. In preted as object boundaries. Das et al. [DDGG05], for ex-
the approach of Alexe et al. [AGB04], spherical implicit ample, use a 3D network of curves to define the boundaries
primitives are placed at each skeleton vertex; when the prim- of an object, smoothly interpolating between them to recon-
itives are blended together, the result is a smooth surface struct a model. Rose et al. [RSW∗ 07] also use 3D boundary
whose contour matches the input sketch. sketches, to define smooth planar deformations known as de-
velopable surfaces.
For non-simple contours, such as ones containing self-
intersections, a simple inflation method will fail. Karpenko However, sketching in 3D is arguably less intuitive since
and Hughes [KH06] also use an inflation approach, but they our visual system is built around 2D stimuli. Thus most sys-
use the contour completion of Williams to infer the hidden tems are content to implement simple reconstruction within
contours in a sketch (Fig. 14c). This information allows the an iterative modeling paradigm. That is, rather than the user
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
Figure 16: Sketch-based deformations: (a) cutting strokes (blue) define a cutting plane along the view direction (from
[WFJ∗ 05]); (b) bending a model so that the reference stroke (red) is aligned with the target stroke (blue) [IMT99]; (b) contour
oversketching matches object contours (yellow) to target strokes (green) (reproduced with permission from [NSACO05]).
ing. For example, bending and twisting deform an object by sketch character motion in 2D or 3D, using a set of sketch
matching a reference stroke to a target stroke, as shown in “gestures” (see Sec. 5.5) that can be mapped to pre-defined
Fig. 16b. Contour oversketching is also based on matching a motions such as walking and jumping.
reference to a target stroke, but in this case, the reference is
a contour extracted from the model itself, as in Fig. 16c.
5.4. Surface Representation
Nealen et al. [NISA07] support a handle-based defor-
Choosing an appropriate surface representation is an impor-
mation, allowing object contours to be manipulated like
tant design decision. Each has benefits and drawbacks that
an elastic. When a stroke is “grabbed” and dragged, the
must be weighed to suit the needs of the intended applica-
stroke is elastically deformed orthogonal to the view plane,
tion. Below we discuss the main surface types.
thereby changing the geometric constraint(s) represented by
the stroke. As the stroke is moved, their surface optimization Parametric Surfaces include NURBS patches, surfaces
algorithm recomputes a new fair surface interactively. of revolution, and rotational blending surfaces, and are pa-
rameterized over a 2D space [ECYBE97, CSSJ05]. They
Free-form deformation (FFD) is a generalized deforma-
are a well-studied representation and easy to integrate into
tion technique based on placing a control lattice around an
an application. However, because of the simple parameter
object or scene. Objects within the lattice are deformed when
space, the topology of a single surface is limited to shapes
the lattice points are moved, akin to manipulating a piece
homeomorphic to a plane. Building more interesting shapes
of clay. Draper and Egbert [DE03] have proposed a sketch-
with branching structures or complex topology requires ei-
based FFD interface that extends the functionality of Teddy,
ther crude patch intersections or careful alignment of several
allowing bending, twisting, and stretching. Both local and
patches.
global deformations can be specified with FFD.
Meshes are another well-studied surface representation
Model assembly – typically an arduous task, as each com-
used in SBIM [IMT99, DDGG05, NSACO05, HL07, LG07].
ponent must be translated, rotated, and scaled correctly – is
Unlike parametric surfaces, meshes support arbitrary topol-
another editing task that can benefit from a sketch-based in-
ogy. The drawback of meshes is that some editing operations
terface. Severn et al [SSS06] propose a technique for apply-
are difficult to implement, such as blending two objects to-
ing affine transformations to a model with a single stroke.
gether. Mesh quality is also an issue [IH03, LG07, WM07].
