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1 Integration between Creativity and Engineering in Industrial Design Chiara Eva Catalano, Marina Monti Istituto per la Matematica Applicata – Consiglio Nazionale delle Ricerche Via De Marini 6 - 16149 Genova – Italy Abstract The objective of the paper is to illustrate which are the key issues today in the industrial design workflow, paying particular attention to the most creative part of the workflow, highlighting those nodes which still make hard the styling activities and giving a brief survey of the researches aimed at smoothing the transfer of the design intent along the whole design cycle and at providing tools even more adhering at the mentality of creative people. Based on the experience gained working in two different European projects, through the collaboration with industrial designers in the automotive and the household supplies fields, a general industrial design workflow will be depicted, highlighting the main differences between the automotive and non-automotive sectors; the problems still present in the design activity will be also illustrated. The paper includes short surveys, in relation to the aesthetic design, in matter of research activities aimed at - identifying the links between shape characteristics of a product and the transmitted emotions - better supporting, in a digital way, the 2D sketching phase and the automatic interpretation and transfer of the 2D sketches into a 3D surface model - improving the 3D Modeling phase Keywords : Industrial design, styling, 3D modeling 1. Introduction In a competitive worldwide market, where product lifetime is being reduced, and competitor firms put on the market at the same time products with the same functionality at comparable prices, the aesthetic aspect is also becoming fundamental in customers' decisions. Furthermore, the availability of new materials and production tools makes the fabrication of very complex shapes possible, thus permitting a greater freedom to design. Computer-aided tools have been developed to support styling, providing high quality rendering and animation facilities for the purpose of simulation and evaluation in order to reduce the number of physical prototypes, thus cutting design costs. Styling is a creative activity, during which the designer is aimed at achieving a product, which evokes a certain emotion while satisfying the assigned constraints. Therefore, a product can be seen as characterized by hard and soft functions [LeDo 00]. Hard functions include how it works, what it does, construction operations and materials used. Soft functions include intangible qualities such as emotional bonds, familiarity, aspirations, desire, sentimentality, aesthetics, personal taste, touch, smell, feeling and personality. The soft function has to be inherent within the design concept and only adds value if culturally and emotionally significant to the target audience. This is even more evident for those products having associated a strong symbolic value: a good example is provided by the two writing tools: the Bic ballpoint and the Mont Blanc fountain pen [Got 99]; their basic function is the same, but their symbolic value is completely different, the second one being a kind of status symbol of richness. Therefore, it is possible to say that some products include a symbolic message that is unconsciously recognized by its customer. This unconscious symbol adds

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Integration between Creativity and Engineering in Industrial Design

Chiara Eva Catalano, Marina Monti

Istituto per la Matematica Applicata – Consiglio Nazionale delle Ricerche

Via De Marini 6 - 16149 Genova – Italy

Abstract The objective of the paper is to illustrate which are the key issues today in the industrial design workflow, paying

particular attention to the most creative part of the workflow, highlighting those nodes which still make hard the styling

activities and giving a brief survey of the researches aimed at smoothing the transfer of the design intent along the

whole design cycle and at providing tools even more adhering at the mentality of creative people.

Based on the experience gained working in two different European projects, through the collaboration with industrial

designers in the automotive and the household supplies fields, a general industrial design workflow will be depicted,

highlighting the main differences between the automotive and non-automotive sectors; the problems still present in the

design activity will be also illustrated.

The paper includes short surveys, in relation to the aesthetic design, in matter of research activities aimed at

- identifying the links between shape characteristics of a product and the transmitted emotions

- better supporting, in a digital way, the 2D sketching phase and the automatic interpretation and transfer

of the 2D sketches into a 3D surface model

- improving the 3D Modeling phase

Keywords : Industrial design, styling, 3D modeling 1. Introduction In a competitive worldwide market, where product lifetime is being reduced, and competitor firms put on the market at

the same time products with the same functionality at comparable prices, the aesthetic aspect is also becoming

fundamental in customers' decisions. Furthermore, the availability of new materials and production tools makes the

fabrication of very complex shapes possible, thus permitting a greater freedom to design.

Computer-aided tools have been developed to support styling, providing high quality rendering and animation facilities

for the purpose of simulation and evaluation in order to reduce the number of physical prototypes, thus cutting design

costs. Styling is a creative activity, during which the designer is aimed at achieving a product, which evokes a certain

emotion while satisfying the assigned constraints. Therefore, a product can be seen as characterized by hard and soft

functions [LeDo 00]. Hard functions include how it works, what it does, construction operations and materials used.

Soft functions include intangible qualities such as emotional bonds, familiarity, aspirations, desire, sentimentality,

aesthetics, personal taste, touch, smell, feeling and personality. The soft function has to be inherent within the design

concept and only adds value if culturally and emotionally significant to the target audience. This is even more evident

for those products having associated a strong symbolic value: a good example is provided by the two writing tools: the

Bic ballpoint and the Mont Blanc fountain pen [Got 99]; their basic function is the same, but their symbolic value is

completely different, the second one being a kind of status symbol of richness. Therefore, it is possible to say that some

products include a symbolic message that is unconsciously recognized by its customer. This unconscious symbol adds

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important value to the product as its user feels the product really suit him. A desirability product styling sometimes

makes a lower degree of usability and a higher price acceptable. Therefore a better understanding of human reactions

can allow an easier satisfaction of the market wishes and tastes. In addition to this, there is also the desire of formalizing

the design intent underlying the product specification, in order to better support the design communication that is taking

place among different departments in the same company, i.e. styling and engineering, or with external suppliers

contracted to design, manufacture and deliver entire product modules.

The objective of the paper is to illustrate which are the key issues in the industrial design workflow today, paying

particular attention to the most creative part of the workflow, highlighting those nodes, which still make hard the styling

activities. In chapter 2, a general design workflow in the car industry will be depicted, highlighting the main differences

with non-automotive sectors; the problems still present in the design activity will be also presented. In addition the

paper includes short surveys of research activities aimed at smoothing the transfer of the design intent along the whole

design cycle and at providing tools even more adhering at the mentality of creative people; in particular, chapter 3

illustrates the attempts of giving a formalization of the relationships among shape and aesthetics, chapter 4 gives a

research survey of works aimed at improving the interpretation and transfer of 2D sketches in a 3D surface model;

chapter 5 concentrates on works which face different aspects of the 3D modeling phase. Chapter 6 ends the paper with

the conclusions.

