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Sebastian Martin

dblp:19/6112 · DBLP profile ↗
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10ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1

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
6 papers
Computer animation and physical simulation · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.212014
Projective dynamics: fusing constraint projections for fast simulation · ACM Trans. Graph. 2014
Computer animation and physical simulation › time integration
implicit time integration
0.212014
Projective dynamics: fusing constraint projections for fast simulation · ACM Trans. Graph. 2014
Computer animation and physical simulation
projective dynamics
0.212014
Projective dynamics: fusing constraint projections for fast simulation · ACM Trans. Graph. 2014
Computer animation and physical simulation
character animation
0.112012
Deformable objects alive! · ACM Trans. Graph. 2012
Computer animation and physical simulation › model reduction
subspace simulation
0.112012
Rig-space physics · ACM Trans. Graph. 2012
Computer animation and physical simulation
finite element method
0.112009
Enrichment textures for detailed cutting of shells · ACM Trans. Graph. 2009
Computer animation and physical simulation › deformable body simulation
thin shell simulation
0.112009
Enrichment textures for detailed cutting of shells · ACM Trans. Graph. 2009

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

finite element method · 0.3position-based dynamics · 0.2alternating optimization · 0.2rest shape adaptation · 0.1model reduction · 0.1locomotion controllers · 0.1elastic model · 0.1interpolation · 0.1example manifold · 0.1elastic attractor · 0.1
YearPublicationVenuePosition
2015 Example Based Repetitive Structure Synthesis
abstract
Abstract We present an example based geometry synthesis approach for generating general repetitive structures. Our model is based on a meshless representation, unifying and extending previous synthesis methods. Structures in the example and output are converted into a functional representation, where the functions are defined by point locations and attributes. We then formulate synthesis as a minimization problem where patches from the output function are matched to those of the example. As compared to existing repetitive structure synthesis methods, the new algorithm offers several advantages. It handles general discrete and continuous structures, and their mixtures in the same framework. The smooth formulation leads to employing robust optimization procedures in the algorithm. Equipped with an accurate patch similarity measure and dedicated sampling control, the algorithm preserves local structures accurately, regardless of the initial distribution of output points. It can also progressively synthesize output structures in given subspaces, allowing users to interactively control and guide the synthesis in real‐time. We present various results for continuous/discrete structures and their mixtures, residing on curves, submanifolds, volumes, and general subspaces, some of which are generated interactively.
Riccardo Roveri, A. Cengiz Öztireli, Sebastian Martin, Barbara Solenthaler, Markus Gross 0001
Comput. Graph. Forum3
2014 A practical guide for novice supervisors of master's thesis
abstract
The objective of this work in progress is to present and to get feedback from the community on a guide for supervising Master's Thesis. The target audience are the novice supervisors of Master Thesis, who demand a practical guide about how to proceed efficiently when assigning the tasks to the student and when performing his/her own tasks. The proposed guide consists of a set of activities that are easy to implement. The proposed activities are oriented to the development of the Master Thesis itself and the application of a quality assurance process on it. In addition to some modern learning theories, the definition of the activities is supported by a review of the literature, the experience of the authors and a survey performed on supervisors and students. The theoretical basis is implicitly included in the activities so that the application of the modern learning theories is straightforward.
Alicia Triviño-Cabrera, Sebastian Martin
FIE2
2014 Projective dynamics: fusing constraint projections for fast simulation
abstract
We present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many different types of constraints. We propose specially designed energy potentials that can be solved efficiently using an alternating optimization approach. Inspired by continuum mechanics, we derive a set of continuum-based potentials that can be efficiently incorporated within our solver. We demonstrate the generality and robustness of our approach in many different applications ranging from the simulation of solids, cloths, and shells, to example-based simulation. Comparisons to Newton-based and Position Based Dynamics solvers highlight the benefits of our formulation.
Sofien Bouaziz, Sebastian Martin, Tiantian Liu 0002, Ladislav Kavan, Mark Pauly
ACM Trans. Graph.2
2012 Deformable objects alive!
abstract
We present a method for controlling the motions of active deformable characters. As an underlying principle, we require that all motions be driven by internal deformations. We achieve this by dynamically adapting rest shapes in order to induce deformations that, together with environment interactions, result in purposeful and physically-plausible motions. Rest shape adaptation is a powerful concept and we show that by restricting shapes to suitable subspaces, it is possible to explicitly control the motion styles of deformable characters. Our formulation is general and can be combined with arbitrary elastic models and locomotion controllers. We demonstrate the efficiency of our method by animating curve, shell, and solid-based characters whose motion repertoires range from simple hopping to complex walking behaviors.
Stelian Coros, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Markus Gross 0001
ACM Trans. Graph.2
2012 Rig-space physics
abstract
We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animator's rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artist's control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.
Fabian Hahn, Sebastian Martin, Bernhard Thomaszewski, Robert W. Sumner, Stelian Coros, Markus Gross 0001
ACM Trans. Graph.2
2011 Example-based elastic materials
abstract
We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold then acts as an additional elastic attractor that guides the object towards its space of prefered shapes. Added on top of existing solid simulation codes, this example potential effectively allows us to implement inhomogeneous and anisotropic materials in a direct and intuitive way. Due to its example-based interface, our method promotes an art-directed approach to solid simulation, which we exemplify on a set of practical examples.
Sebastian Martin, Bernhard Thomaszewski, Eitan Grinspun, Markus Gross 0001
ACM Trans. Graph.1
2010 Unified simulation of elastic rods, shells, and solids
abstract
We develop an accurate, unified treatment of elastica. Following the method of resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston , measuring stretching, shearing, bending, and twisting along any axis. The theory and accompanying implementation do not distinguish between forms of different dimension (solids, shells, rods), nor between manifold regions and non-manifold junctions. Consequently, a single code accurately models a diverse range of elastoplastic behaviors, including buckling, writhing, cutting and merging. Emphasis on convergence to the continuum sets us apart from early unification efforts.
Sebastian Martin, Peter Kaufmann 0001, Mario Botsch, Eitan Grinspun, Markus Gross 0001
ACM Trans. Graph.1
2009 Flexible simulation of deformable models using discontinuous Galerkin FEM
Peter Kaufmann 0001, Sebastian Martin, Mario Botsch, Markus Gross 0001
Graph. Model.2
2009 Enrichment textures for detailed cutting of shells
abstract
We present a method for simulating highly detailed cutting and fracturing of thin shells using low-resolution simulation meshes. Instead of refining or remeshing the underlying simulation domain to resolve complex cut paths, we adapt the extended finite element method (XFEM) and enrich our approximation by customdesigned basis functions, while keeping the simulation mesh unchanged. The enrichment functions are stored in enrichment textures , which allows for fracture and cutting discontinuities at a resolution much finer than the underlying mesh, similar to image textures for increased visual resolution. Furthermore, we propose harmonic enrichment functions to handle multiple, intersecting, arbitrarily shaped, progressive cuts per element in a simple and unified framework. Our underlying shell simulation is based on discontinuous Galerkin (DG) FEM, which relaxes the restrictive requirement of C 1 continuous basis functions and thus allows for simpler, C 0 continuous XFEM enrichment functions.
Peter Kaufmann 0001, Sebastian Martin, Mario Botsch, Eitan Grinspun, Markus Gross 0001
ACM Trans. Graph.2
2008 Polyhedral Finite Elements Using Harmonic Basis Functions
abstract
Abstract Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic basis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of fundamental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity.
Sebastian Martin, Peter Kaufmann 0001, Mario Botsch, Martin Wicke, Markus Gross 0001
Comput. Graph. Forum1