Skip to main content

FaceEdit - Project Document - User Manual

Page 1

Face

eDIT

Version 1.0

Işık Barış Fidaner Başar Uğur


CMPE 535

Computer Graphics

CMPE 535 Project Document - User Manual

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

Introduction This editor is aimed for editing 3D face models in VRML format, in the most user-friendly way. This requires several features such as; 1. A robust VRML reader-writer, 2. A beautiful and easy-to-use graphical interface, 3. Many practical tools for modifying the face model.

Reading-Writing VRML reading-writing is a very complicated task as a whole (1). Our program scans the VRML file and only reads the mesh information, i.e. point coordinates and polygons in every indexed face set. Then it cuts polygons with (n ≥ 5) corners into (n - 2) triangles (quads are not affected). For example every pentagon is divided into three triangles. Program also reads the ccw parameter which specifies orientation of polygons. In the beginning, program reads from the VRML file given as a command prompt parameter. User can write current model into a new file output.wrl, output2.wrl… by pressing “W” in the program.

Graphical Interface Current graphical interface includes practical interaction for viewing and editing the model using mouse and some keys. There is no user menu, or some kind of help screen, which makes it harder for starting to use the program. But as soon as you know the functions and corresponding keys, it is very easy to adapt and get used to the environment. When you start the program with appropriate command prompt parameter, firstly the intro appears. You can pass this screen by clicking left mouse button. After the intro, you can see the model in the viewing mode.

Viewing the model In the viewing mode, you can do the following things:

Başar Uğur

You can easily view the model from different angles Işık Barış Fidaner


CMPE 535

Computer Graphics

1. Turn the model, pull it left, right, up or down, lift, lower, pull and push it by just dragging your mouse (LMB and RMB).

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

2. Turn the spotlight on an unseen sphere around the model by dragging your mouse (MMB). 3. Make selections on the face. You can select a single vertex or a single polygon, as well as a group of vertexes around a region. Weights of regional selections are determined by the gaussian function. 4. Enlarge or shrink selected areas. If you enlarge an area, more neighboring vertices are affected and standard deviation of the gaussian function is increased. 5. Turn into the editing mode by pressing space and return to the viewing mode by releasing it.

You can select regions (green) around a vertex or a polygon. Then you can add-subtract regions (magenta) from them.

6. Change to additive or subtractive selection modes. In the additivesubtractive selection mode, the area you selected is added-subtracted from the previous selection you made. In the normal selection mode areas are green, whereas in additive-subtractive selection mode areas are cyan and magenta, respectively. 7. Undo and redo changes in the model. Undo memory is limited to 15 model states by default.

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

You can make changes in the model by just dragging the mouse in the editing mode

Editing the model Editing mode simply means "if the space button is being pressed". Editing mode allows you to make changes in the model by translating-rotating the vertices in the area you selected. Any movement of the model can be applied to the selected area. You can turn the selection, pull it left, right, up or down, lifting, lowering, pulling and pushing it just by dragging your mouse. Refer to appendix 2-3 for user controls.

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

Future Work This is the version 1.0 of the program. In the future versions, we are planning to add new features to Face Edit. In these versions, the user is going to be able to 1. Use a menu, (to open files, save, undo, redo etc.) 2. Use the freehand tool to select an area of an irregular shape, 3. Use the magic wand to select an area by its curvature, 4. Name the areas you selected, (such as "nose", "lips", "left cheek" etc.) 5. Define a simple property, by assigning an operation on a single area, 6. Define a composite property, by collecting simple properties as a weighted sum, 7. Save the property information in seperate Face Properties (FP) file linked to the VRML. 8. Define user-defined operations, such as scaling around a center point, translation among a vector, rotation around some axis, and any combination of them. And we are going to add following more advanced features, as long as we have enough time: 9. Save modified versions of the same VRML model as key-frames, and collect them in a Face Key-Frames (FK) file, 10. Define key-frame operations, in which the vertices approach geometrically to the corresponding vertices in the key-frame, 11. Create and view animations by changing properties of a model over time, save them into Face Animation (FA) files, (Note that it is possible to define key-frame properties to make key-frame animations. And it is also possible to limit key-frame animations to certain areas on the face, such as visemes on the mouth and mimics on the eyes etc.) 12. Create user-defined interfaces by assigning operations to mouse movements and save them in seperate Face Interface (FI) files,