2. The industrial design process Industrial design includes the specification of all those artifacts that are somehow subject to visual judgement and

appreciation. Therefore, it ranges from transport vehicles, i.e. not only cars but also boats, busses, trains etc.., to house

appliances, furniture, cosmetic containers and thousands of objects we are dealing with in our daily life. Therefore it is

not surprising that the industrial design process is not unique, but on the contrary it may deeply vary from company to

company, depending on several factors like the complexity of the product to be designed, the available financial

resources, the adopted equipment, the team of specialists involved and so on. For simple manufactured products a single

designer can represent the design team, but for more complex products a team of specialists is usually required. In the

latter case, it will be much more complex the interaction with the engineering team, who is in charge of guaranteeing

the fulfillment of the planned functionality and performances together with product feasibility. It is clear that more a

product is complex from a technologic point of view, more problems arise when the stylist idea is coupled with

engineering and ergonomic constraints. This causes adjustments in the original design to satisfy the constraints, while

maintaining as much as possible the initial aesthetic character.

In industrial design, two different types of 3D modeling tools are commonly used: the so-called Computer-Aided

Styling (CAS), frequently indicated also as Computer-Aided Industrial Design (CAID) systems and the Computer-

Aided Design systems (CAD). Depending of the product typology possibly only one system is adopted. Generally

speaking, CAD systems are more oriented to the definition of mechanical parts, and to support production analysis, e.g.

digital mock-up, while CAS systems provide more advanced facilities for surface modeling and analysis, including

rendering and animation capabilities. According to their characteristics, CAID systems are specifically used in the

styling activity while for the products' engineering CAD systems are still required.

In the following a general design workflow in the car industry will be depicted and the main differences with non-

automotive sectors will be highlighted, along with an overview of the critical open issues. The following discussions are

based on the experience gained working in two different European projects FIORES and FIORES-II, [FIORES,

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FIORES II], through the collaboration with industrial designers in automotive field, like Bmw, Pininfarina and Saab and

in the household supplies field, like Alessi.

Car styling

Being a high technology product, the design of cars is the most complex one. Automotive market is quite important in

economical terms and competition is very strong; the development of a new car is a long process possibly taking years:

from 4 months for a concept car running fully digitally developed at Mitsubishi, (Super Sports Utility) [Mol 99], to 2

years or more for cars to be put on the market [Row 98]. Such long times are due to the number of aspects that have to

be considered, ranging from security to aerodynamics, from ergonomic to production and maintenance costs, and so on.

To keep all these requirements into account may imply changes in shape and material, which may affect the aesthetics,

thus requiring a strict collaboration between the designer and the engineering team. The complexity of the production

workflow on the one hand, and the capacity of investment of the transport industry on the other hand, caused that car

manufacturers have been pioneers in adopting digital technologies in their production workflow. In figure 1 a

generalized workflow for car design is depicted.

Figure 1: industrial design workflow

When the development of a new car starts, the designer receives a briefing, that is a document folder giving the

specifications of the new product in terms of functionality, basic engineering constraints, performances, target

customer, cost and quality, often also in comparison of competitor products: the designer has to make a synthesis that

Designoptimisations

Briefings

Engineering constraintsMaterials

Manufacturing requirementsCosts

Manual sketches,2D CAS

CAS surfacesManual prototype

Physical model Check

Manufacturing Check Functional prototypeCAD

(Engineering)

Concept design 3D modeling and digitalmodel evaluation

Physical model evaluation

CAD surfacesreconstruction

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puts in the best connection all, or at least the most part of the indications he got. The priority given to the requirements

depends on the company policy. In table 1 a set of requirements commonly considered is shown.

Table 1: the initial set of requirements and constraints

Very often, several designers are asked to make proposals: sometimes the designers in competition are part of the

company itself, sometimes are external consultants. However, they have to produce proposals in the required format

with sufficient details for allowing the management, customer respectively, to choose one design proposal.

The first goal is to provide the product global effect as soon as possible: the designer starts to express its idea by

drawing some essential curves that bound the overall shape and that can be thought as the abstraction of the product

model; they are not only structural lines, like the profiles, but also significant lines strongly affecting the product effect:

these curves are usually referred as character lines. To this purpose, designers proceed by testing several curves,

modifying them until they find those more convincing. During the early concept development, still today most of

designers start sketching their ideas by hand with paper and pencil. The use of digital drafting tools is still limited in this

phase, since most of the designers don’t feel to control the shape as good as with the pencil yet. Nevertheless some

young designers, who are already used to work with computer, are now adopting a hybrid approach combining

computer made sketching and hand made detail specification and coloring.

An additional technique sometimes adopted for concept sketching is to sketch with photographic tape: this is achieved

by working with both the hands, by unrolling the tape and sliding it on large vertical surfaces, with the help of tools

like rulers and French curves to create good curves. The advantages of this technique are mainly the quality of the

curves, the large scale of the drawing, the easiness of editing and undo operations. There are also inherent problems in

sketching in this way, due mainly to the difficult of storing and retrieving drawings and also of transferring them into a

CAS/CAD package.

In the early concept design phase, changes occur frequently and quickly, since often the synthesis among the stylist’

idea and the engineering and ergonomic constraints is not immediate.

At the end of this process, designers present their ideas in the form of hand made sketches and/or digital drawings and

often also rough foam prototypes: few, possibly one, stylists’ proposals are selected to be further refined. New

Product general description

- Typology and dimensions- Price- Particular technologies- Components- Mainframe- Mechanical layout- Engine and gearbox

Ergonomic constraints

- Height of the vehicle- Height from the ground- Height between feet and “H” point- Head shaking- Length between feet and “H” point- Height between steering wheel and “H” point- Length between steering wheel and “H” point- Steering wheel angle of inclination

Other dimensional constraints

- Percentile- Length of the vehicle- Width of the vehicle- Height of the vehicle- Wheel bases- Front overhanging- Rear overhanging- Distance between front “H” point and the ground

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indications for the stylists usually come from this selection phase. At this point, the creation of the 3D digital model

starts.

Typically, the selected hand-made sketches are scanned to get them in a digital format, which can be used as

the background to build up step by step the surfaces.

Usually, the person in charge of creating the digital model is not the designer himself, but he/she is a person

experienced of the adopted CAS tool. Very frequently, this person is also practiced in physical modeling, e.g. clay

modeling, since this kind of skill is valuable for the sketch interpretation. His/her main task is to create the precise

mathematical model corresponding as much as possible to the drawn object. Sometimes this is not a so easy task, since

it is very common that some characteristic elements are exaggerated in the sketch in order to enforce the wished effect.

Therefore, during this activity, the help of the stylist is very frequently required for performing the right shape

adjustments. The 3D model is normally created starting from those 2D curves used by the designer in the early

conceptual phase i.e. those corresponding to the profiles and character lines.