From a U-shaped transformation stroke, their method deter-
A mesh-like representation is necessary for rendering an ob-
mines a rotation from the stroke’s principal components, a
ject to the display, but more flexible representations can be
non-uniform scaling from the width and height, and a trans-
used in the background.
lation from the stroke’s projection into 3D. By selecting
components and drawing a simple stroke, the model assem- Implicit surfaces naturally support hierarchical modeling,
bly task is greatly accelerated. blending, and boolean operations. However, attaining inter-
active performance is technically challenging because the
Sketch-based interfaces have also been explored for char-
surface must be discretized to a mesh representation be-
acter animation, using hand-drawn sketches to specify key
fore rendering. Nevertheless, with careful implementation
poses or positions in an animation sequence [DAC∗ 03, TB-
implicit surfaces have been shown to be a viable surface rep-
vdP04, CON05]. Davis et al. [DAC∗ 03], for instance, ex-
resentation for SBIM [DJ03, AGB04, SWSJ05], and are also
tract joint positions from a stick-figure sketch via image-
used as an intermediate representation from which to extract
processing techniques such as erosion; geometric and physi-
a mesh [TZF04, LG07].
cal constraints are then applied to rule out implausible poses,
and the character model is deformed to match the sketched Fair surfaces are meshes that result from solving a con-
pose. Thorne et al. [TBvdP04] instead allow the user to strained optimization problem [Wil94, NISA07, RSW∗ 07].
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
As the user sketches, new constraints are defined and the errors by designing non-redundant inputs [Ras00], and have
solution is re-computed. This is a very flexible represen- been used in SBIM systems that seek a unified sketch-based
tation and well-suited to SBIM, but has a couple of im- interface.
portant drawbacks. First, the fitted surfaces are generally
In a gestural interface, an operation is specified by a sim-
very smooth, even with sharp-feature constraints, limiting
ple, distinct gesture stroke [PJBF00,LLRM00,LM01,DE03,
the expressiveness. Second, because the surface results from
TBvdP04,KS06,OSS07]. Mapping a gesture to an operation
a global optimization, the resulting surface is sometimes un-
requires some sort of sketch recognition, such as the meth-
expected from the user’s perspective.
ods discussed in Sec. 4.1. However, the complexity of recog-
nition can be reduced by the gesture vocabulary: often, quite
5.5. Interface Design simple recognition will suffice for a well-defined set of ges-
tures, since “perceptual similarity of gestures is correlated
With all of the possible ways to interpret an input stroke with . . . computable features such as curviness” [LLRM00].
or sketch – creation, augmentation, deformation – how does Care should be taken to design a ‘good’ set of gestures – that
the system decide what to do at any given moment? Tradi- is, a set that is distinct, memorable, and easy to draw.
tional modeling applications use modal interfaces, requiring
the user to explicitly choose an operation mode from a menu When an interface relies on successful recognition, there
or toolbar before performing the operation. Modal interfaces is some probability that an input will be mis-recognized; this
have also been used in SBIM systems. For example, to ini- can become frustrating for a user if it happens too often.
tiate the bending operation in Teddy the user must click a A simple way to guard against this is to combine gestural
button after drawing the reference stroke; this informs the and suggestive interfaces: the recognized gesture is chosen
system to interpret the next stroke as a target stroke and per- as the default operation, but the user is able to override it.
form a bending operation. Another option is to train the gesture recognizer with user
input, tailoring the system according to how each individual
There are two main approaches to building sketch-based user tends to draw the gestures [KS05, KS06].
interfaces: suggestive and gestural. In a suggestive inter-
face, the system will consider all possible interpretations
(or modes), and let the user decide which one is intended 6. C HALLENGES & O PEN P ROBLEMS
[ECYBE97, IMKT97, IH01, TBSR04, SWSJ05]. Returning
to the bending operation in Teddy, the system would realize Despite the incredible advances in SBIM, there remain sev-
that the first stroke could either be a surficial detail or a ref- eral important open problems. Reconstruction and recogni-
erence stroke for bending, and somehow notify the user of tion algorithms still have a long way to go before approach-
the multiple interpretations. Figure 17 depicts a suggestive ing the power of human perception, and the inherent am-
interface in action. biguity of 2D images suggests that flawless reconstruction
of arbitrary sketches is impossible. A recognition-based ap-
proach is primarily limited by the size of the available shape
memory. Therefore, as Karpenko & Hughes [KH06] suggest,
a hybrid system “in which the user’s sketch is both inflated
and matched against a large database of known forms” could
be very powerful. A hybrid approach would also temper the
fact that while constructive systems are generally suited to
building rough prototypes or cartoony-looking models, sug-
gestive systems can produce more precise models from the
template set.
