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Sébastien Neukirch

dblp:05/2702 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0003-0665-9634ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
contact simulation
0.812024
MERCI: Mixed Curvature-Based Elements for Computing Equilibria of Thin Elastic Ribbons · ACM Trans. Graph. 2024
Computer animation and physical simulation › contact simulation
frictional contact
0.112021
Physical validation of simulators in computer graphics: a new framework dedicated to slender elastic structures and frictional contact · ACM Trans. Graph. 2021

Methods — techniques the papers use, named apart from their topics

mixed variational formulation · 0.8curvature-based elements · 0.8experimental validation protocols · 0.5benchmarking · 0.5
YearPublicationVenuePosition
2024 MERCI: Mixed Curvature-Based Elements for Computing Equilibria of Thin Elastic Ribbons
abstract
Thin elastic ribbons represent a class of intermediary objects lying in-between thin elastic plates and thin elastic rods. Although the two latter families of thin structures have received much interest from the Computer Graphics community over the last decades, ribbons have seldom been considered and modelled numerically so far, in spite of a growing number of applications in Computer Design. In this article, starting from the reduced developable ribbon models [Sadowsky 1929 ; Wunderlich 1962 ] recently popularised in Soft Matter Physics, we propose a both accurate and efficient algorithm for computing the statics of thin elastic ribbons. Inspired by the super-clothoid model for thin elastic rods, our method relies on compact ribbon elements whose normal curvature varies linearly with respect to arc length s , while their geodesic torsion is quadratic in s . In contrast, however, for the sake of efficiency, our algorithm avoids building a fully reduced kinematic chain and instead treats each element independently, gluing them only at the final solving stage through well-chosen bilateral constraints. Thanks to this mixed variational strategy, which yields a banded Hessian, our algorithm recovers the linear complexity of low-order models while preserving the high-order convergence of curvature-based models. As a result, our approach is scalable to a large number of elements, and suitable for various boundary conditions and unilateral contact constraints, making it possible to handle challenging scenarios such as confined buckling experiments or Möbius bands with contact. Remarkably, our mixed algorithm proves an order of magnitude faster compared to Discrete Elastic Ribbon models of the literature while achieving, in a few seconds only, high accuracy levels that remain out of reach for such low-order models. Additionally, our numerical model can incorporate various ribbon energies, including the RibExt model for quasi-developable ribbons recently introduced in Physics [Audoly and Neukirch 2021 ], which allows to transition smoothly between a rectangular Kirchhoff rod and a (developable) Sadowsky ribbon. Our numerical scheme is carefully validated against demanding experiments of the Physics literature, which demonstrates its accuracy, efficiency, robustness, and versatility. Our Merci code is publicly available at https://gitlab.inria.fr/elan-public-code/merci for the sake of reproducibility and future benchmarking.
Raphaël Charrondière, Sébastien Neukirch, Florence Bertails-Descoubes
ACM Trans. Graph.2
2021 Physical validation of simulators in computer graphics: a new framework dedicated to slender elastic structures and frictional contact
abstract
We introduce a selected set of protocols inspired from the Soft Matter Physics community in order to validate Computer Graphics simulators of slender elastic structures possibly subject to dry frictional contact. Although these simulators were primarily intended for feature film animation and visual effects, they are more and more used as virtual design tools for predicting the shape and deformation of real objects; hence the need for a careful, quantitative validation. Our tests, experimentally verified, are designed to evaluate carefully the predictability of these simulators on various aspects, such as bending elasticity, bend-twist coupling, and frictional contact. We have passed a number of popular codes of Computer Graphics through our benchmarks by defining a rigorous, consistent, and as fair as possible methodology. Our results show that while some popular simulators for plates/shells and frictional contact fail even on the simplest scenarios, more recent ones, as well as well-known codes for rods, generally perform well and sometimes even better than some reference commercial tools of Mechanical Engineering. To make our validation protocols easily applicable to any simulator, we provide an extensive description of our methodology, and we shall distribute all the necessary model data to be compared against.
Victor Romero, Mickaël Ly, Abdullah Haroon Rasheed, Raphaël Charrondière, Arnaud Lazarus, Sébastien Neukirch, Florence Bertails-Descoubes
ACM Trans. Graph.6