Danny M. Kaufman

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50ranked-venue papers
3as first author
23since 2021 · last 2026
0009-0000-2864-2089ORCID · verified

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Graphics, computer vision, multimedia, augmented reality and games · 47 · 3 first-author · 23 since 2021Human-computer interaction and ubiquitous computing · 5 · 3 since 2021Artificial intelligence and machine learning · 2
YearPublicationVenuePosition
2026 Differentiable variable fonts
abstract
Abstract Typography is an essential component of visual communication. Editing and animating text appearance for graphic designs, title sequences, commercials, and logos remain highly skilled tasks requiring detailed, hands‐on efforts from pro artists. Automating these challenging manual workflows requires balancing the competing goals of maintaining a text's legibility and aesthetics, while enabling creative expression. Variable fonts, recent parametric extensions to traditional fonts, offer the promise of new ways to ease and automate typographic design and animation. Variable fonts provide custom‐constructed parameters along which fonts can be smoothly varied. These parameterizations could then potentially serve as high‐value continuous design spaces, opening the door to modern automated design‐optimization tools. However, currently variable fonts are underutilized in creative applications, exactly because artists so far still need to manually tune font parameters. Our work provides intuitive and automated font design and animation workflows with differentiable variable fonts. To do so we distill the current variable font specification to a compact mathematical formulation that differentiably connects the highly non‐linear, non‐invertible mapping of variable font parameters to the underlying vector graphics representing the text. In turn, this enables us to construct a differentiable framework, with respect to variable font parameters, that allows us to perform gradient‐based optimization of energies defined on vector graphics control points, and likewise, via differentiable SVG rasterization, on target rasterized images. We demonstrate the utility of this framework with a range of applications, including direct shape manipulation, overlap aware modeling, physics‐based text animation, and automated font‐design optimization. Our work now enables leveraging the carefully designed affordances of variable fonts with differentiability to use modern design‐optimization technologies, and so opens new possibilities for easy, intuitive and expressive typographic design workflows.
Kinjal Parikh, Danny M. Kaufman, David I. W. Levin, Alec Jacobson
Comput. Graph. Forum2
2026 Better Bending: Analysis, Construction and Verification of Discrete Bending Models for Kirchhoff-Love Shells
abstract
While thin shells have ubiquitous applications and have been studied inside and outside computer graphics for decades, there is little consensus on how to best discretize them. We systematically study models for simulating bending of Kirchhoff-Love shells, with the goal of making practical recommendations, backed by careful numerical experiments, of when and how these models should be used. We analyze ten of the most popular discrete bending models in computer graphics for thin-shell simulation, along with new variants that we propose ourselves. We first verify all models on an analytic test benchmark to probe convergence under refinement and mesh-dependence, and then stress-test with a second benchmark that considers behavior at sharp bends. Finally, we test benchmark leaders on a practical suite of challenging large-scale equilibrium and dynamic shell modeling problems, analyzing both full solution behavior and comparative compute costs. We identify leading existing models and their tradeoffs in terms of accuracy and performance. During this analysis we also identify some issues and modeling gaps in the best-performing discrete bending models. We construct new energy model variants to address some of these gaps, as well as formulas and algorithmic tools for their practical simulation, and finally recommend best practices for modeling thin-shell bending.
Zhen Chen 0033, Danny M. Kaufman, Etienne Vouga
ACM Trans. Graph.2
2026 Progressing Level-of-Detail Animation for Volumetric Elastodynamics
abstract
We extend Progressive Dynamics [Zhang et al. 2024, 2025] from cloth and shells to volumetric finite elements, enabling an efficient level-of-detail (LOD) animation-design pipeline with predictive coarse-resolution previews for rapid iteration toward a final high-resolution volumetric elastodynamics animation. To achieve this, we introduce VelPro Splitter , a principled and substantially improved VelPro-type integrator [Zhang et al. 2025] that splits the current-level velocity and recombines its high-resolution component with prolonged coarse-level velocity. The resulting VelPro Splitter is general and applies to both shell and volumetric discretizations. This splitting strategy better generates the high-frequency dynamic details that motivate highresolution elastodynamics animation, going beyond the previously mostly geometric enrichment due to prolonged coarse-level velocity, while maintaining cross-level consistency in bulk deformation across LOD results. As a result, it largely decouples finest-level enrichment quality from the number of LOD levels, addressing a practical limitation of VelPro at small timestep sizes where many levels are required to obtain sufficient enrichment. To make this volumetric setting practical for Progressive Dynamics, we add two supporting contributions. First, we construct volumetric hierarchies and introduce a simple and effective topology-aware boundary-binding method that enables reliable prolongation between overlapping, but not-necessarily-conforming, meshes using a barycentric-like linear interpolant. Second, instead of applying the subspace approach of Zhang et al. [2024] for reducing coarse model locking, we show that a lightweight, resolution-based stiffness rescaling via a simple Young's-modulus adjustment [Chen et al. 2017] is both effective and well-suited for progressive volumetric simulation. Together, these contributions jointly realize Volumetric Progressive Dynamics. We demonstrate its high-fidelity LOD matching for volumetric elastodynamics across 1D, 2D, and 3D scenarios with high speeds, large deformations, and frictional contact.
Jiayi Eris Zhang, Doug L. James, Danny M. Kaufman
ACM Trans. Graph.3
2025 Optimal r-Adaptive In-Timestep Remeshing for Elastodynamics
abstract
We propose a coupled mesh-adaptation model and physical simulation algorithm to jointly generate, per timestep, optimal adaptive remeshings and implicit solutions for the simulation of frictionally contacting elastodynamics. To do so, we begin with Ferguson et al.'s [2023] recently developed in-timestep remeshing (ITR) framework, which proposes an Incremental Potential based objective for mesh refinement, and a corresponding, locally greedy remeshing algorithm to minimize it. While this initial ITR framework demonstrates significant improvements, its greedy remeshing does not generate optimal meshes, and so does not converge to improving physical solutions with increasing mesh resolution. In practice, due to lack of optimality, the original ITR framework can and will find mesh and state solutions with unnecessarily low-quality geometries and corresponding physical solution artifacts. At the same time, we also identify additional fundamental challenges to adaptive simulation in terms of both ITR's original remeshing objective and its corresponding optimization problem formulation. In this work, in order to extend the ITR framework to high-quality, optimal in-timestep remeshing, we first construct a new remeshing objective function built from simple, yet critical, updates to the Incremental Potential energy, and a corresponding constrained model problem, whose minimizers provide locally optimal remeshings for physical problems. We then propose a new in-timestep remeshing optimization that jointly solves, per-timestep, for a new locally optimal remeshing and the next physical state defined upon it. To evaluate and demonstrate our extension of the ITR framework, we apply it to the optimal r-adaptive ITR simulation of frictionally contacting elasto-dynamics and statics. To enable r-adaptivity we additionally propose a new numerical method to robustly compute derivatives of the L 2 -projection operator necessary for optimal mesh-to-mesh state mappings within solves, a constraint model to enable on-boundary node adaptivity, and an efficient Newton-type optimization method for practically solving each per-timestep r-adaptive ITR solution. We extensively evaluate our method on challenging large-deformation and frictionally contacting scenarios. Here we observe optimal r-adaptivity captures comparable and better accuracy than unadapted meshes orders-of-magnitude larger, with corresponding significant advantages in both computation speedup and decrease in memory usage.
