Ronald Fedkiw's research while affiliated with Stanford University and other places

Publications (171)

Preprint
We present a novel paradigm for modeling certain types of dynamic simulation in real-time with the aid of neural networks. In order to significantly reduce the requirements on data (especially time-dependent data), as well as decrease generalization error, our approach utilizes a data-driven neural network only to capture quasistatic information (i...
Preprint
The creation of a volumetric mesh representing the interior of an input polygonal mesh is a common requirement in graphics and computational mechanics applications. Most mesh creation techniques assume that the input surface is not self-intersecting. However, due to numerical and/or user error, input surfaces are commonly self-intersecting to some...
Article
We tackle the challenging problem of creating full and accurate three dimensional reconstructions of botanical trees with the topological and geometric accuracy required for subsequent physical simulation, e.g. in response to wind forces. Although certain aspects of our approach would benefit from various improvements, our results exceed the state...
Article
Regularization is used to avoid overfitting when training a neural network; unfortunately, this reduces the attainable level of detail hindering the ability to capture high-frequency information present in the training data. Even though various approaches may be used to re-introduce high-frequency detail, it typically does not match the training da...
Article
Modern-day techniques for designing neural network architectures are highly reliant on trial and error, heuristics, and so-called best practices, without much rigorous justification. After choosing a network architecture, an energy function (or loss) is minimized, choosing from a wide variety of optimization and regularization methods. Given the ad...
Article
We propose a novel approach to learning cloth deformation as a function of body pose, recasting the graph‐like triangle mesh data structure into image‐based data in order to leverage popular and well‐developed convolutional neural networks (CNNs) in a two‐dimensional Euclidean domain. Then, a three‐dimensional animation of clothing is equivalent to...
Preprint
We present a novel learning framework for cloth deformation by embedding virtual cloth into a tetrahedral mesh that parametrizes the volumetric region of air surrounding the underlying body. In order to maintain this volumetric parameterization during character animation, the tetrahedral mesh is constrained to follow the body surface as it deforms....
Preprint
Regularization is used to avoid overfitting when training a neural network; unfortunately, this reduces the attainable level of detail hindering the ability to capture high-frequency information present in the training data. Even though various approaches may be used to re-introduce high-frequency detail, it typically does not match the training da...
Article
Many machine/deep learning artificial neural networks are trained to simply be interpolation functions that map input variables to output values interpolated from the training data in a linear/nonlinear fashion. Even when the input/output pairs of the training data are physically accurate (e.g. the results of an experiment or numerical simulation),...
Preprint
Many machine/deep learning artificial neural networks are trained to simply be interpolation functions that map input variables to output values interpolated from the training data in a linear/nonlinear fashion. Even when the input/output pairs of the training data are physically accurate (e.g. the results of an experiment or numerical simulation),...
Conference Paper
We present a physically based facial retargeting algorithm that is suitable for use in high-end production. Given an actor's facial performance, we first run a targeted muscle simulation on the actor in order to determine the actor blendshape muscles that best match the performance. The deformation of the actor blendshape muscles are then transferr...
Conference Paper
We propose a novel volume conserving framework for character-water interaction, using a novel volume-of-fluid solver on a skinned tetrahedral mesh, enabling the high degree of the spatial adaptivity in order to capture thin films and hair-water interactions. For efficiency, the bulk of the fluid volume is simulated with a standard Eulerian solver w...
Article
We present a novel numerical approach to monolithic two-way fluid-structure interaction. Our formulation applies to both sub-grid solids that may be significantly smaller than a single computational grid cell as well as more resolved solid bodies. Importantly, we remove the non-physical ansatz of velocity equilibration for sub-grid bodies, allowing...
Preprint
When considering sparse motion capture marker data, one typically struggles to balance its overfitting via a high dimensional blendshape system versus underfitting caused by smoothness constraints. With the current trend towards using more and more data, our aim is not to fit the motion capture markers with a parameterized (blendshape) model or to...
Preprint
We propose a novel volume conserving framework for character-water interaction, using a novel volume-of-fluid solver on a skinned tetrahedral mesh, enabling the high degree of the spatial adaptivity in order to capture thin films and hair-water interactions. For efficiency, the bulk of the fluid volume is simulated with a standard Eulerian solver w...
