Maxine Perroni-Scharf’s research while affiliated with Princeton University and other places

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Publications (4)


Data-Efficient Discovery of Hyperelastic TPMS Metamaterials with Extreme Energy Dissipation
  • Preprint

May 2024

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13 Reads

Maxine Perroni-Scharf

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Zachary Ferguson

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Thomas Butrille

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[...]

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Triply periodic minimal surfaces (TPMS) are a class of metamaterials with a variety of applications and well-known primitives. We present a new method for discovering novel microscale TPMS structures with exceptional energy-dissipation capabilities, achieving double the energy absorption of the best existing TPMS primitive structure. Our approach employs a parametric representation, allowing seamless interpolation between structures and representing a rich TPMS design space. We show that simulations are intractable for optimizing microscale hyperelastic structures, and instead propose a sample-efficient computational strategy for rapidly discovering structures with extreme energy dissipation using limited amounts of empirical data from 3D-printed and tested microscale metamaterials. This strategy ensures high-fidelity results but involves time-consuming 3D printing and testing. To address this, we leverage an uncertainty-aware Deep Ensembles model to predict microstructure behaviors and identify which structures to 3D-print and test next. We iteratively refine our model through batch Bayesian optimization, selecting structures for fabrication that maximize exploration of the performance space and exploitation of our energy-dissipation objective. Using our method, we produce the first open-source dataset of hyperelastic microscale TPMS structures, including a set of novel structures that demonstrate extreme energy dissipation capabilities. We show several potential applications of these structures in protective equipment and bone implants.



Figure 3: Left: a 3D ray í µí±Ÿ (red) hitting 3D heightfield, with its projected ray (black) and the strips the projected ray intersects highlighted. Right: the corresponding 2D slice of the heightfield with multiple projected camera rays hitting it.
Figure 4: An illustration of two camera rays hitting the surface of the heightfield. Ray í µí± 0 will be green, as í µí±¦ 2 < í µí±œ í µí±0
Figure 5: Left: An example of non-monotonic back-traced strip heights. Right: The same strips back-traced converted into monotonically increasing heights.
Figure 6: Convergence curves for various smooth approximations for the Heaviside stepwise function. erfc and tanh approximations outperform circle distance, circle and log.
Figure 7: Renders of 8 × 8 initial surface configurations (left to right: flat, vertical wall, horizontal wall, cross, random).

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Constructing Printable Surfaces with View-Dependent Appearance
  • Preprint
  • File available

June 2023

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28 Reads

We present a method for the digital fabrication of surfaces whose appearance varies based on viewing direction. The surfaces are constructed from a mesh of bars arranged in a self-occluding colored heightfield that creates the desired view-dependent effects. At the heart of our method is a novel and simple differentiable rendering algorithm specifically designed to render colored 3D heightfields and enable efficient calculation of the gradient of appearance with respect to heights and colors. This algorithm forms the basis of a coarse-to-fine ML-based optimization process that adjusts the heights and colors of the strips to minimize the loss between the desired and real surface appearance from each viewpoint, deriving meshes that can then be fabricated using a 3D printer. Using our method, we demonstrate both synthetic and real-world fabricated results with view-dependent appearance.

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Citations (1)


... Textures and physics-based rendering (PBR) materials are crucial for representing the visual appearance of materials in computer-generated images (CGI) for animation, games, and other arts [2][3][4][5][6][7][8][9][10][11][12][13][14] . Textures and PBR materials also become increasingly important for generating virtual worlds and synthetic data for training artificial intelligence systems [15][16][17][18][19][20][21][22][23][24] . Materials are usually represented either as 2D textures for 2D scenes or using physics-based rendering (PBR) materials (also called SVBRDF materials) which describe the distribution of material properties as a set of maps. ...

Reference:

Vastextures: Vast repository of textures and PBR materials extracted from real-world images using unsupervised methods
Material Swapping for 3D Scenes using a Learnt Material Similarity Measure
  • Citing Conference Paper
  • June 2022