Jernej Barbic, Danny M. Kaufman
ACM Trans. Graph.3
2025 Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns
abstract
We introduce Parth, a fill-reducing ordering method for sparse Cholesky solvers with dynamic sparsity patterns (e.g., in physics simulations with contact or geometry processing with local remeshing). Parth facilitates the selective reuse of fill-reducing orderings when sparsity patterns exhibit temporal coherence, avoiding full symbolic analysis by localizing the effect of dynamic sparsity changes on the ordering vector. We evaluated Parth on over 175,000 linear systems collected from both physics simulations and geometry processing applications, and show that for some of the most challenging physics simulations, it achieves up to 14x reordering runtime speedup, resulting in a 2x speedup in Cholesky solve time—even on top of well-optimized solvers such as Apple Accelerate and Intel MKL.
Behrooz Zarebavani, Danny M. Kaufman, David I. W. Levin, Maryam Mehri Dehnavi
ACM Trans. Graph.2
2025 Progressive Dynamics++: A Framework for Stable, Continuous, and Consistent Animation Across Resolution and Time
abstract
The recently developed Progressive Dynamics framework [Zhang et al. 2024] addresses the long-standing challenge in enabling rapid iterative design for high-fidelity cloth and shell animation. In this work, we identify fundamental limitations of the original method in terms of stability and temporal continuity. For robust progressive dynamics simulation we seek methods that provide: (1) stability across all levels of detail (LOD) and timesteps, (2) temporally continuous animations without jumps or jittering, and (3) user-controlled balancing between geometric consistency and enrichment at each timestep, thereby making it a practical previewing tool with high-quality results at the finest level to be used as the final output. We propose a general framework, Progressive Dynamics++, for constructing a family of progressive dynamics integration methods that advance physical simulation states forward in both time and spatial resolution, which includes Zhang et al. [2024]'s method as one member. We analyze necessary stability conditions for Progressive Dynamics integrators and introduce a novel, stable method that significantly improves temporal continuity, supported by a new quantitative measure. Additionally, we present a quantitative analysis of the trade-off between geometric consistency and enrichment, along with strategies for balancing between these aspects in transitions across resolution and time.
Jiayi Eris Zhang, Doug L. James, Danny M. Kaufman
ACM Trans. Graph.3
2024 Trading Spaces: Adaptive Subspace Time Integration for Contacting Elastodynamics
abstract
We construct a subspace simulator that adaptively balances solution improvement against system size. The core components of our simulator are an adaptive subspace oracle, model, and parallel time-step solver algorithm. Our in-time-step adaptivity oracle continually assesses subspace solution quality and candidate update proposals while accounting for temporal variations in deformation and spatial variations in material. In turn our adaptivity model is subspace agnostic. It allows application across subspace representations and expresses unrestricted deformations independent of subspace choice. We couple our oracle and model with a custom-constructed parallel time-step solver for our enriched systems that exposes a pair of user tolerances which provide controllable simulation quality. As tolerances are tightened our model converges to full-space solutions (with expected cost increases). On the other hand, as tolerances are relaxed we obtain output-bound simulation costs. We demonstrate the efficacy of our approach across a wide range of challenging nonlinear materials models, material stiffnesses, heterogeneities, dynamic behaviors, and frictionally contacting conditions, obtaining scalable and efficient simulations of complex elastodynamic scenarios.
Ty Trusty, Yun Fei, David I. W. Levin, Danny M. Kaufman
ACM Trans. Graph.4
2024 Progressive Dynamics for Cloth and Shell Animation
abstract
We propose Progressive Dynamics, a coarse-to-fine, level-of-detail simulation method for the physics-based animation of complex frictionally contacting thin shell and cloth dynamics. Progressive Dynamics provides tight-matching consistency and progressive improvement across levels, with comparable quality and realism to high-fidelity, IPC-based shell simulations [Li et al. 2021] at finest resolutions. Together these features enable an efficient animation-design pipeline with predictive coarse-resolution previews providing rapid design iterations for a final, to-be-generated, high-resolution animation. In contrast, previously, to design such scenes with comparable dynamics would require prohibitively slow design iterations via repeated direct simulations on high-resolution meshes. We evaluate and demonstrate Progressive Dynamics's features over a wide range of challenging stress-tests, benchmarks, and animation design tasks. Here Progressive Dynamics efficiently computes consistent previews at costs comparable to coarsest-level direct simulations. Its matching progressive refinements across levels then generate rich, high-resolution animations with high-speed dynamics, impacts, and the complex detailing of the dynamic wrinkling, folding, and sliding of frictionally contacting thin shells and fabrics.
Jiayi Eris Zhang, Doug L. James, Danny M. Kaufman
ACM Trans. Graph.3
2023 Subspace Mixed Finite Elements for Real-Time Heterogeneous Elastodynamics
abstract
Real-time elastodynamic solvers are well-suited for the rapid simulation of homogeneous elastic materials, with high-rates generally enabled by aggressive early termination of timestep solves. Unfortunately, the introduction of strong domain heterogeneities can make these solvers slow to converge. Stopping the solve short creates visible damping artifacts and rotational errors. To address these challenges we develop a reduced mixed finite element solver that preserves rich rotational motion, even at low-iteration regimes. Specifically, this solver augments time-step solve optimizations with auxillary stretch degrees of freedom at mesh elements, and maintains consistency with the primary positional degrees of freedoms at mesh nodes via explicit constraints. We make use of a Skinning Eigenmode subspace for our positional degrees of freedom. We accelerate integration of non-linear elastic energies with a cubature approximation, placing stretch degrees of freedom at cubature points. Across a wide range of examples we demonstrate that this subspace is particularly well suited for heterogeneous material simulation. Our resulting method is a subspace mixed finite element method completely decoupled from the resolution of the mesh that is well-suited for real-time simulation of heterogeneous domains.
Ty Trusty, Otman Benchekroun, Eitan Grinspun, Danny M. Kaufman, David I. W. Levin
SIGGRAPH Asia4
2023 Complex Wrinkle Field Evolution
abstract
We propose a new approach for representing wrinkles, designed to capture complex and detailed wrinkle behavior on coarse triangle meshes, called Complex Wrinkle Fields. Complex Wrinkle Fields consist of an almost-everywhere-unit complex-valued phase function over the surface; a frequency one-form; and an amplitude scalar, with a soft compatibility condition coupling the frequency and phase. We develop algorithms for interpolating between two such wrinkle fields, for visualizing them as displacements of a Loop-subdivided refinement of the base mesh, and for making smooth local edits to the wrinkle amplitude, frequency, and/or orientation. These algorithms make it possible, for the first time, to create and edit animations of wrinkles on triangle meshes that are smooth in space, evolve smoothly through time, include singularities along with their complex interactions, and that represent frequencies far finer than the surface resolution.