Preprint
We tackle the challenging problem of creating full and accurate three dimensional reconstructions of botanical trees with the topological and geometric accuracy required for subsequent physical simulation, e.g. in response to wind forces. Although certain aspects of our approach would benefit from various improvements, our results exceed the state...
Preprint
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose modifying a recently developed rather expressive muscle-based system in order to make it fully-differentiable; in...
Preprint
It is well known that popular optimization techniques can lead to overfitting or even a lack of convergence altogether; thus, practitioners often utilize ad hoc regularization terms added to the energy functional. When carefully crafted, these regularizations can produce compelling results. However, regularization changes both the energy landscape...
Preprint
While much progress has been made in capturing high-quality facial performances using motion capture markers and shape-from-shading, high-end systems typically also rely on rotoscope curves hand-drawn on the image. These curves are subjective and difficult to draw consistently; moreover, ad-hoc procedural methods are required for generating matchin...
Preprint
With the aim of creating virtual cloth deformations more similar to real world clothing, we propose a new computational framework that recasts three dimensional cloth deformation as an RGB image in a two dimensional pattern space. Then a three dimensional animation of cloth is equivalent to a sequence of two dimensional RGB images, which in turn ar...
Article
We propose a novel framework for hair animation as well as hair-water interaction that supports millions of hairs. First, we develop a hair animation framework that embeds hair into a tetrahedralized volume mesh that we kinematically skin to deform and follow the exterior of an animated character. Creating a copy of the tetrahedral mesh, endowing i...
Article
We review some of the recent advances in level-set methods and their applications. In particular, we discuss how to impose boundary conditions at irregular domains and free boundaries, as well as the extension of level-set methods to adaptive Cartesian grids and parallel architectures. Illustrative applications are taken from the physical and life...
Conference Paper
For Kong: Skull Island, Industrial Light & Magic created an anatomically motivated facial simulation model for Kong that includes the facial skeleton and musculature. We applied a muscle simulation framework that allowed us to target facial shapes while maintaining desirable physical properties to ensure that the simulations stayed on-model. This a...
Conference Paper
Recently, Industrial Light & Magic has begun exploring facial muscle simulation as a means of augmenting our blendshape-based facial animation workflow in order to attain higher quality results. During this process, we discovered that a precise and accurate model of the underlying facial anatomy is key to obtaining high-quality facial simulation re...
Conference Paper
As has been noted and discussed by various authors, numerical simulations of deformable bodies often adversely suffer from so-called "locking" artifacts. We illustrate that the "locking" of out-of-plane bending motion that results from even an edge-spring-only cloth simulation can be quite severe, noting that the typical remedy of softening the ela...
Article
Full-text available
We present a novel method for posing and animating botanical tree models interactively in real time. Unlike other state of the art methods which tend to produce trees that are overly flexible, bending and deforming as if they were underwater plants, our approach allows for arbitrarily high stiffness while still maintaining real-time frame rates wit...
Article
We consider complex scenarios involving two-way coupled interactions between compressible fluids and solid bodies under extreme conditions where monolithic, as opposed to partitioned, schemes are preferred for maintaining stability. When considering such problems, spurious numerical cavitation can be quite common and have deleterious consequences o...
Article
We present a novel method for simulating compressible flow on a multitude of Cartesian grids that can rotate and translate. Following previous work, we split the time integration into an explicit step for advection followed by an implicit solve for the pressure. A second order accurate flux based scheme is devised to handle advection on each moving...
Conference Paper
We propose a novel framework for simulating reduced deformable bodies that fully accounts for linear and angular momentum conservation even in the presence of collision, contact, articulation, and other desirable effects. This was motivated by the observation that the mere excitation of a single mode in a reduced degree of freedom model can adverse...
Conference Paper
We present a novel sharp-crease bending element for the folding and wrinkling of surfaces and volumes. Based on a control curve specified by an artist or derived from internal stresses of a simulation, we create a piecewise linear curve at the resolution of the computational mesh. Then, the key idea is to cut the object along the curve using the vi...
Conference Paper
We present a fast, fully automatic morphing algorithm for creating simulatable flesh and muscle models for human and humanoid faces. Current techniques for creating such models require a significant amount of time and effort, making them infeasible or impractical. In fact, the vast majority of research papers use only a floating mask with no inner...
