Browsing by Author "Otaduy, Miguel A."
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Item A Bending Model for Nodal Discretizations of Yarn-Level Cloth(The Eurographics Association and John Wiley & Sons Ltd., 2020) Pizana, José María; Rodríguez, Alejandro; Cirio, Gabriel; Otaduy, Miguel A.; Bender, Jan and Popa, TiberiuTo deploy yarn-level cloth simulations in production environments, it is paramount to design very efficient implementations, which mitigate the cost of the extremely high resolution. To this end, nodal discretizations aligned with the regularity of the fabric structure provide an optimal setting for efficient GPU implementations. However, nodal discretizations complicate the design of robust and controllable bending. In this paper, we address this challenge, and propose a model of bending that is both robust and controllable, and employs only nodal degrees of freedom. We extract information of yarn and fabric orientation implicitly from the nodal degrees of freedom, with no need to augment the model explicitly. But most importantly, and unlike previous formulations that use implicit orientations, the computation of bending forces bears no overhead with respect to other nodal forces such as stretch. This is possible by tracking optimal orientations efficiently. We demonstrate the impact of our bending model in examples with controllable anisotropy, as well as ironing, wrinkling, and plasticity.Item BlenderCAVE: Easy VR Authoring for Multi-Screen Displays(The Eurographics Association, 2021) Gascón, Jorge; Bayona, José M.; Espadero, José M.; Otaduy, Miguel A.; Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.BlenderCave is a framework for the fast creation of virtual reality applications for multi-screen display systems. It consists of a set of extensions to the open-source Blender Game Engine (BGE), leveraging the scene creation and real-time rendering capabilities of BGE, and augmenting them with easy-to-setup support for CAVE or Powerwall-type displays. The framework is implemented in a distributed manner, and it contains a virtual camera setup to control the display output, and a lightweight network communication protocol to manage events and synchronize the application state. We demonstrate that, with BlenderCAVE, 3D applications can easily be written in Blender and displayed on multi-screen displays.Item Fast Numerical Coarsening with Local Factorizations(The Eurographics Association and John Wiley & Sons Ltd., 2022) He, Zhongyun; Pérez, Jesús; Otaduy, Miguel A.; Dominik L. Michels; Soeren PirkNumerical coarsening methods offer an attractive methodology for fast simulation of objects with high-resolution heterogeneity. However, they rely heavily on preprocessing, and are not suitable when objects undergo dynamic material or topology updates. We present methods that largely accelerate the two main processes of numerical coarsening, namely training data generation and the optimization of coarsening shape functions, and as a result we manage to leverage runtime numerical coarsening under local material updates. To accelerate the generation of training data, we propose a domain-decomposition solver based on substructuring that leverages local factorizations. To accelerate the computation of coarsening shape functions, we propose a decoupled optimization of smoothness and data fitting. We evaluate quantitatively the accuracy and performance of our proposed methods, and we show that they achieve accuracy comparable to the baseline, albeit with speed-ups of orders of magnitude. We also demonstrate our methods on example simulations with local material and topology updates.Item High-Order Elasticity Interpolants for Microstructure Simulation(The Eurographics Association and John Wiley & Sons Ltd., 2022) Chan-Lock, Antoine; Pérez, Jesús; Otaduy, Miguel A.; Dominik L. Michels; Soeren PirkWe propose a novel formulation of elastic materials based on high-order interpolants, which fits accurately complex elastic behaviors, but remains conservative. The proposed high-order interpolants can be regarded as a high-dimensional extension of radial basis functions, and they allow the interpolation of derivatives of elastic energy, in particular stress and stiffness. Given the proposed parameterization of elasticity models, we devise an algorithm to find optimal model parameters based on training data. We have tested our methodology for the homogenization of 2D microstructures, and we show that it succeeds to match complex behaviors with high accuracy.Item 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, FabioThis 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.Item 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.Item Mixing Yarns and Triangles in Cloth Simulation(The Eurographics Association and John Wiley & Sons Ltd., 2020) Casafranca, Juan J.; Cirio, Gabriel; Rodríguez, Alejandro; Miguel, Eder; Otaduy, Miguel A.; Panozzo, Daniele and Assarsson, UlfThis paper presents a method to combine triangle and yarn models in cloth simulation, and hence leverage their best features. The majority of a garment uses a triangle-based model, which reduces the overall computational and memory cost. Key areas of the garment use a yarn-based model, which elicits rich effects such as structural nonlinearity and plasticity. To combine both models in a seamless and robust manner, we solve two major technical challenges. We propose an enriched kinematic representation that augments triangle-based deformations with yarn-level details. Naïve enrichment suffers from kinematic redundancy, but we devise an optimal kinematic filter that allows a smooth transition between triangle and yarn models. We also introduce a preconditioner that resolves the poor conditioning produced by the extremely different inertia of triangle and yarn nodes. This preconditioner deals effectively with rank deficiency introduced by the kinematic filter. We demonstrate that mixed yarns and triangles succeed to efficiently capture rich effects in garment fit and drape.Item Modeling and Estimation of Nonlinear Skin Mechanics for Animated Avatars(The Eurographics Association and John Wiley & Sons Ltd., 