Zhen Chen 0033, Danny M. Kaufman, Mélina Skouras, Etienne Vouga
ACM Trans. Graph.2
2023 In-Timestep Remeshing for Contacting Elastodynamics
abstract
We propose In-Timestep Remeshing, a fully coupled, adaptive meshing algorithm for contacting elastodynamics where remeshing steps are tightly integrated, implicitly, within the timestep solve. Our algorithm refines and coarsens the domain automatically by measuring physical energy changes within each ongoing timestep solve. This provides consistent, degree-of-freedom-efficient, productive remeshing that, by construction, is physics-aware and so avoids the errors, over-refinements, artifacts, per-example hand-tuning, and instabilities commonly encountered when remeshing with timestepping methods. Our in-timestep computation then ensures that each simulation step's output is both a converged stable solution on the updated mesh and a temporally consistent trajectory with respect to the model and solution of the last timestep. At the same time, the output is guaranteed safe (intersection- and inversion-free) across all operations. We demonstrate applications across a wide range of extreme stress tests with challenging contacts, sharp geometries, extreme compressions, large timesteps, and wide material stiffness ranges - all scenarios well-appreciated to challenge existing remeshing methods.
Zachary Ferguson, Teseo Schneider, Danny M. Kaufman, Daniele Panozzo
ACM Trans. Graph.3
2023 Progressive Shell Qasistatics for Unstructured Meshes
abstract
Thin shell structures exhibit complex behaviors critical for modeling and design across wide-ranging applications. Capturing their mechanical response requires finely detailed, high-resolution meshes. Corresponding simulations for predicting equilibria with these meshes are expensive, whereas coarse-mesh simulations can be fast but generate unacceptable artifacts and inaccuracies. The recently proposed progressive simulation framework [Zhang et al. 2022] offers a promising avenue to address these limitations with consistent and progressively improving simulation over a hierarchy of increasingly higher-resolution models. Unfortunately, it is currently severely limited in application to meshes and shapes generated via Loop subdivision. We propose Progressive Shells Quasistatics to extend progressive simulation to the high-fidelity modeling and design of all input shell (and plate) geometries with unstructured (as well as structured) triangle meshes. To do so, we construct a fine-to-coarse hierarchy with a novel nonlinear prolongation operator custom-suited for curved-surface simulation that is rest-shape preserving, supports complex curved boundaries, and enables the reconstruction of detailed geometries from coarse-level meshes. Then, to enable convergent, high-quality solutions with robust contact handling, we propose a new, safe, and efficient shape-preserving upsampling method that ensures non-intersection and strain limits during refinement. With these core contributions, Progressive Shell Quasistatics enables, for the first time, wide generality for progressive simulation, including support for arbitrary curved-shell geometries, progressive collision objects, curved boundaries, and unstructured triangle meshes - all while ensuring that preview and final solutions remain free of intersections. We demonstrate these features across a wide range of stress-tests where progressive simulation captures the wrinkling, folding, twisting, and buckling behaviors of frictionally contacting thin shells with orders-of-magnitude speed-up in examples over direct fine-resolution simulation.
Jiayi Eris Zhang, Jérémie Dumas, Yun Fei, Alec Jacobson, Doug L. James, Danny M. Kaufman
ACM Trans. Graph.6
2022 Isometric Energies for Recovering Injectivity in Constrained Mapping
abstract
Computing injective maps with low distortions is a long-standing problem in computer graphics. Such maps are particularly challenging to obtain in the presence of positional constraints, because an injective initial map is often not available. Recently, several energies were proposed and shown to be highly successful in optimizing injectivity from non-injective initial maps while satisfying positional constraints. However, minimizing these energies tends to produce elements with significant isometric distortions. This paper presents simple variants of these energies that retain their desirable traits while promoting isometry. While our method is not guaranteed to provide an injective map, we observe that, on large-scale 2D and 3D data sets, minimizing the proposed isometric variants results in a similar level of success in recovering injectivity as the original energies but a significantly lower isometric distortion.
Xingyi Du, Danny M. Kaufman, Qingnan Zhou, Shahar Z. Kovalsky, Yajie Yan, Noam Aigerman, Tao Ju 0001
SIGGRAPH Asia2
2022 Mixed Variational Finite Elements for Implicit Simulation of Deformables
abstract
We propose and explore a new method for the implicit time integration of elastica. Key to our approach is the use of a mixed variational principle. In turn, its finite element discretization leads to an efficient and accurate sequential quadratic programming solver with a superset of the desirable properties of many previous integration strategies. This framework fits a range of elastic constitutive models and remains stable across a wide span of time step sizes and material parameters (including problems that are approximately rigid). Our method exhibits convergence on par with full Newton type solvers and also generates visually plausible results in just a few iterations comparable to recent fast simulation methods that do not converge. These properties make it suitable for both offline accurate simulation and performant applications with expressive physics. We demonstrate the efficacy of our approach on a number of simulated examples.
Ty Trusty, Danny M. Kaufman, David I. W. Levin
SIGGRAPH Asia2
2022 Affine body dynamics: fast, stable and intersection-free simulation of stiff materials
abstract
Simulating stiff materials in applications where deformations are either not significant or else can safely be ignored is a fundamental task across fields. Rigid body modeling has thus long remained a critical tool and is, by far, the most popular simulation strategy currently employed for modeling stiff solids. At the same time, rigid body methods continue to pose a number of well known challenges and trade-offs including intersections, instabilities, inaccuracies, and/or slow performances that grow with contact-problem complexity. In this paper we revisit the stiff body problem and present ABD, a simple and highly effective affine body dynamics framework, which significantly improves state-of-the-art for simulating stiff-body dynamics. We trace the challenges in rigid-body methods to the necessity of linearizing piecewise-rigid trajectories and subsequent constraints. ABD instead relaxes the unnecessary (and unrealistic) constraint that each body's motion be exactly rigid with a stiff orthogonality potential, while preserving the rigid body model's key feature of a small coordinate representation. In doing so ABD replaces piecewise linearization with piecewise linear trajectories. This, in turn, combines the best of both worlds: compact coordinates ensure small, sparse system solves, while piecewise-linear trajectories enable efficient and accurate constraint (contact and joint) evaluations. Beginning with this simple foundation, ABD preserves all guarantees of the underlying IPC model we build it upon, e.g., solution convergence, guaranteed non-intersection, and accurate frictional contact. Over a wide range and scale of simulation problems we demonstrate that ABD brings orders of magnitude performance gains (two- to three-orders on the CPU and an order more when utilizing the GPU, obtaining 10, 000× speedups) over prior IPC-based methods, while maintaining simulation quality and nonintersection of trajectories. At the same time ABD has comparable or faster timings when compared to state-of-the-art rigid body libraries optimized for performance without guarantees, and successfully and efficiently solves challenging simulation problems where both classes of prior rigid body simulation methods fail altogether.
Lei Lan, Danny M. Kaufman, Minchen Li, Chenfanfu Jiang, Yin Yang 0002
ACM Trans. Graph.2
2022 Progressive Simulation for Cloth Quasistatics
abstract
The trade-off between speed and fidelity in cloth simulation is a fundamental computational problem in computer graphics and computational design. Coarse cloth models provide the interactive performance required by designers, but they can not be simulated at higher resolutions ("up-resed") without introducing simulation artifacts and/or unpredicted outcomes, such as different folds, wrinkles and drapes. But how can a coarse simulation predict the result of an unconstrained, high-resolution simulation that has not yet been run? We propose Progressive Cloth Simulation (PCS), a new forward simulation method for efficient preview of cloth quasistatics on exceedingly coarse triangle meshes with consistent and progressive improvement over a hierarchy of increasingly higher-resolution models. PCS provides an efficient coarse previewing simulation method that predicts the coarse-scale folds and wrinkles that will be generated by a corresponding converged, high-fidelity C-IPC simulation of the cloth drape's equilibrium. For each preview PCS can generate an increasing-resolution sequence of consistent models that progress towards this converged solution. This successive improvement can then be interrupted at any point, for example, whenever design parameters are updated. PCS then ensures feasibility at all resolutions, so that predicted solutions remain intersection-free and capture the complex folding and buckling behaviors of frictionally contacting cloth.