In car design the quality of surfaces is very important. Quality is considered in terms of continuity and curvature

conditions. Good quality surfaces are normally referred as class A surfaces. In fact, the most important criteria for car

evaluation are the flow and behavior of the reflection of the light, together with the proportions among the constituting

elements. Therefore the quality of the curves used for surface creation is very important for the final results, and good

curves prevent cumbersome successive surface modifications: to this aim various analysis techniques are applied to the

curves, like the curvature verification and profile compression, as in figure 2.

Figure 2: Profiles compression

Once the overall shape of the car has been defined, the designer proceeds to give more details, in order to characterize

the product either from the functional and from the aesthetic point of view: this can be done either working on a

physical model, or by using digital tools (3D CAS modeling): often a combination of the two methods is the adopted

way. Traditionally, the transition from the preliminary sketches to the detailed surface model was mostly characterized

by an alternation of working on the physical and digital models: 3D surfaces were built starting from rough digital data

or from a physical model and then refined through subsequent phases of visualization, physical models creations,

manual modifications and surfaces reconstruction until the approval of the model (styling freeze).

In the last years, the trend has been to reduce as much as possible the number of physical prototypes, mainly because of

their cost but also because using Computer-Aided tools at an early process stage offers the advantage of making

possible to test different alternatives and ensures a better quality of the product. As CAS data are mathematical data,

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they can be a valuable input for various digital analysis tools, such as those aimed at performing preliminary

aerodynamics tests to investigate which shape alternative gives the best performance.

The conventional way stylists, in automotive field, check the quality of surfaces is to expose a film-coated clay model to

rows and rows of neon lights: in this way they can inspect the whole car body in close detail, verifying if the reflections

are good [Pat 99]. The progresses made in the latest years with the curvature-evaluation technology allow making this

kind of evaluation directly on the digital model. In addition, currently available CAS tools provide the possibility of

simulating the "immersion" of the designed vehicle in real environment thus simulating the street effects.

Today a lot of hardware and software tools are available that can pretty reduce the needs of physical models before

achieving the final styling model. For a more realistic display of the results, big wall screens are available for full size

visualization in which a lot of attributes can be changed in real time, like lights, colors and angle of view, getting thus

immediately important feedback not only regarding how the model aesthetically looks in its real size, but also in terms

of discovering possible interferences with the help of the digital mock-up.

Even more realistic are the immersive virtual reality tools where very powerful computers generate stereo images that

can be viewed by special head-mounted displays or in specially equipped rooms: by the use of these kinds of tools the

whole interaction with the model can be simulated with an increasing realistic degree. Even if the technology is

continuously improving, virtual reality systems are still judged too costly while they offer a non-sufficient degree of

realism.

Despite of the currently available analysis tools, the step of building a full size physical prototype for the final aesthetic

validation of the shape in its real dimension and for a tactile evaluation of its surfaces seems still today unavoidable.

Quite often, modifications are necessary on the physical prototype: this produces a mismatch between the digital and

the physical model, thus requiring the re-construction of the 3D model in CAD environment.

Once the model is freezed from the styling point of view, it has to be assigned to CAD engineers in order to start the

necessary evaluations and the specification of the internal functional components, e.g. engine and the like. Usually, the

model is re-created to provide high-quality CAD surfaces to be used for the following phases of the production chain;

also at this stage it is quite usual to have an interplay among the CAD and the styling department: mostly some

engineering requirement isn’t fulfilled and this may require significant changes in the product shape: modifications

arising at this process stage are usually done directly on the CAD model but working in strict connection with the stylist

itself as it’s of primary importance not to alter the original character of the product as it was designed.

In order to reduce time to market, when possible, the engineering design starts before than the CAS modeling is

completed in all its details. It generally depends on the workload of the different departments and on the planned

delivery schedule. Therefore, these activities very often run in parallel. In these cases the required styling modifications

due to engineering constraints, can be done on the CAS or in the CAD environment depending on the development

stage: it means that if the CAS model is almost finished when the request of change occurs, very often the adopted

choice is to modify directly the CAD model. The styling process in other fields In the last 10 years the drastic reduction of the cost necessary to integrate digital tools in the design workflow, has

caused a big spread of this tools also in industries with a limited financial availability.

The design of cars is almost evolutionary [Tov 92] as design does not change radically from one model to the next: for

this reason the design activities in this area are extremely specialized; if we move to other fields, the industrial design of

goods presents major differences as the objects itself may vary radically both from the point of view of functionality

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and either of shapes. For some products, functionality and size constraints limit the freedom of shapes. This happens for

instance for refrigerators and washing machines. In other cases, the creation of innovative and surprising shapes is the

primary goal of designers, often hiding the functionality of the object itself; as an example, in figure 3., the famous

lemon squeezer by Philippe Starck, is shown.

In this case, the engineering activity may require an extra effort for the related evaluations and possibly higher costs for

the production itself. Anyway, for these kinds of products a low final price is not the main concern, since usually

customers accept to pay higher prices for such amazing products.

This extraordinary flexibility in shape expression is also made possible by the evolution of the available materials and

production tools.

Figure 3: The lemon squeezer by Philippe Stark

Therefore, it is not surprising that there exist industries producing products similar from the functionality point of view

but following a completely different workflow, depending also from other several factors like for example the company

size in terms of possibility of investment and personnel employed.

For the above reasons in general it is hard to depict a generalized workflow in fields different from the automotive one.

Industrial designer typically starts to sketch by hand with paper and pencil. After that step there is a big range of

approaches in performing the early concept specification and evaluation. Sometimes designers prefer to combine 2D

digital drawing techniques with foam modeling, since for specific products this can assure the fastest results at

affordable costs, while the introduction of 3D CAS/CAD system in the early concept phase is considered too much

expensive [EvSa 99].

In other case the stylist, after some hand sketches, starts directly to work with a 3D CAD tool; if for example, the target

is a re-styling of an already produced object with the requirement of not modifying the mechanical part inside, the

designer often starts to work directly on the 3D digital model, modifying it in respect of the engineering constraints.

Manual and rapid prototyping techniques are normally used when the dimension of the final product is not large, while

with higher dimension, as the prototype becomes prohibitively expensive, the use of 3D modeling digital tools is

preferred. With the sophisticated rendering capabilities offered by these tools it is possible to illustrate different model

alternatives also changing quickly colors and textures.

Differently from the automotive industry, where different systems for the styling and for engineering activities are

normally used, one single CAD system is adopted for the whole workflow depending on the product typology. This

depends on several factors, including the fact that most of the styling activity is still done manually and moreover

integrating a CAS with a CAD system in the production workflow often implies costs small companies cannot affort.

In addition, CAD systems have always to be used in the engineering phase.

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3D CAS tools, when used, are introduced in the flow towards the end of the design refinement process to show and

proof the final idea of the product and to illustrate the different alternatives.

