Potteries by Digital Wheel-throwing

Algorithm used:
Gautam Kumar, Naveen K. Sharma, and Partha Bhowmick,
Creating Wheel-thrown Potteries in Digital Space,
Proc. (LNICST, Springer) International Conference on Arts and Technology: ArtsIT 2009 (to appear),
Yilan, Taiwan, September 24-25, 2009.

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A set of digital potteries generated by our algorithm.


We have designed a novel algorithm to create digital potteries using certain simple-yet-efficient techniques of digital geometry. Given a digital generatrix, the proposed wheel-throwing procedure works with a few primitive integer computations only, wherein lies its strength and novelty. The digital surface created out of the digital wheel-throwing is digitally connected and irreducible when the digital generatrix is an irreducible digital curve segment, which ensures its successful rendition with a realistic finish, whatsoever may be the zoom factor. The proposed technique is also bestowed with the desired quality of producing a monotone or a non-monotone digital surface of revolution depending on whether or not the digital generatrix is monotone w.r.t. the axis of revolution. Thick-walled potteries, therefore, can be created successfully and efficiently to have the final product ultimately resembling a real-life pottery. Experimental results with some typical generatrices demonstrate its efficiency, elegance, and versatility.

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A snapshot of a part of our algorithm in action. The digital generatrix (shown in blue in the left pane) and the corresponding digital surface resembling a flowerpot generated in the right pane.

cone-r06-15-062 cone-r06-15-062
Voxel mesh of a digital surface of revolution. Shown in yellow are (a part of) the missing voxels (left), which are detected and included to successfully create the digitally connected and irreducible surface (right).

Quad decomposition: Of a wheel-thrown digital vase for a textured finish.

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A bowl

Uni-voxel pottery:
A wheel-thrown uni-voxel thick bowl created by an irreducible digital curve segment as the digital generatrix.
The surface is then decomposed into quads for texture mapping with suitable illumination and shadow formation.


A few others:

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