Jiayi Eris Zhang, Jérémie Dumas, Yun Fei, Alec Jacobson, Doug L. James, Danny M. Kaufman
ACM Trans. Graph.6
2021 Globally Injective Geometry Optimization with Non-Injective Steps
abstract
Abstract We present a method to minimize distortion and compute globally injective mappings from non‐injective initialization Many approaches for distortion minimization subject to injectivity constraints require an injective initialization and feasible intermediate states. However, it is often the case that injective initializers are not readily available, and many distortion energies of interest have barrier terms that stall global progress. The alternating direction method of multipliers (ADMM) has recently gained traction in graphics due to its efficiency and generality. In this work we explore how to endow ADMM with global injectivity while retaining the ability to traverse non‐injective iterates. We develop an iterated coupled‐solver approach that evolves two solution states in tandem. Our primary solver rapidly drives down energy to a nearly injective state using a dynamic set of efficiently enforceable inversion and overlap constraints. Then, a secondary solver corrects the state, herding the solution closer to feasibility. The resulting method not only compares well to previous work, but can also resolve overlap with free boundaries.
Matthew Overby, Danny M. Kaufman, Rahul Narain
Comput. Graph. Forum2
2021 Fine Wrinkling on Coarsely Meshed Thin Shells
abstract
We propose a new model and algorithm to capture the high-definition statics of thin shells via coarse meshes. This model predicts global, fine-scale wrinkling at frequencies much higher than the resolution of the coarse mesh; moreover, it is grounded in the geometric analysis of elasticity, and does not require manual guidance, a corpus of training examples, nor tuning of ad hoc parameters. We first approximate the coarse shape of the shell using tension field theory, in which material forces do not resist compression. We then augment this base mesh with wrinkles, parameterized by an amplitude and phase field that we solve for over the base mesh, which together characterize the geometry of the wrinkles. We validate our approach against both physical experiments and numerical simulations, and we show that our algorithm produces wrinkles qualitatively similar to those predicted by traditional shell solvers requiring orders of magnitude more degrees of freedom.
Zhen Chen 0033, Hsiao-Yu Chen, Danny M. Kaufman, Mélina Skouras, Etienne Vouga
ACM Trans. Graph.3
2021 Optimizing global injectivity for constrained parameterization
abstract
Injective parameterizations of triangulated meshes are critical across applications but remain challenging to compute. Existing algorithms to find injectivity either require initialization from an injective starting state, which is currently only possible without positional constraints, or else can only prevent triangle inversion, which is insufficient to ensure injectivity. Here we present, to our knowledge, the first algorithm for recovering a globally injective parameterization from an arbitrary non-injective initial mesh subject to stationary constraints. These initial meshes can be inverted, wound about interior vertices and/or overlapping. Our algorithm in turn enables globally injective mapping for meshes with arbitrary positional constraints. Our key contribution is a new energy, called smooth excess area (SEA), that measures non-injectivity in a map. This energy is well-defined across both injective and non-injective maps and is smooth almost everywhere, making it readily minimizable using standard gradient-based solvers starting from a non-injective initial state. Importantly, we show that maps minimizing SEA are guaranteed to be locally injective and almost globally injective, in the sense that the overlapping area can be made arbitrarily small. Analyzing SEA's behavior over a new benchmark set designed to test injective mapping, we find that optimizing SEA successfully recovers globally injective maps for 85% of the benchmark and obtains locally injective maps for 90%. In contrast, state-of-the-art methods for removing triangle inversion obtain locally injective maps for less than 6% of the benchmark, and achieve global injectivity (largely by chance as prior methods are not designed to recover it) on less than 4%.
Xingyi Du, Danny M. Kaufman, Qingnan Zhou, Shahar Z. Kovalsky, Yajie Yan, Noam Aigerman, Tao Ju 0001
ACM Trans. Graph.2
2021 Guaranteed globally injective 3D deformation processing
abstract
We extend recent advances in the numerical time-integration of contacting elastodynamics [Li et al. 2020] to build a new framework, called Injective Deformation Processing (IDP), for the robust solution of a wide range of mesh deformation problems requiring injectivity. IDP solves challenging 3D (and 2D) geometry processing and animation tasks on meshes, via artificial time integration, with guarantees of both non-inversion and non-overlap. To our knowledge IDP is the first framework for 3D deformation processing that can efficiently guarantee globally injective deformation without geometric locking. We demonstrate its application on a diverse set of problems and show its significant improvement over state-of-the-art for globally injective 3D deformation.
Yu Fang 0010, Minchen Li, Chenfanfu Jiang, Danny M. Kaufman
ACM Trans. Graph.4
2021 Intersection-free rigid body dynamics
abstract
We introduce the first implicit time-stepping algorithm for rigid body dynamics, with contact and friction, that guarantees intersection-free configurations at every time step. Our algorithm explicitly models the curved trajectories traced by rigid bodies in both collision detection and response. For collision detection, we propose a conservative narrow phase collision detection algorithm for curved trajectories, which reduces the problem to a sequence of linear CCD queries with minimal separation. For time integration and contact response, we extend the recently proposed incremental potential contact framework to reduced coordinates and rigid body dynamics. We introduce a benchmark for rigid body simulation and show that our approach, while less efficient than alternatives, can robustly handle a wide array of complex scenes, which cannot be simulated with competing methods, without requiring per-scene parameter tuning.
Zachary Ferguson, Minchen Li, Teseo Schneider, Francisca Gil Ureta, Timothy R. Langlois, Chenfanfu Jiang, Denis Zorin, Danny M. Kaufman, Daniele Panozzo
ACM Trans. Graph.8
2021 Medial IPC: accelerated incremental potential contact with medial elastics
abstract
We propose a framework of efficient nonlinear deformable simulation with both fast continuous collision detection and robust collision resolution. We name this new framework Medial IPC as it integrates the merits from medial elastics, for an efficient and versatile reduced simulation, as well as incremental potential contact, for a robust collision and contact resolution. We leverage medial axis transform to construct a kinematic subspace. Instead of resorting to projective dynamics, we use classic hyperelastics to embrace real-world nonlinear materials. A novel reduced continuous collision detection algorithm is presented based on the medial mesh. Thanks to unique geometric properties of medial axis and medial primitives, we derive closed-form formulations for identifying between-primitive collision within the reduced medial space. In the meantime, the implicit barrier energy that generates necessary repulsion forces for collision resolution is also formulated with the medial coordinate. In other words, Medial IPC exploits a universal reduced coordinate for simulation, continuous self-/collision detection, and IPC-based collision resolution. Continuous collision detection also allows more aggressive time stepping. In addition, we carefully implement our system with a heterogeneous CPU-GPU deployment such that massively parallelizable computations are carried out on the GPU while few sequential computations are on the CPU. Such implementation also frees us from generating training poses for selecting Cubature points and pre-computing their weights. We have tested our method on complicated deformable models and collision-rich simulation scenarios. Due to the reduced nature of our system, the computation is faster than fullspace IPC or other fullspace methods using continuous collision detection by at least one order. The simulation remains high-quality as the medial subspace captures intriguing and local deformations with sufficient realism.