2020) Romero, Cristian; Otaduy, Miguel A.; Casas, Dan; Pérez, Jesús; Panozzo, Daniele and Assarsson, UlfData-driven models of human avatars have shown very accurate representations of static poses with soft-tissue deformations. However they are not yet capable of precisely representing very nonlinear deformations and highly dynamic effects. Nonlinear skin mechanics are essential for a realistic depiction of animated avatars interacting with the environment, but controlling physics-only solutions often results in a very complex parameterization task. In this work, we propose a hybrid model in which the soft-tissue deformation of animated avatars is built as a combination of a data-driven statistical model, which kinematically drives the animation, an FEM mechanical simulation. Our key contribution is the definition of deformation mechanics in a reference pose space by inverse skinning of the statistical model. This way, we retain as much as possible of the accurate static data-driven deformation and use a custom anisotropic nonlinear material to accurately represent skin dynamics. Model parameters including the heterogeneous distribution of skin thickness and material properties are automatically optimized from 4D captures of humans showing soft-tissue deformations.Item Neural Data Exploration with Force Feedback(The Eurographics Association, 2021) Raya, Laura; Otaduy, Miguel A.; García, Marcos; Silva, F. and Gutierrez, D. and Rodríguez, J. and Figueiredo, M.The behavior of the brain depends to a large extend on its neural structure. Therefore, understanding this neural topology is a high-priority research line for neurobiologists. Due to complexity of the brain's neural structure, visual representations look tangled, and extracting knowledge from them is a difficult task. In this work, we propose the use of multimodal interfaces to enhance neurobiologists' understanding of neural data. Our system is based on four pillars: a stereo rendering module, a camera control system, a visual aid unit, and a haptically constrained navigation tool. We observe that haptically aided navigation helps neurobiologists analyze the brain's topology. Our system uses stylus-based haptic devices with two purposes: they provide a natural interface to deal with 3D data (controlling camera motion) and they constrain the user's motion. The system was built trying to keep user interactions as intuitive as possible.Item Parametric Skeletons with Reduced Soft‐Tissue Deformations(© 2021 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2021) Tapia, Javier; Romero, Cristian; Pérez, Jesús; Otaduy, Miguel A.; Benes, Bedrich and Hauser, HelwigWe present a method to augment parametric skeletal models with subspace soft‐tissue deformations. We combine the benefits of data‐driven skeletal models, i.e. accurate replication of contact‐free static deformations, with the benefits of pure physics‐based models, i.e. skin and skeletal reaction to contact and inertial motion with two‐way coupling. We succeed to do so in a highly efficient manner, thanks to a careful choice of reduced model for the subspace deformation. With our method, it is easy to design expressive reduced models with efficient yet accurate force computations, without the need for training deformation examples. We demonstrate the application of our method to parametric models of human bodies, SMPL, and hands, MANO, with interactive simulations of contact with nonlinear soft‐tissue deformation and skeletal response.>Item 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, UlfWe 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.Item SoftSMPL: Data-driven Modeling of Nonlinear Soft-tissue Dynamics for Parametric Humans(The Eurographics Association and John Wiley & Sons Ltd., 2020) Santesteban, Igor; Garces, Elena; Otaduy, Miguel A.; Casas, Dan; Panozzo, Daniele and Assarsson, UlfWe present SoftSMPL, a learning-based method to model realistic soft-tissue dynamics as a function of body shape and motion. Datasets to learn such task are scarce and expensive to generate, which makes training models prone to overfitting. At the core of our method there are three key contributions that enable us to model highly realistic dynamics and better generalization capabilities than state-of-the-art methods, while training on the same data. First, a novel motion descriptor that disentangles the standard pose representation by removing subject-specific features; second, a neural-network-based recurrent regressor that generalizes to unseen shapes and motions; and third, a highly efficient nonlinear deformation subspace capable of representing soft-tissue deformations of arbitrary shapes. We demonstrate qualitative and quantitative improvements over existing methods and, additionally, we show the robustness of our method on a variety of motion capture databases.Item Voronoi Filters for Simulation Enrichment(The Eurographics Association and John Wiley & Sons Ltd., 2022) Casafranca, Juan J.; Otaduy, Miguel A.; Dominik L. Michels; Soeren PirkThe simulation of complex deformation problems often requires enrichment techniques that introduce local high-resolution detail on a generally coarse discretization. The use cases include spatial or temporal refinement of the discretization, the simulation of composite materials with phenomena occurring at different scales, or even codimensional simulation. We present an efficient simulation enrichment method for both local refinement of the discretization and codimensional effects. We dub our method Voronoi filters, as it combines two key computational elements. One is the use of kinematic filters to constrain coarse and fine deformations, and thus provide enrichment functions that are complementary to the coarse deformation. The other one is the use of a centroidal Voronoi discretization for the design of the enrichment functions, which adds high-resolution detail in a compact manner while preserving the rigid modes of coarse deformation. We demonstrate our method on simulation examples of composite materials, hybrid triangle-based and yarn-level simulation of cloth, or enrichment of flesh simulation with high-resolution detail.