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

Appendix 1: VRML From Wikipedia: VRML (Virtual Reality Modeling Language, sometimes pronounced vermal) is a standard file format for representing 3-dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind. It is a text file format where, e.g., vertices and edges for a 3D polygon can be specified along with the surface color, image-mapped textures, shininess, transparency, and so on. URLs can be associated with graphical components so that a web browser might fetch a web-page or a new VRML file from the Internet when the user clicks on the specific graphical component. Animations, sounds, lighting, and other aspects of the virtual world can interact with the user or may be triggered by external events such as timers. A special Script Node allows to add program code (e.g., written in Java or JavaScript (ECMAScript)) to a VRML file. VRML files are commonly called worlds and have the .wrl extension (for example island.wrl). Although VRML worlds use a text format they may often be compressed using gzip so that they transfer over the internet more quickly. Most 3D modeling programs can save objects and scenes in VRML format. The Web3D Consortium has been formed to further the collective development of the format. The first version of VRML was specified in November 1994. This version was specified from, and very closely resembled, the Application Programming Interface and file format of the Open Inventor software component, originally developed by SGI. The current and functionally complete version is VRML97 (ISO/IEC 14772-1:1997). The coming VRML standard is called X3D.

Appendix 2: Keyboard controls

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

Key

Condition

Practical function

Pressing space

In the viewing mode

Turn into the editing mode

Releasing space

In the editing mode

Turn into the editing mode

Press-release "+"

An area is selected

Enlarge selected area

Press-release "-"

An area is selected

Shrink selected area

Press "A"

An area is selected

Change to additive selection mode

Release "A"

Additive area selected

Add new area to the first area

Press "S"

An area is selected

Change to subtractive selection mode

Release "S"

Subtractive area selected

Add new area to the first area

Press-release “W”

In the viewing mode

Save current model in a new VRML file

Press-release "Z"

Undo information exists

Undo last change in the model

Press-release "X"

Redo information exists

Redo last undo in the model

Başar Uğur

Işık Barış Fidaner


CMPE 535

Computer Graphics

Appendix 3: Mouse controls Mouse button

Mouse movement

Condition

Practical function

Pressing LMB

Dragging leftright

In the viewing mode

Turning model by pulling it left and right

Pressing LMB

Dragging updown

In the viewing mode

Turning model by pulling it up and down

Pressing RMB

Dragging leftright

In the viewing mode

Lifting the model up and pushing it down

Pressing RMB

Dragging updown

In the viewing mode

Pulling the model and pushing it away

Pressing MMB

Dragging leftright

In the viewing mode

Turning the spotlight around the model

Pressing MMB

Dragging updown

In the viewing mode

Turning the spotlight up and down

Pressing LMB

Dragging leftright

In the editing mode

Turning selection by pulling it left and right

Pressing LMB

Dragging updown

In the editing mode

Turning selection by pulling it up and down

Pressing RMB

Dragging leftright

In the editing mode

Lifting the selection up and pushing it down

Pressing RMB

Dragging updown

In the editing mode

Pulling the selection and pushing it away

Press-release LMB

On any vertex/poly

In the viewing mode

Select a vertex or a poly on the face

Press-release LMB

Anywhere not selected

In the viewing mode

Deselect the area previously selected

Press-release LMB

On selected vertex/poly

In the viewing mode

Make a regional selection around selected point/poly

Başar Uğur

Işık Barış Fidaner


Turn static files into dynamic content formats.

Create a flipbook
FaceEdit - Project Document - User Manual by Işık Barış Fidaner - Issuu