Lei Lan, Yin Yang 0002, Danny M. Kaufman, Junfeng Yao, Minchen Li, Chenfanfu Jiang
ACM Trans. Graph.3
2021 Codimensional incremental potential contact
abstract
We extend the incremental potential contact (IPC) model [Li et al. 2020a] for contacting elastodynamics to resolve systems composed of codimensional degrees-of-freedoms in arbitrary combination. This enables a unified, interpenetration-free, robust, and stable simulation framework that couples codimension-0,1,2, and 3 geometries seamlessly with frictional contact. Extending the IPC model to thin structures poses new challenges in computing strain, modeling thickness and determining collisions. To address these challenges we propose three corresponding contributions. First, we introduce a C 2 constitutive barrier model that directly enforces strain limiting as an energy potential while preserving rest state. This provides energetically-consistent strain limiting models (both isotropic and anisotropic) for cloth that enable strict satisfaction of strain-limit inequalities with direct coupling to both elastodynamics and contact via minimization of the incremental potential. Second, to capture the geometric thickness of codimensional domains we extend the IPC model to directly enforce distance offsets. Our treatment imposes a strict guarantee that mid-surfaces (respectively mid-lines) of shells (respectively rods) will not move closer than applied thickness values, even as these thicknesses become characteristically small. This enables us to account for thickness in the contact behavior of codimensional structures and so robustly capture challenging contacting geometries; a number of which, to our knowledge, have not been simulated before. Third, codimensional models, especially with modeled thickness, mandate strict accuracy requirements that pose a severe challenge to all existing continuous collision detection (CCD) methods. To address these limitations we develop a new, efficient, simple-to-implement additive CCD (ACCD) method that applies conservative advancement [Mirtich 1996; Zhang et al. 2006] to iteratively refine a lower bound for deforming primitives, converging to time of impact. In combination these contributions enable codimensional IPC (C-IPC). We perform extensive benchmark experiments to validate the efficacy of our method in capturing intricate behaviors of thin-structure contact and resulting bulk effects. In our experiments C-IPC obtains feasible, convergent, and so artifact-free solutions for all time steps, across all tested examples - producing robust simulations. We test C-IPC across extreme deformations, large time steps, and exceedingly close contact over all possible pairings of codimensional domains. Finally, with our strain-limit model, we confirm C-IPC guarantees non-intersection and strain-limit satisfaction for all reasonable (and well below - verified down to 0.1%) strain limits throughout all time steps.
Minchen Li, Danny M. Kaufman, Chenfanfu Jiang
ACM Trans. Graph.2
2020 NASOQ: numerically accurate sparsity-oriented QP solver
abstract
Quadratic programs (QP), minimizations of quadratic objectives subject to linear inequality and equality constraints, are at the heart of algorithms across scientific domains. Applications include fundamental tasks in geometry processing, simulation, engineering, animation and finance where the accurate, reliable, efficient, and scalable solution of QP problems is critical. However, available QP algorithms generally provide either accuracy or scalability - but not both. Some algorithms reliably solve QP problems to high accuracy but work only for smaller-scale QP problems due to their reliance on dense matrix methods. Alternately, many other QP solvers scale well via sparse, efficient algorithms but cannot reliably deliver solutions at requested accuracies. Towards addressing the need for accurate and efficient QP solvers at scale, we develop NASOQ, a new, full-space QP algorithm that provides accurate, efficient, and scalable solutions for QP problems. To enable NASOQ we construct a new row modification method and fast implementation of LDL factorization for indefinite systems. Together they enable efficient updates and accurate solutions of the iteratively modified KKT systems required for accurate QP solves. While QP methods have been previously tested on large synthetic benchmarks, to test and compare NASOQ's suitability for real-world applications we collect here a new benchmark set comprising a wide range of graphics-related QPs across physical simulation, animation, and geometry processing tasks. We combine these problems with numerous pre-existing stress-test QP benchmarks to form, to our knowledge, the largest-scale test set of application-based QP problems currently available. Building off of our base NASOQ solver we then develop and test two NASOQ variants against best, state-of-the-art available QP libraries - both commercial and open-source. Our two NASOQ-based methods each solve respectively 98.8% and 99.5% of problems across a range of requested accuracies from 10 -3 to 10 -9 with average speedups ranging from 1.7× to 24.8× over fastest competing methods.
Kazem Cheshmi, Danny M. Kaufman, Shoaib Kamil 0001, Maryam Mehri Dehnavi
ACM Trans. Graph.2
2020 Lifting simplices to find injectivity
abstract
Mapping a source mesh into a target domain while preserving local injectivity is an important but highly non-trivial task. Existing methods either require an already-injective starting configuration, which is often not available, or rely on sophisticated solving schemes. We propose a novel energy form, called Total Lifted Content (TLC), that is equipped with theoretical properties desirable for injectivity optimization. By lifting the simplices of the mesh into a higher dimension and measuring their contents (2D area or 3D volume) there, TLC is smooth over the entire embedding space and its global minima are always injective. The energy is simple to minimize using standard gradient-based solvers. Our method achieved 100% success rate on an extensive benchmark of embedding problems for triangular and tetrahedral meshes, on which existing methods only have varied success.
Xingyi Du, Noam Aigerman, Qingnan Zhou, Shahar Z. Kovalsky, Yajie Yan, Danny M. Kaufman, Tao Ju 0001
ACM Trans. Graph.6
2020 Incremental potential contact: intersection-and inversion-free, large-deformation dynamics
abstract
Contacts weave through every aspect of our physical world, from daily household chores to acts of nature. Modeling and predictive computation of these phenomena for solid mechanics is important to every discipline concerned with the motion of mechanical systems, including engineering and animation. Nevertheless, efficiently time-stepping accurate and consistent simulations of real-world contacting elastica remains an outstanding computational challenge. To model the complex interaction of deforming solids in contact we propose Incremental Potential Contact (IPC) - a new model and algorithm for variationally solving implicitly time-stepped nonlinear elastodynamics. IPC maintains an intersection- and inversion-free trajectory regardless of material parameters, time step sizes, impact velocities, severity of deformation, or boundary conditions enforced. Constructed with a custom nonlinear solver, IPC enables efficient resolution of time-stepping problems with separate, user-exposed accuracy tolerances that allow independent specification of the physical accuracy of the dynamics and the geometric accuracy of surface-to-surface conformation. This enables users to decouple, as needed per application, desired accuracies for a simulation's dynamics and geometry. The resulting time stepper solves contact problems that are intersection-free (and thus robust), inversion-free, efficient (at speeds comparable to or faster than available methods that lack both convergence and feasibility), and accurate (solved to user-specified accuracies). To our knowledge this is the first implicit time-stepping method, across both the engineering and graphics literature that can consistently enforce these guarantees as we vary simulation parameters. In an extensive comparison of available simulation methods, research libraries and commercial codes we confirm that available engineering and computer graphics methods, while each succeeding admirably in custom-tuned regimes, often fail with instabilities, egregious constraint violations and/or inaccurate and implausible solutions, as we vary input materials, contact numbers and time step. We also exercise IPC across a wide range of existing and new benchmark tests and demonstrate its accurate solution over a broad sweep of reasonable time-step sizes and beyond (up to h = 2s) across challenging large-deformation, large-contact stress-test scenarios with meshes composed of up to 2.3M tetrahedra and processing up to 498K contacts per time step. For applications requiring high-accuracy we demonstrate tight convergence on all measures. While, for applications requiring lower accuracies, e.g. animation, we confirm IPC can ensure feasibility and plausibility even when specified tolerances are lowered for efficiency.
