9 research outputs found

    Interacting with Acoustic Simulation and Fabrication

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    Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos, the faithful reproduction of surrounding audios is required to bring the immersion to the next level. Similarly, as personal fabrication is made possible with accessible 3D printers, more intuitive tools that respect the physical constraints can help artists to prototype designs. One main hurdle is the sheer amount of computation complexity to accurately reproduce the real-world phenomena through physics-based simulation. In my thesis research, I develop interactive tools that implement efficient physics-based simulation algorithms for automatic optimization and intuitive user interaction.Comment: ACM UIST 2017 Doctoral Symposiu

    Efficient Deformations Using Custom Coordinate Systems

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    Physics-based deformable object simulations have been playing an increasingly important role in 3D computer graphics. They have been adopted for humanoid character animations as well as special effects such as fire and explosion. However, simulations of large, complex systems can consume large amounts of computation and mostly remain offline, which prohibits their use for interactive applications.We present several highly efficient schemes for deformable object simulation using custom spatial coordinate systems. Our choices span the spectrum of subspace to full space and both Lagrangian and Eulerian viewpoints.Subspace methods achieve massive speedups over their “full space” counterparts by drastically reducing the degrees of freedom involved in the simulation. A long standing difficulty in subspace simulation is incorporating various non-linearities. They introduce expensive computational bottlenecks and quite often cause novel deformations that are outside the span of the subspace.We address these issues in articulated deformable body simulations from a Lagrangian viewpoint. We remove the computational bottleneck of articulated self-contact handling by deploying a pose-space cubature scheme, a generalization of the standard “cubature” approximation. To handle novel deformations caused by arbitrary external collisions, we introduce a generic approach called subspace condensation, which activates full space simulation on the fly when an out-of-basis event is encountered. Our proposed frameworkefficiently incorporates various non-linearities and allows subspace methods to be used in cases where they previously would not have been considered.Deformable solids can interact not only with each other, but also with fluids. Wedesign a new full space method that achieves a two-way coupling between deformable solids and an incompressible fluid where the underlying geometric representation is entirely Eulerian. No-slip boundary conditions are automatically satisfied by imposing a global divergence-free condition. We are able to simulate multiple solids undergoing complex, frictional contact while simultaneously interacting with a fluid. The complexity of the scenarios we are able to simulate surpasses those that we have seen from any previous method

    Sparse Surface Constraints for Combining Physics-based Elasticity Simulation and Correspondence-Free Object Reconstruction

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    We address the problem to infer physical material parameters and boundary conditions from the observed motion of a homogeneous deformable object via the solution of an inverse problem. Parameters are estimated from potentially unreliable real-world data sources such as sparse observations without correspondences. We introduce a novel Lagrangian-Eulerian optimization formulation, including a cost function that penalizes differences to observations during an optimization run. This formulation matches correspondence-free, sparse observations from a single-view depth sequence with a finite element simulation of deformable bodies. In conjunction with an efficient hexahedral discretization and a stable, implicit formulation of collisions, our method can be used in demanding situation to recover a variety of material parameters, ranging from Young's modulus and Poisson ratio to gravity and stiffness damping, and even external boundaries. In a number of tests using synthetic datasets and real-world measurements, we analyse the robustness of our approach and the convergence behavior of the numerical optimization scheme

    Model reduction for the material point method via an implicit neural representation of the deformation map

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    This work proposes a model-reduction approach for the material point method on nonlinear manifolds. Our technique approximates the kinematics\textit{kinematics} by approximating the deformation map using an implicit neural representation that restricts deformation trajectories to reside on a low-dimensional manifold. By explicitly approximating the deformation map, its spatiotemporal gradients -- in particular the deformation gradient and the velocity -- can be computed via analytical differentiation. In contrast to typical model-reduction techniques that construct a linear or nonlinear manifold to approximate the (finite number of) degrees of freedom characterizing a given spatial discretization, the use of an implicit neural representation enables the proposed method to approximate the continuous\textit{continuous} deformation map. This allows the kinematic approximation to remain agnostic to the discretization. Consequently, the technique supports dynamic discretizations -- including resolution changes -- during the course of the online reduced-order-model simulation. To generate dynamics\textit{dynamics} for the generalized coordinates, we propose a family of projection techniques. At each time step, these techniques: (1) Calculate full-space kinematics at quadrature points, (2) Calculate the full-space dynamics for a subset of `sample' material points, and (3) Calculate the reduced-space dynamics by projecting the updated full-space position and velocity onto the low-dimensional manifold and tangent space, respectively. We achieve significant computational speedup via hyper-reduction that ensures all three steps execute on only a small subset of the problem's spatial domain. Large-scale numerical examples with millions of material points illustrate the method's ability to gain an order of magnitude computational-cost saving -- indeed real-time simulations\textit{real-time simulations} -- with negligible errors

    Path manipulation strategies for rendering dynamic environments.

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    The current work introduces path manipulation as a tool that extends bidirectional path tracing to reuse paths in the temporal domain. Defined as an apparatus of sampling and reuse strategies, path manipulation reconstructs the subpaths that compose the light transport paths and addresses the restriction of static geometry commonly associated with Monte Carlo light transport simulations. By reconstructing and reusing subpaths, the path manipulation algorithm obviates the regeneration of the entire path collection, reduces the computational load of the original algorithm and supports scene dynamism. Bidirectional path tracing relies on local path sampling techniques to generate the paths of light in a synthetic environment. By using the information localized at path vertices, like the probability distribution, the sampling techniques construct paths progressively with distinct probability densities. Each probability density corresponds to a particular sampling technique, which accounts for specific illumination effects. Bidirectional path tracing uses multiple importance sampling to combine paths sampled with different techniques in low-variance estimators. The path sampling techniques and multiple importance sampling are the keys to the efficacy of bidirectional path tracing. However, the sampling techniques gained little attention beyond the generation and evaluation of paths. Bidirectional path tracing was designed for static scenes and thus it discards the generated paths immediately after the evaluation of their contributions. Limiting the lifespan of paths to a generation-evaluation cycle imposes a static use of paths and of sampling techniques. The path manipulation algorithm harnesses the potential of the sampling techniques to supplant the static manipulation of paths with a generation-evaluation-reuse cycle. An intra-subpath connectivity strategy was devised to reconnect the segregated chains of the subpaths invalidated by the scene alterations. Successful intra-subpath connections generate subpaths in multiple pieces by reusing subpath chains from prior frames. Subpaths are reconstructed generically, regardless of the subpath or scene dynamism type and without the need for predefined animation paths. The result is the extension of bidirectional path tracing to the temporal domain

    Remote Sensing of Earth Resources: A literature survey with indexes (1970 - 1973 supplement). Section 1: Abstracts

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    Abstracts of reports, articles, and other documents introduced into the NASA scientific and technical information system between March 1970 and December 1973 are presented in the following areas: agriculture and forestry, environmental changes and cultural resources, geodesy and cartography, geology and mineral resources, oceanography and marine resources, hydrology and water management, data processing and distribution systems, instrumentation and sensors, and economic analysis
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