In several sectors, before starting mass production, artifacts need to be really tested in all their functional and ergonomic

aspects. To this aim, few product samples are produced and tested in their target usage. This means that sometimes the

necessity of modifications may arise once the product development process is completed, thus requiring a possible loop

back to the CAD model design.

In general we can say that: as higher the product technology is, as complex its design workflow becomes, due mainly to

the difficulty of integrating creative expressions with engineering requirements: from this point of view the design cycle

of high technology products suffers from similar lacks in the car industry as in other sectors.

The critical issues The introduction of digital tools in the styling workflow in the last twenty years has much reduced the number of

physical prototypes necessary to come to the design approval, thus significantly reducing the development time and

cost. Nevertheless some critical issues have to be faced and overcome before to make free the way towards an ideal

optimized digital design process, in which the adopted tools will be able to automatically preserve the design intent

throughout all the process phases. Limits contrasting such efficient and integrated design activity may be found within

the systems used in each single workflow phase and in their integration.

The first lack in the initial design phase is that currently there are no systems supporting at an acceptable level the

integration of the 2D digital sketching with 3D modeling. Such a proper integration could avoid the required

interpretation of the 2D model for the creation of the 3D one, thus reducing the possibility of mismatch.

A big limit felt by designers, when dealing with digital modeling tools, is the non-natural interaction with the model;

when artists and designers create shapes with digital techniques, often the available tools for shape creation and

manipulation restrict the way in which a shape can be modeled: they often have to concentrate too much on how to use

the tool for obtaining what they have in mind. In order to make the modeling process more intuitive, the interaction

should be performed in such a way that provides direct control over three-dimensional space in the same way a pencil

commands two-dimensional space. In fact, an easy interaction requires functionalities simulating the traditional way of

working of stylists. The current limitations are mainly due to the fact that the modeling activity is mostly based on low

level geometric elements (e.g. Nurbs/B-splines control points and nodes), thus requiring an understanding of the

underlying mathematical representation, in order to know which elements have to be changed to obtain the wished

surface modifications. A more friendly working methodology could be obtained, for instance, by having the possibility

of working directly with some particularly meaningful curves: the idea is to modify those curves and then to get the

desired surface changes, following directly the modified curve, respecting implicit geometric and aesthetic rules. A

further possibility is to simulate the clay modeling [Yam 97, INSTANCE, WaKa 95].

The implementation of such functionalities can be difficult depending on the underlying surface representation: the

stylist needs a tool which allows him to express as freely as possible his creativity in the conceptual phase but, at the

end of the creativity process, high quality surfaces mathematically precise are necessary.

Moreover, the input devices, which are still not enough oriented to respond to the artists’ manual capabilities and habits,

represent one other limitation.

In car design, a key issue is to improve the integration of the styling systems and the CAD/CAM tools. Since, a

physical prototype is normally created from the CAS model, it is evident that if it is manually modified the surface

reconstruction becomes unavoidable. The reconstructed surfaces through the Reverse Engineering (RE) techniques can

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be used only as a basis for the redesign of the part because the low quality of recovered information, thus causing a hard

and time-consuming activity in order to overcome those limits.

However, also when the CAS model corresponds exactly to the accepted style, problems still arise when it is imported

in CAD environment. Many of these problems are due to the numerous gaps between surface patches that can hardly be

accommodated; even if the native model are correct without any gaps, once transferred in the new system gaps may

result because of a difference in the working tolerance of the two systems. In this case often the only solution is to

rebuild the CAD model. Currently there are many commercial CAS systems that allow the user to specify to which

CAD system the surfaces will be transferred, in order to automatically set the best working tolerance for it, thus

avoiding accuracy problem once the model is imported in CAD.

Anyway, even if big steps forward have been done by CAS/CAD vendors to solve the accuracy problems, which are

still obstacles to the integration, the main open problem is still the cultural component of the users: it is a matter of fact

that CAS is used by creative people which needs as much freedom as possible in depicting the forms they have in mind,

while CAD is used by engineers which need precise functionality to specify the exact position of the geometric parts.

This results in a model composed by surfaces that are not those required by the engineering for the successive

manufacturing activities, e.g. long and narrow surfaces or fillets with unfeasible radius. Several software tools have

been developed to identify critical situations and activities are carried out at international level for specifying guidelines

for CAD model quality [SASIG]. Until the stylist and engineer roles are not made culturally closer through an

educational process different from the current one, the gap will not be completely closed.

Last but not least, a typical problem still encountered from the CAS designers is that the systems often do not support

well the fast generation of shape alternatives starting from already existing models; changing a small detail sometimes

is really difficult, and it can cost more than re-creating the entire model. This is mainly due to the fact that it is difficult

to hard-code rules driving the propagation of the modifications done on one surface patch to the rest of the model. Even

history-based systems are still considered insufficient to effectively perform the wished modification, not only because

of the impossibility of specifying rules but also because they are not able to treat very frequent operations that return in

ambiguous situations in the history tree processing.

3. The relationships between the product shape and its aesthetic characteristics Several studies are carried out for identifying the links between shape characteristics of a product and the transmitted

emotions. These relationships are analyzed from different perspectives including perceptual psychology [Luh 94],

design and computer science [WaJa 93, Bre et al. 98, HsWa 98, YoYa 98, ChOw 98].

The formalization of these links could offer many advantages at different levels. First of all, a better understanding of

human reactions may help an easier understanding of the market wishes and tastes: following consolidated principles,

companies are fully aware of the results their choices will produce. In that sense a proper formalization may support

designers in achieving their goals more directly.

The formalization of these relations as items of knowledge to be processed by a computer system may allow the

communication of designers' aesthetic intents by means of shape and non-shape (e.g. color and material) characteristics

of the product. To communicate design intent among different teams is difficult, independently whether it occurs in the

same company (e.g. styling and engineering departments), or with external suppliers contracted to design, manufacture

and deliver entire product modules. This fragmentation of aesthetic design execution has potentially negative

implications for the cohesiveness of the product image. Some suggestions have been proposed, such as formalizing

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brand identity, possibly by means of archetypes [SmWa 00], or associating terms to a specific character. In literature,

results of experiments are shown demonstrating the possibility of categorizing products in classes sharing some

terminology of aesthetic character [Bre et al. 99, Don 99, Ish et al. 97]. Anyhow all these experiments are quite limited

in the number of inquired persons and analyzed objects, as well as in the results. In fact, no systematic and precise

specification of the correspondence between product elements and emotional terms has been provided, and also the

problem intrinsic to the use of terms has not been addressed: terms have the disadvantage of being subject to personal

interpretation, mainly dependent on cultural environment and on personal experience, and thus an agreement on a

common language should be found.