Minchen Li, Zachary Ferguson, Teseo Schneider, Timothy R. Langlois, Denis Zorin, Daniele Panozzo, Chenfanfu Jiang, Danny M. Kaufman
ACM Trans. Graph.8
2020 Fabrication-in-the-loop co-optimization of surfaces and styli for drawing haptics
abstract
Digital drawing tools are now standard in art and design workflows. These tools offer comfort, portability, and precision as well as native integration with digital-art workflows, software, and tools. At the same time, artists continue to work with long-standing, traditional drawing tools. One feature of traditional tools, well-appreciated by many artists and lacking in digital tools, is the specific and diverse range of haptic responses provided by them. Haptic feedback in traditional drawing tools provides unique, per-tool responses that help determine the precision and character of individual strokes. In this work, we address the problem of fabricating digital drawing tools that closely match the haptic feedback of their traditional counterparts. This requires the formulation and solution of a complex, co-optimization of both digital styli and the drawing surfaces they move upon. Here, a potentially direct formulation of this optimization with numerical simulation-in-the-loop is not yet viable. As in many complex design tasks, state-of-the-art methods do not currently offer predictive modeling at rates and scales that can account for the numerous, coupled, physical behaviors governing the haptics of styli and surfaces, nor for the limitations and uncertainties inherent in their fabrication processes. To address these challenges, we propose fabrication-in-the-loop optimization. Critical to making this strategy practical we construct our objective via a Gaussian Process that does not require computing derivatives with respect to design parameters. Our Gaussian Process surrogate model then provides both function estimates and confidence intervals that guide the efficient sampling of our design space. In turn, this sampling critically reduces the numbers of fabricated examples during exploration and automatically handles exploration-exploitation trade-offs. We apply our method to fabricate drawing tools that provide a wide range of haptic feedback, and demonstrate that they are often hard for users to distinguish from their traditional drawing-tool analogs.
Michal Piovarci, Danny M. Kaufman, David I. W. Levin, Piotr Didyk
ACM Trans. Graph.2
2020 Hierarchical Optimization Time Integration for CFL-Rate MPM Stepping
abstract
We propose Hierarchical Optimization Time Integration (HOT) for efficient implicit timestepping of the material point method (MPM) irrespective of simulated materials and conditions. HOT is an MPM-specialized hierarchical optimization algorithm that solves nonlinear timestep problems for large-scale MPM systems near the CFL limit. HOT provides convergent simulations out of the box across widely varying materials and computational resolutions without parameter tuning. As an implicit MPM timestepper accelerated by a custom-designed Galerkin multigrid wrapped in a quasi-Newton solver, HOT is both highly parallelizable and robustly convergent. As we show in our analysis, HOT maintains consistent and efficient performance even as we grow stiffness, increase deformation, and vary materials over a wide range of finite strain, elastodynamic, and plastic examples. Through careful benchmark ablation studies, we compare the effectiveness of HOT against seemingly plausible alternative combinations of MPM with standard multigrid and other Newton-Krylov models. We show how these alternative designs result in severe issues and poor performance. In contrast, HOT outperforms existing state-of-the-art, heavily optimized implicit MPM codes with an up to 10× performance speedup across a wide range of challenging benchmark test simulations.
Minchen Li, Yu Fang 0010, Ming Gao 0023, Min Tang 0001, Danny M. Kaufman, Chenfanfu Jiang
ACM Trans. Graph.7
2019 Neural Re-Simulation for Generating Bounces in Single Images
abstract
We introduce a method to generate videos of dynamic virtual objects plausibly interacting via collisions with a still image's environment. Given a starting trajectory, physically simulated with the estimated geometry of a single, static input image, we learn to 'correct' this trajectory to a visually plausible one via a neural network. The neural network can then be seen as learning to `correct' traditional simulation output, generated with incomplete and imprecise world information, to obtain context-specific, visually plausible re-simulated output - a process we call neural re-simulation. We train our system on a set of 50k synthetic scenes where a virtual moving object (ball) has been physically simulated. We demonstrate our approach on both our synthetic dataset and a collection of real-life images depicting everyday scenes, obtaining consistent improvement over baseline alternatives throughout.
Carlo Innamorati, Bryan C. Russell, Danny M. Kaufman, Niloy J. Mitra
ICCV3
2019 Bounce and Learn: Modeling Scene Dynamics with Real-World Bounces
Senthil Purushwalkam, Abhinav Gupta 0001, Danny M. Kaufman, Bryan C. Russell
ICLR (Poster)3
2019 MagicalHands: Mid-Air Hand Gestures for Animating in VR
abstract
We explore the use of hand gestures for authoring animations in virtual reality (VR). We first perform a gesture elicitation study to understand user preferences for a spatiotemporal, bare-handed interaction system in VR. Specifically, we focus on creating and editing dynamic, physical phenomena (e.g., particle systems, deformations, coupling), where the mapping from gestures to animation is ambiguous and indirect. We present commonly observed mid-air gestures from the study that cover a wide range of interaction techniques, from direct manipulation to abstract demonstrations. To this end, we extend existing gesture taxonomies to the rich spatiotemporal interaction space of the target domain and distill our findings into a set of guidelines that inform the design of natural user interfaces for VR animation. Finally, based on our guidelines, we develop a proof-of-concept gesture-based VR animation system, MagicalHands. Our results, as well as feedback from user evaluation, suggest that the expressive qualities of hand gestures help users animate more effectively in VR.
Rahul Arora 0001, Rubaiat Habib Kazi, Danny M. Kaufman, Wilmot Li, Karan Singh 0004
UIST3
2019 Decomposed optimization time integrator for large-step elastodynamics
abstract
Simulation methods are rapidly advancing the accuracy, consistency and controllability of elastodynamic modeling and animation. Critical to these advances, we require efficient time step solvers that reliably solve all implicit time integration problems for elastica. While available time step solvers succeed admirably in some regimes, they become impractically slow, inaccurate, unstable, or even divergent in others --- as we show here. Towards addressing these needs we present the Decomposed Optimization Time Integrator (DOT), a new domain-decomposed optimization method for solving the per time step, nonlinear problems of implicit numerical time integration. DOT is especially suitable for large time step simulations of deformable bodies with nonlinear materials and high-speed dynamics. It is efficient, automated, and robust at large, fixed-size time steps, thus ensuring stable, continued progress of high-quality simulation output. Across a broad range of extreme and mild deformation dynamics, using frame-rate size time steps with widely varying object shapes and mesh resolutions, we show that DOT always converges to user-set tolerances, generally well-exceeding and always close to the best wall-clock times across all previous nonlinear time step solvers, irrespective of the deformation applied.