Article
We present a novel method to simulate codimensional non-Newtonian fluids on simplicial complexes. Our method extends previous work for codimensional incompressible flow to various types of non-Newtonian fluids including both shear thinning and thickening, Bingham plastics, and elastoplastics. We propose a novel time integration scheme for semi-impl...
Article
Two-way solid fluid coupling techniques typically calculate fluid pressure forces that in turn drive the solid motion. However, when solids are in close proximity (e.g. touching or in contact), the fluid in the thin gap region between the solids is difficult to resolve with a background fluid grid. Although one might attempt to address this difficu...
Article
We take a particle based approach to incompressible free surface flow motivated by the fact that an explicit representation of the interface geometry and internal deformations gives precise feedback to an implicit solver for surface tension. Methods that enforce incompressibility directly on the particles are typically numerically inefficient compa...
Article
Many visually interesting natural phenomena are characterized by thin liquid sheets, long filaments, and droplets. We present a new Lagrangian-based numerical method to simulate these codimensional surface tension driven phenomena using non-manifold simplicial complexes. Tetrahedra, triangles, segments, and points are used to model the fluid volume...
Article
We present a novel method for discretizing the incompressible Navier-Stokes equations on a multitude of moving and overlapping Cartesian grids each with an independently chosen cell size to address adaptivity. Advection is handled with first and second order accurate semi-Lagrangian schemes in order to alleviate any time step restriction associated...
Article
We devise a novel method for treating bubbles in incompressible flow that relies on the conservative advection of bubble mass and an associated equation of state in order to determine pressure boundary conditions inside each bubble. We show that executing this algorithm in a traditional manner leads to stability issues similar to those seen for par...
Conference Paper
We introduce a new method for large scale water simulation using Chimera grid embedding, which discretizes space with overlapping Cartesian grids that translate and rotate in order to decompose the domain into different regions of interest with varying spatial resolutions. Grids can track both fluid features and solid objects, allowing for dynamic...
Conference Paper
We present a hybrid Lagrangian-Eulerian framework for simulating both small and large scale bubble dynamics, where the bubbles can grow or shrink in volume as dictated by pressure forces in the surrounding fluid. Small under-resolved bubbles are evolved using Lagrangian particles that are monolithically two-way coupled to the surrounding flow in a...
Article
We present an efficient grid structure that extends a uniform grid to create a significantly larger far-field grid by dynamically extending the cells surrounding a fine uniform grid while still maintaining fine resolution about the regions of interest. The far-field grid preserves almost every computational advantage of uniform grids including cach...
Conference Paper
We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10--40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian advection allows for this from the standpoint of stability, large time steps typically produce significant visual errors...
Conference Paper
We provide a novel simulation method for incompressible free surface flows that allows for large time steps on the order of 10-40 times bigger than the typical explicit time step restriction would allow. Although semi-Lagrangian advection allows for this from the standpoint of stability, large time steps typically produce significant visual errors....
Article
We propose a novel technique that allows one to conserve energy using the time integration scheme of one’s choice. Traditionally, the time integration methods that deal with energy conservation, such as symplectic and variational integrators, have aimed to include damping in a manner independent of the time step size, stating that this gives more c...
Article
We present a method for applying semi-implicit forces on a Lagrangian mesh to an Eulerian discretization of the Navier Stokes equations in a way that produces a sparse symmetric positive definite system. The resulting method has semi-implicit and fully-coupled viscosity, pressure, and Lagrangian forces. We apply our new framework for forces on a La...
Article
We propose a series of techniques for hybridizing implicit and semi-implicit time integration methods in a manner that retains much of the speed of the implicit method without sacrificing all of the higher quality vibrations one obtains with methods that handle elastic forces explicitly. We propose our scheme in the context of asynchronous methods,...
Article
Full-text available
This course is as an introduction to the PhysBAM simulation library developed at Stanford University and used in both academic and industrial settings, including Intel Corporation, Industrial Light & Magic, Walt Disney Animation Studios, and Pixar Animation Studios. The course contains information on the release of PhysBAM as well as information on...