A formalism that could be processed by a computer program requires the identification of the direct relationships

between the geometric elements of an object and its aesthetic characters. Ideally, the mapping specifies those values of

shape characteristics and parameters that compute the design model conforming to the intention. Van Bremen and his

colleagues at the Delft University [Bre et al. 98] provided some examples of possible, but not tested, associations

among aesthetic and shape parameters without proving the effective feasibility of the mapping process; they concluded

that such association is rather difficult, and it is not a simple mapping since same aesthetic parameters can have

associated different shape parameters. For this reason it is not possible to give an absolute definition of an aesthetic

character, but it is more meaningful to specify how to increase or to decrease already given characters of the object.

In addition, it has also been realized that the choice of the type of aesthetic variables depends on the object. Therefore,

an effective system needs to incorporate subject dependency, possibly by introducing subject-specific relations or

weighting functions. At the same time, they also indicate a way for identifying the aesthetics characteristics and shape

properties correspondence.

A similar method is being undertaken by the European project FIORES-II [FIORES II]. The method tries to cluster

products analyzing the answers of a sample of interviewed industrial designers. After named verbally aesthetic

characters, objects within the identified fuzzy cluster are sorted according to the given definition. By extracting

geometric characteristics common to objects in the same cluster, the correspondence between shape parameters and

aesthetic elements can be identified. The validity of the correspondence is verified by varying in a proper range the

values of the considered shape parameters. Since the project is still in progress there are not available results to prove

the validity of the adopted approach concretely.

4. From the 2D sketching to the surface model

As already outlined, most of the creative activity is still weakly supported by computer-aided tools in current practice.

This is due not only to cultural reasons, but also to the input devices that are somehow too different from the traditional

tools used by designers, such as clay or pen and paper. On the one hand, designers love drawing in the traditional way

and see the computer in this phase like an obstacle to creativity; on the other hand, it is very difficult to capture the

subjectivity and the vagueness of the design in a CAD system: the lack of a real integration between the 2D sketch and

the correspondent 3D model does not encourage the exploitation of digital tools and this is the gist of the problem.

Some branches of research have tried and are trying to fill the gap between conceptual design and CAD, suggesting new

tools nearer to the way stylists work: some of them fall within the hardware sphere, like data tablets or haptic devices

and strips [Freedom©,Sensable©, Bal. et al. 99a]; others are included in the software area, simply adding new

functionalities that imitate traditional physical techniques (e.g. French curves [Sin 99]).

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In particular data tablets try to reproduce the stylists’ habit to draw on sheets of paper allowing displays to be placed flat

on the desk or held in the hand. The first attempts in this direction were hardly considered because of the separation

between the input tablet and the visualization of the results on the screen. But the research in the field went on and it is

now possible to have computer pens with the same shape as the traditional ones and to draw directly on the display

[Wacom ©]. Some current studies are carried out in order to give also the possibility of the rotation of the tablet during

the design, supporting the attitude of designers to rotate the drawing [Fit et al. 99].

In [Bal. Et al. 99b] a software prototype is described , which simulates the traditional tape drawing technique

allowing the user to easily create large scale sketches defining them with the help of the two hands in a way very

similar to the one adopted in current practice.

The deduction of a CAD model from a 2D sketch is a research area that tries to cover both the problem of a user-

friendly tool and that of preservation of the design intent. Regarding the first point, data tablets are employed or the

scanning of hand-made scribbles is performed; regarding the second one, completely different approaches can be

applied.

While several activities have been carried out for simple shaped objects [Egg et al. 97, VaMa 00a, VaMa 00b, VaMa

00c, Zel et al. 96, Quin et alt. 00], only few ones can be related to the styling activity. In this latter, the core of the

problem is the interpretation of the strokes of the sketch: the ambiguity is caused by the redundancy of lines just drawn

for emphasizing some effects, not for better specifying the geometry. In these cases, a system, trying to interpret the

drawings, needs to take decisions in order to select the right elements and consequently it can make mistakes. To

overcome this, in the developed prototypes, the user has the possibility to interact with the modeler and correct the

wrong interpretation. Moreover, the model created with these techniques is not an exact representation of the geometry,

but just an approximation helping the first evaluation and a faster formulation of different ideas.

In [Rot 00], the objective is to suggest a set of candidate curves starting from the hand-made scribbles; the penciled

sketch is scanned and the stylist organizes some of the points in guiding polygons, within which fuzzy-splines will be

defined by the system. The adopted fuzzy splines are a generalization of B-spline and are useful to model uncertainty;

in this case, they allow to represent the strokes of the sketch not with a single spline but by means of an array of curves

representing the fuzzy contour of the object. The aim is to allow designers to digitize their first stylistic idea without

specifying individual geometrical features. At the moment only a wireframe 2D model has been implemented.

Differently from the prior approach, in all the following references the tablet is the device used for sketching and the 3D

model is obtained in the end.

[DiMa 97] incorporates a sketching module in a prototype surface modeler. The designer draws on a data tablet the

profiles or the characteristic lines of the object. This results in a set of digitized points (the input strokes are sampled)

that are fitted with different spline curves, according to different interpretations. All the possible interpretation of the

strokes is stored in a matrix. The system sorts the different choices and the user can give his/her own sorting according

to his/her way of sketching. The chosen curves, which can be modified by the user, are then interpolated to create

surfaces among them.

[Mit et al. 00] e [Iga et al. 99] propose two different prototypes, providing a triangulated model instead of spline

surfaces.

[Mit et al. 00] describes 3D SKETCH: the user draws on a tablet and then core curves are extracted. As long as the

scribble can satisfy predefined constraints (e.g. mirror symmetry, planar back and bottom faces), the system

reconstructs a mesh model by means of an edge graph of the core curves. After stating the spatial relationships between

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the 2D sketch and a three-dimensional object, the 3D curves and then the surfaces are generated. In the end Non-

Photorealistic Rendering techniques produce a sketch-like model from 3D data. The approach seems effective: the only

drawback is due to the fact that the imposed constraints are a bit restrictive at the moment and then this prototype works

only with quite simple shapes.

In [Iga et al. 99], another sketching interface, Teddy, is presented; the scribble is performed on a tablet where the stylist

draws the contours and the characteristic lines of the object. The system generates firstly a 2D triangulation with the

spine of the object, then gives volume with an extrusion operation and triangulates the created shape. The prototype

supports some modeling operations (creation, painting, extrusion, cutting and smoothing) and constructs an

approximate model, not suitable for careful editing. The main drawback is the possibility of only dealing with objects

with a spherical topology.

5. 3D Computer-Aided Modeling for Styling

Since the final objective of the whole design process is the complete definition of the 3D surface model, which has to

express the design intent whilst being the basis for all the related evaluations and production activities. Therefore,

improving the modeling phase is crucial for optimizing the styling process.