Minchen Li, Ming Gao 0023, Timothy R. Langlois, Chenfanfu Jiang, Danny M. Kaufman
ACM Trans. Graph.5
2019 RedMax: efficient & flexible approach for articulated dynamics
abstract
It is well known that the dynamics of articulated rigid bodies can be solved in O (n) time using a recursive method, where n is the number of joints. However, when elasticity is added between the bodies (e.g. , damped springs), with linearly implicit integration, the stiffness matrix in the equations of motion breaks the tree topology of the system, making the recursive O (n) method inapplicable. In such cases, the only alternative has been to form and solve the system matrix, which takes O ( n 3 ) time. We propose a new approach that is capable of solving the linearly implicit equations of motion in near linear time. Our method, which we call RedMax, is built using a combined reduced/maximal coordinate formulation. This hybrid model enables direct flexibility to apply arbitrary combinations of constraints and contact modeling in both reduced and maximal coordinates, as well as mixtures of implicit and explicit forces in either coordinate representation. We highlight RedMax's flexibility with seamless integration of deformable objects with two-way coupling, at a standard additional cost. We further highlight its flexibility by constructing an efficient internal (joint) and external (environment) frictional contact solver that can leverage bilateral joint constraints for rapid evaluation of frictional articulated dynamics.
Nicholas J. Weidner, Margaret A. Baxter, Yura Hwang, Danny M. Kaufman, Shinjiro Sueda
ACM Trans. Graph.5
2018 OptCuts: joint optimization of surface cuts and parameterization
abstract
Low-distortion mapping of three-dimensional surfaces to the plane is a critical problem in geometry processing. The intrinsic distortion introduced by these UV mappings is highly dependent on the choice of surface cuts that form seamlines which break mapping continuity. Parameterization applications typically require UV maps with an application-specific upper bound on distortion to avoid mapping artifacts; at the same time they seek to reduce cut lengths to minimize discontinuity artifacts. We propose OptCuts , an algorithm that jointly optimizes the parameterization and cutting of a three-dimensional mesh. OptCuts starts from an arbitrary initial embedding and a user-requested distortion bound. It requires no parameter setting and automatically seeks to minimize seam lengths subject to satisfying the distortion bound of the mapping computed using these seams. OptCuts alternates between topology and geometry update steps that consistently decrease distortion and seam length, producing a UV map with compact boundaries that strictly satisfies the distortion bound. OptCuts automatically produces high-quality, globally bijective UV maps without user intervention. While OptCuts can thus be a highly effective tool to create new mappings from scratch, we also show how it can be employed to improve pre-existing embeddings. Additionally, when semantic or other priors on seam placement are desired, OptCuts can be extended to respect these user preferences as constraints during optimization of the parameterization. We demonstrate the scalable performance of OptCuts on a wide range of challenging benchmark parameterization examples, as well as in comparisons with state-of-the-art UV methods and commercial tools.
Minchen Li, Danny M. Kaufman, Vladimir G. Kim, Justin Solomon 0001, Alla Sheffer
ACM Trans. Graph.2
2018 Perception-aware modeling and fabrication of digital drawing tools
abstract
Digital drawing is becoming a favorite technique for many artists. It allows for quick swaps between different materials, reverting changes, and applying selective modifications to finished artwork. These features enable artists to be more efficient and creative. A significant disadvantage of digital drawing is poor haptic feedback. Artists are usually limited to one surface and a few different stylus nibs, and while they try to find a combination that suits their needs, this is typically challenging. In this work, we address this problem and propose a method for designing, evaluating, and optimizing different stylus designs. We begin with collecting a representative set of traditional drawing tools. We measure their physical properties and conduct a user experiment to build a perceptual space that encodes perceptually-relevant attributes of drawing materials. The space is optimized to both explain our experimental data and correlate it with measurable physical properties. To embed new drawing tool designs into the space without conducting additional experiments and measurements, we propose a new, data-driven simulation technique for characterizing stylus-surface interaction. We finally leverage the perceptual space, our simulation, and recent advancements in multi-material 3D printing to demonstrate the application of our system in the design of new digital drawing tools that mimic traditional drawing materials.
Michal Piovarci, David I. W. Levin, Danny M. Kaufman, Piotr Didyk
ACM Trans. Graph.3
2018 Blended cured quasi-newton for distortion optimization
abstract
Optimizing distortion energies over a mesh, in two or three dimensions, is a common and critical problem in physical simulation and geometry processing. We present three new improvements to the state of the art: a barrier-aware line-search filter that cures blocked descent steps due to element barrier terms and so enables rapid progress; an energy proxy model that adaptively blends the Sobolev (inverse-Laplacian-processed) gradient and L-BFGS descent to gain the advantages of both, while avoiding L-BFGS's current limitations in distortion optimization tasks; and a characteristic gradient norm providing a robust and largely mesh- and energy-independent convergence criterion that avoids wrongful termination when algorithms temporarily slow their progress. Together these improvements form the basis for Blended Cured Quasi-Newton (BCQN), a new distortion optimization algorithm. Over a wide range of problems over all scales we show that BCQN is generally the fastest and most robust method available, making some previously intractable problems practical while offering up to an order of magnitude improvement in others.
Yufeng Zhu, Rook Bridson, Danny M. Kaufman
ACM Trans. Graph.3
2017 Dynamics-aware numerical coarsening for fabrication design
abstract
The realistic simulation of highly-dynamic elastic objects is important for a broad range of applications in computer graphics, engineering and computational fabrication. However, whether simulating flipping toys, jumping robots, prosthetics or quickly moving creatures, performing such simulations in the presence of contact, impact and friction is both time consuming and inaccurate. In this paper we present Dynamics-Aware Coarsening (DAC) and the Boundary Balanced Impact (BBI) model which allow for the accurate simulation of dynamic, elastic objects undergoing both large scale deformation and frictional contact, at rates up to 79 times faster than state-of-the-art methods. DAC and BBI produce simulations that are accurate and fast enough to be used (for the first time) for the computational design of 3D-printable compliant dynamic mechanisms. Thus we demonstrate the efficacy of DAC and BBI by designing and fabricating mechanisms which flip, throw and jump over and onto obstacles as requested.
Desai Chen, David I. W. Levin, Wojciech Matusik, Danny M. Kaufman
ACM Trans. Graph.4
2017 All's well that ends well: guaranteed resolution of simultaneous rigid body impact
abstract
Iterative algorithms are frequently used to resolve simultaneous impacts between rigid bodies in physical simulations. However, these algorithms lack formal guarantees of termination, which is sometimes viewed as potentially dangerous, so failsafes are used in practical codes to prevent infinite loops. We show such steps are unnecessary. In particular, we study the broad class of such algorithms that are conservative and satisfy a minimal set of physical correctness properties, and which encompasses recent methods like Generalized Reflections as well as pairwise schemes. We fully characterize finite termination of these algorithms. The only possible failure cases can be detected, and we describe a procedure for modifying the algorithms to provably ensure termination. We also describe modifications necessary to guarantee termination in the presence of numerical error due to the use of floating-point arithmetic. Finally, we discuss the challenges dissipation introduce for finite termination, and describe how dissipation models can be incorporated while retaining the termination guarantee.
