August 2023
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64 Reads
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87 Citations
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August 2023
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64 Reads
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87 Citations
September 2003
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314 Reads
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194 Citations
ACM Transactions on Graphics
Deficient cloth-to-cloth collision response is the most serious shortcoming of most cloth simulation systems. Past approaches to clothcloth collision have used history to decide whether nearby cloth regions have interpenetrated. The biggest pitfall of history-based methods is that an error anywhere along the way can give rise to persistent tangles. This is a particularly serious issue for production character animation, because characters' bodies routinely selfintersect, for instance in the bend of an elbow or knee, or where the arm or hand rests against the body. Cloth that becomes pinched in these regions is often forced into jagged self-intersections that defeat history-based methods, leaving a tangled mess when the body parts separate. This paper describes a history-free cloth collision response algorithm based on global intersection analysis of cloth meshes at each simulation step. The algorithm resolves tangles that arise during pinching as soon as the surrounding geometry permits, and also resolves tangled initial conditions. The ability to untangle cloth after pinching is not sufficient, because standard clothsolid collision algorithms handle pinches so poorly that they often give rise to visible flutters and other simulation artifacts during the pinch. As a companion to the global intersection analysis method, we present a cloth-solid collision algorithm called collision flypapering, that eliminates these artifacts. The two algorithms presented have been used together extensively and successfully in a production animation environment.
July 2002
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118 Reads
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72 Citations
ACM Transactions on Graphics
We present a method for designing truss structures, a common and complex category of buildings, using non-linear optimization. Truss structures are ubiquitous in the industrialized world, appearing as bridges, towers, roof supports and building exoskeletons, yet are complex enough that modeling them by hand is time consuming and tedious. We represent trusses as a set of rigid bars connected by pin joints, which may change location during optimization. By including the location of the joints as well as the strength of individual beams in our design variables, we can simultaneously optimize the geometry and the mass of structures. We present the details of our technique together with examples illustrating its use, including comparisons with real structures.
July 2002
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8,871 Reads
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39 Citations
ACM Transactions on Graphics
We present a method for designing truss structures, a common and complex category of buildings, using non-linear optimization. Truss structures are ubiquitous in the industrialized world, appearing as bridges, towers, roof supports and building exoskeletons, yet are complex enough that modeling them by hand is time consuming and tedious. We represent trusses as a set of rigid bars connected by pin joints, which may change location during optimization. By including the location of the joints as well as the strength of individual beams in our design variables, we can simultaneously optimize the geometry and the mass of structures. We present the details of our technique together with examples illustrating its use, including comparisons with real structures.
November 2001
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72 Reads
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84 Citations
Computer Graphics Forum
We present a method for the rapid and controllable simulation of the shattering of brittle objects under impact. An object is represented as a set of point masses connected by distance-preserving linear constraints. This use of constraints, rather than stiff springs, gains us a significant advantage in speed while still retaining fine control over the fracturing behavior. The forces exerted by these constraints during impact are computed using Lagrange multipliers. These constraint forces are then used to determine when and where the object will break, and to calculate the velocities of the newly created fragments. We present the details of our technique together with examples illustrating its use. An earlier version of this paper was presented at Graphics Interface 2000, held in Montreal, Canada.
October 2001
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115 Reads
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125 Citations
Physical simulation of dynamic objects has become commonplace in computer graphics because it produces highly realistic animations. In this paradigm the animator provides few physical parameters such as the objects' initial positions and velocities, and the simulator automatically generates realistic motions. The resulting motion, however, is difficult to control because even a small adjustment of the input parameters can drastically affect the subsequent motion. Furthermore, the animator often wishes to change the endresult of the motion instead of the initial physical parameters.
September 2001
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29 Reads
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11 Citations
As computational performance becomes more readily available, there will be an increasing variety of interactive graphical applications with iterative numerical techniques at their core. In this paper, we consider how to support the unique demands of such applications. In particular, we focus on how to set up the numerical problems which must be solved. In the context of interactive systems, this requires the ability to dynamically compose systems of equations and rapidly evaluate them and their derivatives. We present an approach called Snap-Together Mathematics for doing this.