The development of SBIM, in some ways, parallels the
development of non-photorealistic rendering (NPR). NPR
asks the question, “How can a 3D model be rendered ar-
tistically in a way that accurately and clearly reveals its
Figure 17: Suggestive interfaces: when ambiguous user in- shape?” Early approaches found that contour lines alone are
put is provided, the user can be given a choice among sev- very evocative of the visual memory, similar to the use of
eral possible interpretations (insets). Reproduced with per- contour lines for reconstruction in most early SBIM sys-
mission from [IH01]. tems. NPR approaches advanced beyond contour lines to in-
clude suggestive contours, hatching lines, pen-and-ink, stip-
pling, and various other artistic ways to provide shape cues.
The problem with modal interfaces is that the user may Perhaps SBIM – which has been referred to as “inverse
become frustrated by errors that result from being in the in- NPR” [NSACO05] – can learn from these developments and
correct mode. Non-modal interfaces attempt to avoid mode extract shape information from artistic cues. While there
c The Eurographics Association 2008.
L. Olsen et al. / A Taxonomy of Sketch-Based Modeling Techniques
has been some progress toward extracting shape informa- fine. Mori and Igarashi [MI07] provide an intriguing exam-
tion from shading in single images (shape-from-shading) ple of how SBIM techniques could be integrated with phys-
[ZTCS99, PF06], it remains an open and challenging area ical simulation: “if one can run an aerodynamic simulation
in SBIM. during the interactive design of an airplane model, it might
be helpful to intelligently adjust the entire geometry in re-
Model quality remains another important challenge in
sponse to the user’s simple deformation operations so that it
SBIM. Because the user does not have precise control over
can actually fly.” Exploring the output space of a procedural
the surface as they would in a traditional modeling pack-
or physical model can be much more natural and efficient
age, and due to the typical “as smooth as possible” recon-
with free-form gestures, a notion that needs to be explored
struction approach, models created by SBIM systems tend
more fully in the future.
to have a blobby appearance. Recent work such as Fiber-
Mesh [NISA07], which allows the specification of sharp
creases and darts, is a step in the right direction. In the fu- 7. C ONCLUSION
ture, modeling concepts such as multiresolution editing and Sketch-based systems have a reputation of being suitable
topology-changing operations could dramatically increase only for “quick-and-dirty” [YSvdP05] modeling tasks, an
the utility of sketch-based systems. image that must be shed if the field wants to be a viable
Designing the interfaces such that there is a noticeable and alternative to high-end modeling packages. This report has
worthwhile increase in utility compared to a traditional in- shown a tremendous diversity of techniques and applica-
terface is another challenge. While navigating through three tions, illustrating that SBIM is suitable to a wide range of
levels of menu items to find the desired operation in Maya modeling tasks.
may be cumbersome, once it has been found and activated We simply have to embrace the ambiguous nature of
the result of the operation is predictable and deterministic. sketched input. Art is often an iterative process, progressing
A sketch-based system, on the other hand, is largely built from a rough outline to a highly detailed product – a char-
around elaborate guesswork and inference, of classifying in- acter animator will first draw the form of a character with
put as being more like Operation A than Operation B. When ellipses and other primitive shapes, then slowly add layers
a system makes the wrong choice, it can be very frustrating of complexity. The key is that the medium is predictable: an
for the user. As Landay and Myers note about their system, artist knows exactly what will happen when a pencil is ran
“failure to provide sufficient feedback about its recognition across a piece of paper, or a paint brush across a canvas. This
was the source of most of the confusion” [LM01]. Thus, should inspire SBIM to pursue stable and predictable inter-
designing SBIM systems with the right combination of al- faces that naturally support an iterative methodology, rather
gorithmic and interface elements to provide stable and pre- than blind reconstruction. As Nealen et al. [NSACO05] ar-
dictable interaction is a huge challenge for ongoing research. gue, though “our capability to derive a mental model from
This includes the ability to recognize troublesome inputs and everyday shapes around us is well developed, we fail to prop-
smoothly guide the user to a resolution. erly communicate this to a machine. This is why we have to
Sketch-based interfaces also suffer from the problem of model in a loop, constantly correcting the improper interpre-
self-disclosure [JJL07]. Traditional WIMP interfaces are tation of our intentions.”
discoverable, in the sense that a user can look at the menu The confluence of so many disciplines – graphics, vision,
titles, icons, buttons, and dialog boxes, and garner some idea HCI, cognition – will ensure sketch-based modeling remains
of what the application can do and how to use it. An SBIM an exciting and challenging topic for years to come.
system, on the other hand, may simply provide the user with
a blank window representing virtual paper, with no buttons
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