In the past two decades Non-Uniform Rational B-splines (NURBS) have become the de facto standard

representation for shape modeling and geometric design. They were and are supported by the most part of the

commercial modeling systems because of their flexibility and robustness [Pie 91]. On the other hand, drawbacks related

to the difficulty in representing any shape and the resort to low-level geometric elements for manipulation still prevent

these systems to be fully user oriented.

In order to overcome such limits, several researches are carried out and are still active. On the one hand, new

mathematical representations are investigated. On the other hand, new modeling techniques are studied to hide the

underlying mathematics. In the following, we will give brief surveys in these matters.

Geometric representation for industrial shape modeling

The characteristics that made NURBS the standard representation in geometric modeling are [PiTi 97]:

the flexibility derived from a large number of control variables;

the capability to represent free-form shapes as well as standard analytic shapes with the same mathematical

formulation;

fast and stable algorithms;

curves and surfaces invariant under geometric transformations.

Research efforts during the last twenty years came to the results that currently a very wide set of modeling techniques

based on NURBS are available (interactive editing, approximations of shapes, point/curve interpolation, etc…),

covering most of the functionalities needed in shape modeling. However, some drawbacks are still present and are

mainly related to

• unintuitive manipulation of control parameters;

• hard localization of modifications;

• difficulty in representing arbitrary topologies.

The first disadvantage is particularly experienced in the aesthetic design framework, where the user is forced to

manipulate directly a big number of control variables and that is a quite unnatural way of interacting with shape. To

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overcome this trouble, some researchers have extensively investigated energy optimization techniques in geometric

design. Energy-based algorithms provide powerful solutions, which can allow the designer to interact with NURBS-

based tools in an intuitive way without worrying about the way to set up control points, weights and knots. The basic

idea is to consider the NURBS deformable model as governed by physical laws: the model responds dynamically to

applied simulated forces [TeFl 88]

A summary of the works of physics-based modeling may be found in [Qin 96].

In their current research Xie and Qin [XiQi 01] generalize their prior approach and develop novel algorithms that

support the automatic determination of NURBS knots in terms of many popular well-behaved functions such as the

minimization of curvature and/or the variation of curvature. The key contribution of their work is that they have

developed a novel modeling technique that systematically transforms general NURBS geometry into a set of equivalent

rational Bezier splines, allowing the control of all time-varying degrees of freedom of NURBS by energy functionals. Another approach for improving NURBS is the addition of new parameters with the goal either to make the

modifications simpler or to raise the possibility of controlling the shape better. For instance, Sanchez [San 97] modifies

NURBS using a perspective functional transformation of arbitrary origin O. Since any point of the spline follows a

radial direction through O as a control point is moved, the choice of O influences in a predictable way how a given

displacement of the control points affects the final shape. Another example in this sense is given by Alpha Spline [TaLo

99]. They are an extended formulation of NURBS adding tension parameters at control points for a local tension

control, but preserving parametric continuity and some other geometric properties of the NURBS (convex hull, affine

invariance, local controllability).

The requirement that control net consists of a rectangular grid of control points implies that not all the topologies can be

easily supported and often the designer is forced to model irregular shapes using degenerate patches thus reducing

continuity between surface patches. To model arbitrary topology with a high global smoothness, triangular B-splines

emerged as a powerful tool for geometric modeling [FoSe 93, GrSe 94]. The disadvantage of this approach may be

found in an high cost of the evaluation algorithms.

Qin and Terzopolus in [QiTe 97] proposed a new surface model, dynamic triangular NURBS, which combines the

elegant geometric features of triangular NURBS with the demonstrated conveniences of interaction within a physical

dynamics framework.

A very attractive alternative to NURBS for free form geometric modeling is represented by the subdivision surfaces,

whose chief advantage and distinguishing feature is their ability to model smooth surfaces of arbitrary topology with

highly scalable and computationally efficient algorithms thanks to a very simple data structure: subdivision are

conceptually simple and can be easily modified to create surface features without making major changes to the

algorithm. Subdivision surfaces avoid the need for trimming surface patches, which arises in NURBS representation. At

the same time one of the major drawbacks of subdivision is a lack of precise definition of the schemes with a

guaranteed behavior: often it is unclear how rules should be specified in certain cases, like boundaries or creases.

In addition the lack of complete and precise definition makes it more difficult to exchange data between applications,

reuse control meshes, and design new algorithms based on subdivision.

For an overview of basic theory and applications the reader may refer to [ZoSc 00].

For modeling applications the most popular subdivision methods are based on generalization of traditional spline patch

methods: the resulting surfaces are still made up of individual patches, but global continuity conditions need not be

enforced.

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In the original papers of the pioneers Catmull-Clark [CaCl 78] and Doo-Sabin [DoSa 78] in 1978, a smooth surface was

obtained by recursively subdividing in quadrangular way a polygonal mesh of arbitrary topology, while Loop in 1987

[Loo 97] proposed a similar schema based on triangular subdivision.

Even if the original idea is more than 20 years old, only the research carried out in the last ten years, related to methods

for computing exact properties and providing advanced functionalities, have made this technique very interesting and

more attractive also in the field of geometric modeling. Among a very wide set of works we may mention those aimed

at providing the possibility of exactly evaluating the surface at an arbitrary location [Sta 98], the possibility of

interpolation [Zor et al. 96, Dyn et al. 90, Hal et al. 93, Bie et al. 00], methods for trimming and other specific features.

In the following a very brief overview of some recent works on the above topics is given.

Important contributions in terms of improvements in the control of the surface shape, comes from Bierman et al. [Bie et

al. 00]: they introduce improved rules for Catmull-Clark and Loop schemes overcoming the lack of smoothness at

extraordinary vertices and folds near concave corners and allowing in addition the generation of surfaces with

prescribed normal. Also Levin in [Lev 00] describes rules for using globally the Catmull-Clark schema except at a

chosen set of points where an interpolating variant is used.

Claes et al. in [Cla et al. 01] propose a solution that tries to combine the benefits of approximating schemes, extended

with the possibility to locally edit in an interpolating way, whose main advantage compared with other approaches, is

that the underlying uniform and stationary scheme is kept completely intact, only adding carefully chosen ghost points

to the original mesh.

Starting from a prior work Nasri et al. [Nas et al. 01] describes a method, based on the signal fairing [Tau 99], to fair

such a surface and to achieve the possibility of imposing more constraints such as interpolating curves with predefined

tangent plane or cross curvature.

In the framework of achieving tools for carving features in a subdivision surface, Khodakovsky and Schroder [KhSc 99]

described an algorithm to enable the creation and control of curve-like fine-level features in a subdivision based multi-

resolution geometric editing environment. The user chooses a level of the hierarchy on which to draw a free form curve.

