Search Results

Now showing 1 - 10 of 44
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    Fast Arbitrary Splitting of Deforming Objects
    (The Eurographics Association, 2006) Steinemann, Denis; Otaduy, Miguel A.; Gross, Markus; Marie-Paule Cani and James O'Brien
    We present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting operation into a first step where we synthesize crack surfaces as triangle meshes, and a second step where we use the newly synthesized surfaces to update the visibility graph, and thus the meshless discretization of the deformation field. The separation of the splitting operation into two steps, along with our novel visibility graph, enables high flexibility and control over the splitting trajectories, provides fast dynamic update of the meshless discretization, and facilitates an easy implementation, making our algorithm scalable, versatile, and suitable for a large range of applications, from computer animation to interactive medical simulation.We present a novel algorithm for efficiently splitting deformable solids along arbitrary piecewise linear crack surfaces in cutting and fracture simulations. We propose the use of a meshless discretization of the deformation field, and a novel visibility graph for fast update of shape functions in meshless discretizations. We decompose the splitting operation into a first step where we synthesize crack surfaces as triangle meshes, and a second step where we use the newly synthesized surfaces to update the visibility graph, and thus the meshless discretization of the deformation field. The separation of the splitting operation into two steps, along with our novel visibility graph, enables high flexibility and control over the splitting trajectories, provides fast dynamic update of the meshless discretization, and facilitates an easy implementation, making our algorithm scalable, versatile, and suitable for a large range of applications, from computer animation to interactive medical simulation.
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    Fast Adaptive Shape Matching Deformations
    (The Eurographics Association, 2008) Steinemann, Denis; Otaduy, Miguel A.; Gross, Markus; Markus Gross and Doug James
    We present a new shape-matching deformation model that allows for efficient handling of topological changes and dynamic adaptive selection of levels of detail. Similar to the recently presented Fast Lattice Shape Matching (FLSM), we compute the position of simulation nodes by convolution of rigid shape matching operators on many overlapping regions, but we rely instead on octree-based hierarchical sampling and an interval-based region definition. Our approach enjoys the efficiency and robustness of shape-matching deformation models, and the same algorithmic simplicity and linear cost as FLSM, but it eliminates its dense sampling requirements. Our method can handle adaptive spatial discretizations, allowing the simulation of more degrees of freedom in arbitrary regions of interest at little additional cost. The method is also versatile, as it can simulate elastic and plastic deformation, it can handle cuts interactively, and it reuses the underlying data structures for efficient handling of (self-)collisions. All this makes it especially useful for interactive applications such as videogames.
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    Bounded Normal Trees for Reduced Deformations of Triangulated Surfaces
    (ACM SIGGRAPH / Eurographics Association, 2009) Schvartzman, Sara C.; Gascón, Jorge; Otaduy, Miguel A.; Eitan Grinspun and Jessica Hodgins
    Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex positions through convex combination of a rather small set of linear transformations. In this paper, we present an algorithm for computing tight normal bounds for a surface patch with an arbitrary number of triangles, with a cost linear in the number of governor linear transformations. This algorithm for normal bound computation constitutes the key element of the Bounded Normal Tree (BN-Tree), a novel culling data structure for hierarchical self-collision detection. In situations with sparse self-contact, normal-based culling can be performed with a small output-sensitive cost, regardless of the number of triangles in the surface.
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    Learning-Based Animation of Clothing for Virtual Try-On
    (The Eurographics Association and John Wiley & Sons Ltd., 2019) Santesteban, Igor; Otaduy, Miguel A.; Casas, Dan; Alliez, Pierre and Pellacini, Fabio
    This paper presents a learning-based clothing animation method for highly efficient virtual try-on simulation. Given a garment, we preprocess a rich database of physically-based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning-based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try-on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results.
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    Simulation of Dendritic Painting
    (The Eurographics Association and John Wiley & Sons Ltd., 2020) Canabal, José A.; Otaduy, Miguel A.; Kim, Byungmoon; Echevarria, Jose; Panozzo, Daniele and Assarsson, Ulf
    We present a new system for interactive dendritic painting. Dendritic painting is characterized by the unique and intricate branching patterns that grow from the interaction of inks, solvents and medium. Painting sessions thus become very dynamic and experimental. To achieve a compelling simulation of this painting technique we introduce a new Reaction-Diffusion model with carefully designed terms to allow natural interactions in a painting context. We include additional user control not possible in the real world to guide and constrain the growth of the patterns in expressive ways. Our multi-field model is able to capture and simulate all these complex phenomena efficiently in real time, expanding the tools available to the digital artist, while producing compelling animations for motion graphics.