June 2001
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679 Reads
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1,554 Citations
The bottle-neck in most cloth simulation systems is that time steps must be small to avoid numerical instability. This paper describes a cloth simulation system that can stably take large time steps. The simulation system couples a new technique for enforcing constraints on individual cloth particles with an implicit integration method. The simulator models cloth as a triangular mesh, with internal cloth forces derived using a simple continuum formulation that supports modeling operations such as local anisotropic stretch or compression; a unified treatment of damping forces is included as well. The implicit integration method generates a large, unbanded sparse linear system at each time step which is solved using a modified conjugate gradient method that simultaneously enforces particles' constraints. The constraints are always maintained exactly, independent of the number of conjugate gradient iterations, which is typically small. The resulting simulation system is significantly faster than previous accounts of cloth simulation systems in the literature.
January 2001
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81 Reads
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14 Citations
January 2001
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162 Reads
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35 Citations
... Although point-based rendering techniques offer numerous advantages, they inherently represent scenes as unstructured point clouds. In contrast, contemporary graphics pipelines are designed for structured representations, such as polygonal meshes, which are increasingly favored in a variety of applications, including animation [25,49], physical simulation [3,4,35] and editing [65,68]. The lack of a representation for the structure of objects within point-based rendering methods significantly constrains their broader applications. ...
August 2023
... Sederberg and Parry expressed non-rigid animation by applying a free-form variant [22]. Witkin et al. applied energy-constraining techniques [23], and Lazarus et al. applied axial deformation [24]. Wilhelms and Van Gelder introduced a metaball to express nonlinear animation for the skeletal system [25]. ...
July 1987
... Thus, the optimization of truss systems is relevant problem in engineering. Truss systems can be optimized according several criteria: sizing, shape, and topology [1]. Large number of design parameters makes this problem complex. ...
July 2002
ACM Transactions on Graphics
... In practice, performing the derivative evaluations, indexing and other bookkeeping, etc., can become quite complex. See [14,29] for general-purpose schemes that facilitate the handling of this kind of matrixassembly problem. Although our own implementations are based on such a scheme, the camera control problem is sufficiently restricted in scope that this certainly is not necessary. ...
Reference:
Through-the-Lens Camera Control
January 1991
... Snake algorithm [7], particularly when integrated with deep learning (i.e., deep snake), presents a promising solution to these challenges. Unlike conventional semantic segmentation algorithms [8], which predict pixel-level semantic maps [9], the deep snake model generates initial object-level contours and refines them through vertex-wise offsets. ...
January 1988
International Journal of Computer Vision
... Their main idea is that model evolution is driven by two energies: an external energy that adapts the model to the image data and an internal energy that stabilizes its shape based on general smoothness constraints. Shortly afterwards, Terzopoulos et al. (1988) generalized the concept (which initially had only been applied to 2D examples) to 3D shapes. In (Delingette et al., 1994), Delingette introduced the deformable simplex mesh, which features a stable internal energy that can easily be customized to deform toward a specific template shape. ...
January 1988
... More recently, a 1998 paper by Baraff and Witkin [6,7] returned to the approach of Terzopolous et al., and introduced a new, more efficient technique for animating cloth and clothing. One major contribution of their scheme was an implicit integration scheme using a conjugate gradient solver. ...
Reference:
Cloth Parameters and Motion Capture
August 2000
... It is by introducing such a scale-space representation of an image that we will generate a sequence or hierarchy of potential surfaces ordered from a coarse scale for large filter mask size to a fine scale for small filter mask size. Optimal image feature extraction, such as the extraction of the trace of a cell contour, will then be obtained by a continuation method [156,147] of tracking the given feature from a coarse scale to its fine natural scale. In the following section, a computationally efficient scale-space representation will be described in order to generate such a hierarchy of potential surfaces. ...
August 1987
Proceedings of SPIE - The International Society for Optical Engineering
... Most of the attempts to reduce the amount of data necessary to store faces are based either on the "winner takes all" rule [4] or on simple statistical calculations [5]. Those models do not attempt to exploit the vast redundancy of the visual representation [6], nor take into account configural information. ...
January 1984
... Rigid-body contact simulation has been extensively investigated in mechanics, robotics, and graphics [Baraff 1989;Bender et al. 2012;Brogliato 1999;Hahn 1988;Mirtich and Canny 1995;Stewart 2000;Witkin and Baraff 2001]. In graphics, beginning with pioneering work of Baraff [Baraff 1991] rigid body contact has especially focused on linearized complementarity programming (LCP) models [Anitescu and Hart 2004b;Anitescu and Potra 1997;Baraff 1994;Kaufman et al. 2008;Lötstedt 1982;Stewart and Trinkle 2000;Trinkle et al. 1995]. ...
Reference:
Intersection-free rigid body dynamics
January 2001