Conference Paper
Momentum conservation has long been used as a design principle for solid simulation (e.g. collisions between rigid bodies, mass-spring elastic and damping forces, etc.), yet it has not been widely used for fluid simulation. In fact, semi-Lagrangian advection does not conserve momentum, but is still regularly used as a bread and butter method for fl...
Article
In this paper, we propose a method designed to allow creatures to actively respond to a fluid environment. We explore various objective functions in order to determine ways to direct the behavior of our creatures. Our proposed method works in conjunction with generalized body forces as well as both one-way and two-way coupled fluid forces. As one m...
Article
Semi-Lagrangian methods have been around for some time, dating back at least to [3]. Researchers have worked to increase their accuracy, and these schemes have gained newfound interest with the recent widespread use of adaptive grids where the CFL-based time step restriction of the smallest cell can be overwhelming. Since these schemes are based on...
Article
We propose a novel method to implicitly two-way couple Eulerian compressible flow to volumetric Lagrangian solids. The method works for both deformable and rigid solids and for arbitrary equations of state. The method exploits the formulation of [11] which solves compressible fluid in a semi-implicit manner, solving for the advection part explicitl...
Article
In this paper we consider a strongly coupled (monolithic) fluid structure interaction framework for incom- pressible flow, as opposed to a loosely coupled (partitioned) method. This requires solving a single linear system that combines the unknown velocities of the structure with the unknown pressures of the fluid. In our previous work, we were abl...
Article
Large scale fluid simulation can be difficult using existing techniques due to the high computational cost of using large grids. We present a novel technique for simulating detailed fluids quickly. Our technique coarsens the Eulerian fluid grid during the pressure solve, allowing for a fast implicit update but still maintaining the resolution obtai...
Conference Paper
We propose a practical approach to integrating shock wave dynamics into traditional smoke simulations. Previous methods either simplify away the compressible component of the flow and are unable to capture shock fronts or use a prohibitively expensive explicit method that limits the time step of the simulation long after the relevant shock waves an...
Conference Paper
We propose a practical approach to integrating shock wave dynamics into traditional smoke simulations. Previous methods either simplify away the compressible component of the flow and are unable to capture shock fronts or use a prohibitively expensive explicit method that limits the time step of the simulation long after the relevant shock waves an...
Article
We propose a novel method for alleviating the stringent CFL condition imposed by the sound speed in simulating inviscid compressible flow with shocks, contacts and rarefactions. Our method is based on the pressure evolution equation, so it works for arbitrary equations of state, chemical species etc. and is derived in a straight-forward manner. Sim...
Article
Full-text available
In this paper we simulate high resolution cloth consisting of up to 2 million triangles which allows us to achieve highly detailed folds and wrinkles. Since the level of detail is also influenced by object collision and self collision, we propose a more accurate model for cloth-object friction. We also propose a robust history-based repulsion/colli...
Conference Paper
Our goal is to design robust algorithms that can be used for building real-time systems, but rather than starting with overly simplistic particle-based methods, we aim to modify higher-end visual effects algorithms. A major stumbling block in utilizing these visual effects algorithms for real-time simulation is their computational intensity. Physic...
Conference Paper
We propose a novel method for obtaining more accurate tangential velocities for solid fluid coupling. Our method works for both rigid and deformable objects as well as both volumetric objects and thin shells. The fluid can be either one phase such as smoke or two phase such as water with a free surface. The coupling between the solid and the fluid...
Article
We propose a novel solid/fluid coupling method that treats the coupled system in a fully implicit manner making it stable for arbitrary time steps, large density ratios, etc. In contrast to previous work in computer graphics, we derive our method using a simple back-of-the-envelope approach which lumps the solid and fluid momenta together, and whic...
Article
Our goal is to simulate the full hair geometry, consisting of ap- proximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approach is that the individual hair/hair interactions can be modeled with physical parameters (friction...
Article
Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite...
Article
Full-text available
The back and forth error compensation and correction (BFECC) method advects the solution forward and then backward in time. The result is compared to the original data to estimate the error. Although inappropriate for parabolic and other non-reversible par- tial differential equations, it is useful for often troublesome advec- tion terms. The error...
Article
Our goal is to simulate the full hair geometry, consisting of approximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approach is that the individual hair/hair interactions can be modeled with physical parameters (friction,...