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    Data-Driven Simulation Methods in Computer Graphics: Cloth, Tissue and Faces
    (The Eurographics Association, 2013) Otaduy, Miguel A.; Bickel, Bernd; Bradley, Derek; Diego Gutierrez and Karol Myszkowski
    In recent years, the field of computer animation has witnessed the invention of multiple simulation methods that exploit pre-recorded data to improve the performance and/or realism of dynamic deformations. Various methods have been presented concurrently, and they present differences, but also similarities, that have not yet been analyzed or discussed. This course focuses on the application of data-driven methods to three areas of computer animation, namely dynamic deformation of faces, soft volumetric tissue, and cloth. The course describes the particular challenges tackled in a data-driven manner, classifies the various methods, and also shares insights for the application to other settings. The explosion of data-driven animation methods and the success of their resultsmake this course extremely timely. Up till now, the proposed methods have remained familiar only at the research context, and have not made their way through computer graphics industry. This course aims to fit two main purposes. First, present a common theory and understanding of data-driven methods for dynamic deformations that may inspire the development of novel solutions, and second, bridge the gap with industry, by making data-driven approaches accessible. The course targets an audience consisting of both researchers and programmers in computer animation.
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    Linear-Time Dynamics of Characters with Stiff Joints
    (The Eurographics Association, 2021) Hernández, Fernando; Garre, Carlos; Casillas, Rubén; Otaduy, Miguel A.; Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.
    Characters, like other articulated objects and structures, are typically simulated using articulated dynamics algorithms. There are efficient linear-time algorithms for the simulation of open-chain articulated bodies, but complexity grows notably under additional constraints such as joint limits, loops or contact, or if the bodies undergo stiff joint forces. This paper presents a linear-time algorithm for the simulation of open-chain articulated bodies with joint limits and stiff joint forces. This novel algorithm uses implicit integration to simulate stiff forces in a stable manner, and avoids drift by formulating joint constraints implicitly. One additional interesting feature of the algorithm is that its practical implementation entails only small modifications to a popular algorithm.
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    CLODs: Dual Hierarchies for Multiresolution Collision Detection
    (The Eurographics Association, 2003) Otaduy, Miguel A.; Lin, Ming C.; Leif Kobbelt and Peter Schroeder and Hugues Hoppe
    We present "contact levels of detail" (CLOD), a novel concept for multiresolution collision detection. Given a polyhedral model, our algorithm automatically builds a "dual hierarchy", both a multiresolution representation of the original model and its bounding volume hierarchy for accelerating collision queries.We have proposed various error metrics, including object-space errors, velocity dependent gap, screen-space errors and their combinations. At runtime, our algorithm uses these error metrics to select the appropriate levels of detail independently at each potential contact location. Compared to the existing exact collision detection algorithms, we observe significant performance improvement using CLODs on some benchmarks, with little degradation in the visual rendering of simulations.
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    DYVERSO: A Versatile Multi‐Phase Position‐Based Fluids Solution for VFX
    (© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017) Alduán, Iván; Tena, Angel; Otaduy, Miguel A.; Chen, Min and Zhang, Hao (Richard)
    Many impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands. Our simulation framework handles multi‐phase interactions robustly thanks to a modified constraint formulation for density contrast PBF. And, it also supports the interaction of fluids sampled at different resolutions. We put special care on data structure design and implementation details. Our framework highlights cache‐efficient GPU‐friendly data structures, an improved spatial voxelization technique based on Z‐index sorting, tuned‐up simulation algorithms and two‐way‐coupled collision handling based on VDB fields. Altogether, our fluid simulation framework empowers artists with the efficiency, scalability and versatility needed for simulating very diverse scenes and effects.Many impressive fluid simulation methods have been presented in research papers before. These papers typically focus on demonstrating particular innovative features, but they do not meet in a comprehensive manner the production demands of actual VFX pipelines. VFX artists seek methods that are flexible, efficient, robust and scalable, and these goals often conflict with each other. In this paper, we present a multi‐phase particle‐based fluid simulation framework, based on the well‐known Position‐Based Fluids (PBF) method, designed to address VFX production demands.
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    Texturing Internal Surfaces from a Few Cross Sections
    (The Eurographics Association and Blackwell Publishing Ltd, 2007) Pietroni, Nico; Otaduy, Miguel A.; Bickel, Bernd; Ganovelli, Fabio; Gross, Markus
    We introduce a new appearance-modeling paradigm for synthesizing the internal structure of a 3D model from photographs of a few cross-sections of a real object. When the internal surfaces of the 3D model are revealed as it is cut, carved, or simply clipped, we synthesize their texture from the input photographs. Our texture synthesis algorithm is best classified as a morphing technique, which efficiently outputs the texture attributes of each surface point on demand. For determining source points and their weights in the morphing algorithm, we propose an interpolation domain based on BSP trees that naturally resembles planar splitting of real objects. In the context of the interpolation domain, we define efficient warping and morphing operations that allow for real-time synthesis of textures. Overall, our modeling paradigm, together with its realization through our texture morphing algorithm, allow users to author 3D models that reveal highly realistic internal surfaces in a variety of artistic flavors.