Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Akira Ohgawara

dblp:07/9925 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computational fabrication · 77% Geometric modeling and processing · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape analysis
3d model analysis
0.012011
Converting 3D furniture models to fabricatable parts and connectors · ACM Trans. Graph. 2011

Methods — techniques the papers use, named apart from their topics

structural analysis · 0.1lexical analysis · 0.1formal grammar · 0.1
YearPublicationVenuePosition
2012 Situated modeling: a shape-stamping interface with tangible primitives
abstract
Existing 3D sketching methods typically allow the user to draw in empty space which is imprecise and lacks tactile feedback. We introduce a shape-stamping interface where users can model with tangible 3D primitive shapes. Each of these shapes represents a copy or a fragment of the construction material. Instead of modeling in empty space, these shapes allow us to use the real-world environment and other existing objects as a tangible guide during 3D modeling. We call this approach Situated Modeling: users can create new real-sized 3D objects directly in 3D space while using the nearby existing objects as the ultimate reference. We also describe a two-handed shape-stamping technique for stamping with tactile feedback. We show a variety of doit-yourself furniture and household products designed with our system, and perform a user study to compare our method with a related AR-based modeling system.
Manfred Lau, Masaki Hirose, Akira Ohgawara, Jun Mitani, Takeo Igarashi
TEI3
2011 Converting 3D furniture models to fabricatable parts and connectors
abstract
Although there is an abundance of 3D models available, most of them exist only in virtual simulation and are not immediately usable as physical objects in the real world. We solve the problem of taking as input a 3D model of a man-made object, and automatically generating the parts and connectors needed to build the corresponding physical object. We focus on furniture models, and we define formal grammars for IKEA cabinets and tables. We perform lexical analysis to identify the primitive parts of the 3D model. Structural analysis then gives structural information to these parts, and generates the connectors (i.e. nails, screws) needed to attach the parts together. We demonstrate our approach with arbitrary 3D models of cabinets and tables available online.
Manfred Lau, Akira Ohgawara, Jun Mitani, Takeo Igarashi
ACM Trans. Graph.2