The curve is realized as a quadratic spline with attributes such as the neighborhood size, width and height, which

control the perturbation of finer resolution levels in the vicinity of the curve.

Litke at al. [Lit et al. 00] recently have focused on the trimming of a subdivision surface; trimming is an important

component of any free form surface modeling system. It is essential for boolean operations and arises even in a simple

context as “punching” a hole into the surface. Whenever a region of the subdivision surface is cut in a trimming

operation, a new domain is constructed such that the resulting subdivision surface approximates the original one far

from the trim region. The approximation error away from the trim curve can be made arbitrarily small, as well as can be

made arbitrarily small the region over which it is non-zero.

Despite of the big efforts in improving the subdivision algorithms and in providing additional functionalities based on

this technique of representation, they seem to be quite far from replacing NURBS in the styling workflow; in fact even

if subdivision potentially represent a good candidate for it, currently they still suffer limitations which prevent to use

them in the whole styling cycle, like in particular

• the difficulty of controlling the shape

• the difficult to transfer a model

• the difficult of obtaining Class A surfaces

Therefore it is quite mandatory to continue working in researches aimed at improving the functionalities offered by

NURBS, in particular ameliorating the interaction with users not familiar with mathematical concepts.

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Target property driven surface modification

The creation of smooth surfaces, i.e. continuous surfaces, does not guarantee that they are aesthetically acceptable. A

surface can be smooth from a mathematical point of view but still looking unpleasant. That’s why fairness is

introduced; it is usually defined as low variation of curvature in contrast to continuity of curvature. An overview of the

methodologies in fairing and in fairness evaluation was the result of a European network [FAIRSHAPE].

In car industry, nice looking surfaces are strongly connected to the regular behavior of the reflection of the light over

them. Therefore, stylists always face the problem of achieving a high quality surface with the desired light effects

behavior. The wished results are normally obtained through a trial-and-error approach, which implies a loop of

successive very small and localized modifications and evaluations, as the operators do not know exactly which

sequence of operations brings to the goal. Since light effects can be mathematically represented by particular curves

defined by those surface points at which surface normal and light direction meet in a defined way, see table 2, they can

be used as an evaluation tool for the quality of the surface itself. An overview of characteristic curves helping to detect

anomalous surface features can be found in [Hig 90], where the definition and the method to visualize different types of

light and curvature lines are also provided. Extensions of these methods to polygonal meshes are reported in [Kob et al.

00].

Table 2: Mathematical definition of the most common light lines

Currently, commercial systems offer a wide range of methods for the surface interrogation mainly based on light lines

as well as on curvature, which is also strictly dependent on surface normal but not on its parameterization.

Several curvature indicators and evaluation methods have been proposed. Among others, [Hag et al. 95] computes

curvature behavior through focal surfaces, [WoFa 97] measures shape quality of curves by means of total curvature and

[SaKo 97] introduces a non-uniform scaling in curvature plots to emphasize curvature errors.

In order to avoid the previously described trial-and-error loops, some attempts have been done to allow the direct use of

such property curves for guiding the surface modification; such an approach is also referred as engineering in reverse

(EiR).

SILHOUETTE (or SHADOW LINE) Locus of the points Q of the surface

such that ⟨N,B⟩=0

ISOPHOTE

(or EQUAL BRIGHTNESS LINE)

Locus of the points Q of the surface such that

⟨N,B⟩=const

HIGHLIGHT Locus of the points Q of the surface such that

⟨B×N,A-Q⟩=0

REFLECTION LINE

(depending on the point of view O)

Locus of the points Q of the surface such that

OQOQ

−− +

QLQL

−− =2N ⟨ N , OQ

OQ−−

Let L(t)=A+tB be the light source (B is its direction and A is a point on L) and N be the

normal to the surface.

Let ⟨,⟩ indicate the scalar product in the usual three-dimensional space.

NNAAMMEE DDEEFFIINNIITTIIOONN

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Since most of the shape properties are expressed through partial derivates, finding a surface with a specified property

value calls for the solution of a partial differential equation system (PDE system). As it occurs in other areas of the

design process, for instance in mechanics of materials, equations are non-linear. The major differences with those

systems in the computation of the solution are due to the required smoothness and to the solution existence. In fact,

whilst the solutions of these equation are only C0, normally the resulting surface is required to have a higher degree of

continuity. Moreover, it is not always possible to find a surface satisfying all the constraints and properties specified by

the user.

Therefore, one of the key issues in the development of EiR tools is the specification of methods for guaranteeing a

solution. An effort in the understanding of the solvability conditions for the surface modification through isophotes has

been described by Andersson in [And 96].

Different approaches have been suggested to overcome this kind of problems. In particular they can be divided in those

that try to formulate the theory in order to obtain a system simpler to solve and those that approximate the solution

using variational approaches.

Chen and his colleagues [Che et al. 97] and Zhang and Cheng [ZhCh 98] deal with the modification of NURBS surfaces

by means of highlights following the first approach.

The first [Che et al. 97] express highlights numerically through algorithms representing them as ordered sequences of

points: they are properly sampled and these can be the modifiable points. The authors find an explicit relationship

between these reference points and NURBS control vertices. The inverse problem (a non-linear system) is solved

through linearization by a first–order Taylor expansion and this choice causes the approximation of the new surface: the

quality of the modification depends on the extent of the highlight line modification and the curvature of the surface.

The second [ZhCh 98] propose a method just to remove local irregularities of a NURBS surface by smoothing highlight

lines, following an approach very close to that of the previous paper. The user can improve the quality of the surface

simply by choosing the endpoints of the unsatisfactory portion of the highlight. That area is automatically modified

substituting with a smooth cubic Hermite curve. A linear system is then solved and the new control points of the surface

are calculated. The method can be applied only to local irregularities, not to more extended areas and does not work

well if the abnormal area is located on the boundary of the NURBS patch.

Alternatively Loos and some colleagues [Loo et al. 99] faces the problem with a variational approach: the authors

define a proper error functional, which measures how accurately a set of light lines (isophote or reflection line pattern)

is approximated. The error functional is related to the gradient of the light intensity and is approximated by a Taylor

expansion. Minimizing with standard numerical techniques, a smoothed reflection line pattern is achieved and then the

algorithm computes the surface which approximates the new reflection lines. The fairing procedure is applied on the

light lines and then the surface is adapted to the resulting smooth lines. Since the final B-spline model is not exact, it is

possible to take into account arbitrary linear constraints and to change the surface locally.

