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  • Canon and process in the 3D modeling of human anatomy
    Publication . Azevedo, Hugo de; Araújo, António
    The authors argue that the concept of the anatomical canon is not just an arbitrary standard of anatomical beauty but an indispensable mnemonic tool for the artist. The authors further argue that the canon is most relevant when adapted to a specific artistic process and tools, and in particular must be updated to the requirements of the digital tools of 3D modeling. A proposal of such a canon is discussed, as well as the process of its synthesis from standard 3D primitives and its artistic applications.
  • Ruler, compass, and nail: constructing a total spherical perspective
    Publication . Araújo, António
    We obtain a construction of a total spherical perspective with ruler, compass, and nail. This is a generalization of the spherical perspective of Barre and Flocon to a 360-degree field of view. Since the 1960s, several generalizations of this perspective have been proposed, but they were either works of a computational nature, inadequate for drawing with simple instruments, or lacked a general method for solving all vanishing points. We establish a general setup for anamorphosis and central perspective, define the total spherical perspective within this framework, study its topology, and show how to solve it with simple instruments. We consider its uses both in freehand drawing and in computer visualization, and its relation with the problem of reflection on a sphere.
  • Applications of anamorphosis and mixed reality in a classroom setting
    Publication . Flores, Manuel; Araújo, António
    We report on a novel use of handmade anamorphoses in connection with Mixed Reality in a classroom setting involving Portuguese 9th grade visual education students. This is based on a conceptual reformulation of anamorphosis that makes it intrinsically immersive and connects it naturally with digital visualizations. We propose that this is a useful device for motivating the study of perspective and descriptive geometry for young students.
  • Drawn onto a skybox: an invitation to collaborative immersive drawing using the spheri platform
    Publication . Araújo, António; Olivero, Lucas Fabian
    We describe an installation that invites the audience to collaborate on the performance of immersive drawings that will be visualized on-the-fly using the custom hardware-software platform Spheri. These drawings are made on a flat surface using traditional physical materials and following a modular tracing process that helps the user conform to the rules of cubical spherical perspective. Concurrently with the drawing performance, the Spheri platform captures the drawing and converts it into an immersive VR visualization on-the-fly, while tracking the drawing motion and choosing the camera viewpoint accordingly. The installation explores the new media of immersive handmade perspectives as well as new forms of intuitive and performative visualization. Countering the expectations of digital media as instruments for efficiency and ease of production, it aims instead at leading the user into slow and pondered geometrical thinking through handmade immersive drawing.
  • HIMmaterial: exploring new hybrid media for immersive drawing and collage
    Publication . Araújo, António; Olivero, Lucas; Antinozzi, Sara
    We propose an installation that explores Hybrid Immersive Models (HIM), the conjunction of digital VR panoramas with physical, handmade spherical perspectives and anamorphoses, as a new hybrid art medium that connects traditional drawing with digital, immersive art, creating a dialogue between material and immaterial forms of visual expression.
  • Guidelines for drawing immersive panoramas in equirectangular perspective
    Publication . Araújo, António
    Virtual Reality (VR) Panoramas work by interactively creating immersive anamorphoses from spherical perspectives. These panoramas are usually photographic but a growing number of artists are making hand-drawn equirectangular perspectives in order to visualize them as VR panoramas. This is a practice with both artistic and didactic interest. However, these drawings are usually done by trial-and-error, with ad-hoc measurements and interpolation of precomputed grids, a process with considerable limitations.We develop in this work the analytic tools for plotting great circles, straight line images and their vanishing points, and then provide guidelines for achieving these constructions in good approximation without computer calculations, through descriptive geometry diagrams that can be executed using only ruler, compass, and protractor.
  • Explorations in rational drawing
    Publication . Araújo, António
    We discuss the position of the author’s spherical perspective work within a tradition of Rational Drawing, a discipline at the interface of mathematics and the arts.
  • Boxing the visual sphere: towards a systematic solution of the cubical perspective
    Publication . Araújo, António; Olivero, Lucas; Rossi, Adriana
    Cubic perspective is an attractive option for drawing VR panoramas, as it carries with it the familiarity of classical perspective and its ease of drawing line segments. Its simplicity is however only apparent as the transition of line images between the various planes of the cube can be baffling to the draughtsman. We argue that the best way to systematize this perspective is to see it fully as a spherical perspective and start by classifying and rendering its geodesics.
  • Enhancing the teaching of spherical perspective with spheri
    Publication . Olivero, Lucas Fabian; Araújo, António
    Spherical perspectives and the practice of immersive drawing are going through a period of rapid development along with a concurrent growth of interest in their applications to various fields. The teaching of new practitioners must often be done in short workshops lateral to established curricula, which is a challenge due to the complexity of the subject. We present a digital tool for performative immersive drawing that can be instrumental in enabling a quick and informative transmission of the principles of immersive drawing to a student audience.
  • Let's Sketch in 360º: spherical perspectives for virtual reality panoramas
    Publication . Araújo, António
    In this workshop we will learn how to draw a 360-degree view of our environment using spherical perspective, and how to visualize these drawings as immersive panoramas by uploading them to virtual reality platforms that provide an interactive visualization of a 3D reconstruction of the original scene. We shall show how to construct these drawing in a simple way, using ruler and compass constructions, facilitated by adequate gridding that takes advantage of the symmetry groups of these spherical perspectives. We will consider two spherical perspectives: equirectangular and azimuthal equidistant, with a focus on the former due to its seamless integration with visualization software readily available on social networks. We will stress the relationship between these panoramas and the notion of spherical anamorphosis.