@MASTERSTHESIS\{IMM2012-06265, author = "M. McDonnell", title = "Skeleton-based and Interactive {3D} Modeling", year = "2012", school = "Technical University of Denmark, {DTU} Informatics, {E-}mail: reception@imm.dtu.dk", address = "Asmussens Alle, Building 305, {DK-}2800 Kgs. Lyngby, Denmark", type = "", note = "Supervised by Associate Professor J. Andreas B{\ae}rentzen, jab@imm.dtu.dk, {DTU} Informatics", url = "http://www.imm.dtu.dk/English.aspx", abstract = "The costs of developing blockbuster video games are growing fast with a large part spent on artists creating {3D} models. New procedural modeling techniques, such as the Skeleton to Quad-dominant Mesh (SQM) method by B{\ae}rentzen et al. [15], could potentially reduce the costs of creating {3D} models. The {SQM} method is skeleton based, and allows the artist to create {3D} models from a tree with nodes. The thesis explores the limits of {SQM} and the Skeleton Modeler by setting modeling goals and trying to model them. The {SQM} method and associated Skeleton Modeler is shown to be un fit for modeling non-organic shapes and concavities. The {SQM} method and Skeleton modeler is improved by extending the skeleton with seven new nodes types. The new node types will not change the {SQM} mesh generation, but extend it through pre- and post-processing steps. The results show that the new node types enabled new shapes, but did not improve the modeling goals. The results also show that concavities are not easily representable in a skeleton based system. The results for non-organic shapes can be improved by continuing with the selected approach, but it is recommended to instead change the mesh generation to simplify the algorithms. This will in turn require simpli cations of {SQM}. Concavities need a di fferent approach, and integrating sculpting tools is a potential solution that could to be explored." }