Within the European project FIORES [FIORES] three methods have been developed for the surface modification

through shadow lines covering both the general approaches above described. The first method has the advantage of

exactly delivering the desired result but it can be applied to a single surface. The user changes the shadow line

interactively using Bezier curves and the system creates the modified surface, numerically solving a PDE system and

using the method of characteristics, which gives a set of curves that are smoothly interpolated. The other two methods

allow the modification of an arbitrary surface region with specified continuity constraints along the border region. The

second method applies a surface deformation function, calculated as the solution of a PDE, which minimizes an energy-

like criterion. The third method, instead considering the defined constraints, evaluates the best solution, i.e. the solution

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that under a curve similarity criterion is as close as possible to the desired target. The aim is to find a solution which -

despite possible different appearances- is similar to the target one and, therefore. In figure 4 an example of shadow line

to be modified.

Figure 4: Specification of the target highlight (B) for correcting the wrong one (A)

Modeling by free form features

Features are well known in mechanical field [ShMa 95] as the key elements for associating specific functional meaning

to groups of geometric elements (faces, edges and vertices). Thus for applications, features are much more meaningful

than the low level constitutive elements and can be manipulated by means of a limited number of significant

parameters. It is quite clear that using features as design primitives improves the efficiency in creating the product

model and considering alternative solutions.

Differently from the mechanical environment, where parts are defined by canonical geometric shapes, in free form

modeling the association between shape and function can be harder identified and it is much more difficult to define a

feature classification. Nevertheless, their utility in conceptual and detailed freeform design has been recognized [Kra et

al 96].

One of the first attempts in bringing the feature concept into the free form domain has been done by Cavendish and

Marin [CaMa 92a, CaMa 92b]. They focused on functional surfaces, such as car inner panels, which are highly

irregular and multi-featured, but with regular shapes. Even if the approach is interesting, it is too limited for aesthetic

design, since it can hardly be integrated with B-splines.

An extension to deal NURBS representations has been presented in [ElVe 98]. In particular they developed a method

for the creation of general displacement features, in which the transition surface between the original unmodified

surface and the displaced region is created in approximated terms. The method identifies at first possible situations that

can originate local transition surface intersections and treats them in order to create non-intersecting surfaces. The

biggest limit of their method is that it does not allow different displacement features to overlap on their transition

geometry, since the degree of such overlapping features would become too high. In addition the method provide a real

time surface manipulation, thus it is suitable to the conceptual design phase, but not in the final product specification

being unable to provide high quality surfaces. Furthermore no mention on the possibility of defining features on

different adjacent patches is done.

The above research is mainly focused on how to produce and represent transition surfaces between two given ones, but

in order to provide full feature-based functionality, the set of features has to be extended.. In this perspective, Fontana et

al. [Fon et al. 99] identified two categories of form features used in the different phases of the computer-assisted styling

activity: structural and detail ones. Structural features include those lines for the overall shape definition. Examples of

structural features are contours, object profiles and sections, or structural character lines having an overall aesthetic

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impact. On the other hand, detail features correspond to local shape modifications for adding aesthetic and functional

details and for enhancing the visual effects of character lines, see fig 5. The authors mainly focus on the classification of

detail features that is based on the topological and morphological characteristics associated to the deformation functions

used to create the features. To show the feasibility of the approach the slot-like class has been implemented [FIORES].

Figure 5: Examples of character lines that can be obtained using free form features

Referring to the previous taxonomy, Vergeest et al. [Ver et al. 01] defined a parameter-based formalism for free form

features: free form features are formulated as a map from a parameter domain to a subset of the Euclidean space. To

exemplify the formalism, they give the parameterization of the ridge and hole features. Whilst being a valuable attempt

to address the problem, it still needs improvements to be usable. The proposed parameterization is thought to be used

also for shape re-use. In fact the redefinition is provided with the aim to be usable also for selecting and parameterize

shapes from point clouds to be inserted in new design parts [Ver et al. 00].

This work, still at its preliminary phase, represents a first tentative to solve a problem that is very common in designing

product families, in which some elements have to be re-used in different products. The well-known Alessi baby

bathroom caps family gives an example of objects in which some key features, e.g. the hands, are repeated while

adapted to the new surfaces, as illustrated in figure 6.

Figure 6: Alessi’s baby bathroom caps family

However, such kind of cut and paste operations are still difficult to be performed due to the underlying unsolved

problems, such as the capability to parameterize general shapes in such a way that designers can easily adapt them to

the new configurations.

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The problem of defining freeform features as parametric components has been analyzed for specific objects and is

difficult to adapt to general products. Some examples can be found in [AuYu 00, Vos 99,Gin 89, Mit et al 95a, Mit et

al. 95b]. Au and Yuen [AuYu 00] propose a feature language grammar for object definition. Features in the object are

constrained by a set of neighboring features, and their geometric form is defined by a set of characteristics points as the

parameters and a set of surfaces. The relations between the points and the surfaces, and the continuity constraint

between the surfaces are also included in the vocabulary. Features vocabularies and grammar rules are to be defined by

the user depending on the product. The method is illustrated in the context of mannequin modeling, by considering as

features the functional components, i.e. neck, shoulder, etc…

A similar approach exemplified for the telephone handset has been proposed by Vosniakos [Vos 99]. He studies product

families and finds out the specific features, which are categorized by means of adjacency, distinguished in touching,

non-touching and blending. Touching features exhibit position and slope continuity along edges of their constituent

patches. Non-touching ones are joined through blending features, which are not fully predefined.

In the last three works the major limit is the applicability only to product family components and in addition they are

suitable for simple components that can be represented by a low number of patches, with very predictable shapes and

low degree of continuity conditions.

6. Conclusion In the present paper, the description of the styling workflow for the automotive and consumer supplier industry has been

provided illustrating the current weak points and research activities aimed at their solution. Two are the main general

objectives of the research aimed at improving the industrial design workflow:

• to smooth the transfer of the design intent throughout all the workflow phases

• to provide tools more adherent to the mentality of creative user

Many progress achieved in last years have made easier the work with the help of digital tools, nevertheless there is still

room for enhancing the quality of the design cycle. In particular the most critic issues are even related to the creation of

the surface model and its transfer to CAD for manufacturing: on the one hand it is predictable that the efforts currently

in progress may provide very shortly a satisfying set of functionality allowing creative user to define 3D model in a

way very adherent to their mentality, but on the other hand it looks that the hardest task is related to the transfer of the

model from the styling department to the engineering: in fact independently from the used system, quite often the model

defined from stylists cannot be used for the engineering phase, because of the way in which the constituent surfaces are

created. The challenge will be to conciliate the creative mentality of the stylist who need tool allowing him to express as

freely as possible its idea and the rigorous approach of the engineer: the balance among these two different worlds

probably cannot be achieved only improving the tools but also with a big efforts in terms of education in order to close

the mentality gap.

Bibliography [AuYu 00] C.K. Au, M.M.F. Yuen, A semantic feature language for sculptured object modeling, Computer-Aided Design 32 (2000), pp. 63-74

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