Conference Paper
We propose a framework for the full two-way coupling of rigid and deformable bodies, which is achieved with both a unified time integration scheme as well as individual two-way coupled algorithms at each point of that scheme. As our algorithm is two-way coupled in every fashion, we do not require ad hoc methods for dealing with stability issues or...
Article
We propose a novel approach to proportional derivative (PD) control exploiting the fact that these equations can be solved analytically for a single degree of freedom. The analytic solution indicates what the PD controller would accomplish in isolation without interference from neighboring joints, gravity and external forces, outboard limbs, etc. O...
Article
We model flames and fire using the Navier-Stokes equations combined with the level set method and jump conditions to model the reaction front. Previous works modeled the flame using a combination of propagation in the normal direction and a curvature term which leads to a level set equation that is parabolic in nature and thus overly dissipative an...
Article
We propose a numerical method for modeling highly deformable nonlinear incompressible solids that conserves the volume locally near each node in a finite element mesh. Our method works with arbitrary constitutive models, is applicable to both passive and active materials (e.g. muscles), and works with simple tetrahedra without the need for multiple...
Article
This paper begins with an overview of the boundary condition cap- turing approach to solving problems with interfaces. Although, the authors' original motivation was to extend the ghost fluid method from compressible to incompressible flow, the elliptic nature of in- compressible flow quickly quenched the idea that ghost cells could be defined and...
Article
We propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangu...
Conference Paper
We propose a flexible geometric algorithm for placing arbitrary cracks and incisions on tetrahedralized deformable objects. Although techniques based on remeshing can also accommodate arbitrary fracture patterns, this flexibility comes at the risk of creating sliver elements leading to models that are inappropriate for subsequent simulation. Furthe...
Conference Paper
Although mesh-based methods are efficient for simulating simple hyperelasticity, maintaining and adapting a mesh-based representation is less appealing in more complex scenarios, e.g. collision, plasticity and fracture. Thus, meshless or point-based methods have enjoyed recent popularity due to their added flexibility in dealing with these situatio...
Article
Since the seminal work of M. Sussman, P. Smereka and S. Osher [J. Comput. Phys. 114, No. 1, 146–159 (1994; Zbl 0808.76077)] on coupling the level set method of S. Osher and J. A. Sethian [J. Comput. Phys. 79, No. 1, 12–49 (1988; Zbl 0659.65132)] to the equations for two-phase incompressible flow, there has been a great deal of interest in this area...
Article
The acquired computing cluster is used in the development of novel techniques for computational fluid dynamics and continuum mechanics, with a focus on large Eulerian or Lagrangian discretizations. Applications that receive particular emphasis include the following: (1) simulation of discontinuous flows resulting from the interaction of several imm...
Article
We present a new method for the efficient simulation of large bodies of water, especially effective when three-dimensional surface effects are important. Similar to a traditional two-dimensional height field approach, most of the water volume is represented by tall cells which are assumed to have linear pressure profiles. In order to avoid the limi...
Article
Full-text available
The particle level set method has proven successful for the simulation of two separate regions (such as water and air, or fuel and products). In this paper, we propose a novel approach to extend this method to the simulation of as many regions as desired. The various regions can be liquids (or gases) of any type with differing viscosities, densitie...
Article
We review an algorithm for the finite element simulation of elastoplastic solids which is capable of robustly and efficiently handling arbitrarily large deformation. In fact, the model remains valid even when large parts of the mesh are inverted. The algorithm is straightforward to implement and can be used with any material constitutive model, and...
Article
Full-text available
These course notes are designed to give you a practical introduction to fluid simulation for graphics. The field of fluid dynamics, even just in animation, is vast and so not every topic will be covered. The focus of these notes is animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to actual implem...
Conference Paper
Full-text available
We present a physically based system for creating animations of novel words and phrases from text and audio input based on the analysis of motion captured speech examples. Leading image based techniques exhibit photo-real quality, yet lackversatility especially withregard to interactions withthe environment. Data driven approachesthat use motion ca...
Article
Full-text available
We present a tetrahedral mesh generation algorithm designed for the Lagrangian simulation of deformable bodies. The algorithm’s input is a level set (i.e., a signed distance function on a Cartesian grid or octree). First a bounding box of the object is covered with a uniform lattice of subdivision-invariant tetrahedra. The level set is then used to...