Etienne Vouga, Breannan Smith, Danny M. Kaufman, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.3
2017 Interactive Design and Stability Analysis of Decorative Joinery for Furniture
abstract
High-quality hand-made furniture often employs intrinsic joints that geometrically interlock along mating surfaces. Such joints increase the structural integrity of the furniture and add to its visual appeal. We present an interactive tool for designing such intrinsic joints. Users draw the visual appearance of the joints on the surface of an input furniture model as groups of two-dimensional (2D) regions that must belong to the same part. Our tool automatically partitions the furniture model into a set of solid 3D parts that conform to the user-specified 2D regions and assemble into the furniture. If the input does not merit assemblable solid 3D parts, then our tool reports the failure and suggests options for redesigning the 2D surface regions so that they are assemblable. Similarly, if any parts in the resulting assembly are unstable, then our tool suggests where additional 2D regions should be drawn to better interlock the parts and improve stability. To perform this stability analysis, we introduce a novel variational static analysis method that addresses shortcomings of the equilibrium method for our task. Specifically, our method correctly detects sliding instabilities and reports the locations and directions of sliding and hinging failures. We show that our tool can be used to generate over 100 joints inspired by traditional woodworking and Japanese joinery. We also design and fabricate nine complete furniture assemblies that are stable and connected using only the intrinsic joints produced by our tool.
JiaXian Yao, Danny M. Kaufman, Yotam I. Gingold, Maneesh Agrawala
ACM Trans. Graph.2
2017 Planar interpolation with extreme deformation, topology change and dynamics
abstract
We present a mesh-based, interpolatory method for interactively creating artist-directed inbetweens from arbitrary sets of 2D drawing shapes without rigging. To enable artistic freedom of expression we remove prior restrictions on the range of possible changes between shapes; we support interpolation with extreme deformation and unrestricted topology change. To do this, we extend discrete variational interpolation by introducing a consistent multimesh structure over drawings, a Comesh Optimization algorithm that optimizes our multimesh for both intra- and inter-mesh quality, and a new shape-space energy that efficiently supports arbitrary changes and can prevent artwork overlap when desired. Our multimesh encodes specified correspondences that guide interpolation paths between shapes. With these correspondences, an efficient local-global minimization of our energy interpolates n-way between drawing shapes to create inbetweens. Our Comesh Optimization enables artifact-free minimization by building consistent meshes across drawings that improve both the quality of per-mesh energy discretization and inter-mesh mapping distortions, while guaranteeing a single, compatible triangulation. We implement our method in a test-bed interpolation system that allows interactive creation and editing of animations from sparse key drawings with arbitrary topology and shape change.
Yufeng Zhu, Jovan Popovic, Rook Bridson, Danny M. Kaufman
ACM Trans. Graph.4
2016 Aesthetic Electronics: Designing, Sketching, and Fabricating Circuits through Digital Exploration
abstract
As interactive electronics become increasingly intimate and personal, the design of circuitry is correspondingly developing a more playful and creative aesthetic. Circuit sketching and design is a multidimensional activity which combines the arts, crafts, and engineering broadening participation of electronic creation to include makers of diverse backgrounds. In order to support this design ecology, we present Ellustrate, a digital design tool that enables the functional and aesthetic design of electronic circuits with multiple conductive and dielectric materials. Ellustrate guides users through the fabrication and debugging process, easing the task of practical circuit creation while supporting designers' aesthetic decisions throughout the circuit authoring workflow. In a formal user study, we demonstrate how Ellustrate enables a new electronic design conversation that combines electronics, materials, and visual aesthetic concerns.
Joanne Lo, César Torres 0001, Isabel Yang, Jasper O'Leary, Danny M. Kaufman, Wilmot Li, Mira Dontcheva, Eric Paulos
UIST5
2016 Physics-driven pattern adjustment for direct 3D garment editing
abstract
Designers frequently reuse existing designs as a starting point for creating new garments. In order to apply garment modifications, which the designer envisions in 3D, existing tools require meticulous manual editing of 2D patterns. These 2D edits need to account both for the envisioned geometric changes in the 3D shape, as well as for various physical factors that affect the look of the draped garment. We propose a new framework that allows designers to directly apply the changes they envision in 3D space; and creates the 2D patterns that replicate this envisioned target geometry when lifted into 3D via a physical draping simulation. Our framework removes the need for laborious and knowledge-intensive manual 2D edits and allows users to effortlessly mix existing garment designs as well as adjust for garment length and fit. Following each user specified editing operation we first compute a target 3D garment shape, one that maximally preserves the input garment's style-its proportions, fit and shape-subject to the modifications specified by the user. We then automatically compute 2D patterns that recreate the target garment shape when draped around the input mannequin within a user-selected simulation environment. To generate these patterns, we propose a fixed-point optimization scheme that compensates for the deformation due to the physical forces affecting the drape and is independent of the underlying simulation tool used. Our experiments show that this method quickly and reliably converges to patterns that, under simulation, form the desired target look, and works well with different black-box physical simulators. We demonstrate a range of edited and resimulated garments, and further validate our approach via expert and amateur critique, and comparisons to alternative solutions.
Aric Bartle, Alla Sheffer, Vladimir G. Kim, Danny M. Kaufman, Nicholas Vining, Floraine Berthouzoz
ACM Trans. Graph.4
2016 Simit: A Language for Physical Simulation
abstract
With existing programming tools, writing high-performance simulation code is labor intensive and requires sacrificing readability and portability. The alternative is to prototype simulations in a high-level language like Matlab, thereby sacrificing performance. The Matlab programming model naturally describes the behavior of an entire physical system using the language of linear algebra. However, simulations also manipulate individual geometric elements, which are best represented using linked data structures like meshes. Translating between the linked data structures and linear algebra comes at significant cost, both to the programmer and to the machine. High-performance implementations avoid the cost by rephrasing the computation in terms of linked or index data structures, leaving the code complicated and monolithic, often increasing its size by an order of magnitude. In this article, we present Simit, a new language for physical simulations that lets the programmer view the system both as a linked data structure in the form of a hypergraph and as a set of global vectors, matrices, and tensors depending on what is convenient at any given time. Simit provides a novel assembly construct that makes it conceptually easy and computationally efficient to move between the two abstractions. Using the information provided by the assembly construct, the compiler generates efficient in-place computation on the graph. We demonstrate that Simit is easy to use: a Simit program is typically shorter than a Matlab program; that it is high performance: a Simit program running sequentially on a CPU performs comparably to hand-optimized simulations; and that it is portable: Simit programs can be compiled for GPUs with no change to the program, delivering 4 to 20× speedups over our optimized CPU code.
Fredrik Kjolstad, Shoaib Kamil 0001, Jonathan Ragan-Kelley, David I. W. Levin, Shinjiro Sueda, Desai Chen, Etienne Vouga, Danny M. Kaufman, Gurtej Kanwar, Wojciech Matusik, Saman P. Amarasinghe
ACM Trans. Graph.8
2016 Artist-directed dynamics for 2D animation
abstract
Animation artists enjoy the benefits of simulation but do not want to be held back by its constraints. Artist-directed dynamics seeks to resolve this need with a unified method that combines simulation with classical keyframing techniques. The combination of these approaches improves upon both extremes: simulation becomes more customizable and keyframing becomes more automatic. Examining our system in the context of the twelve fundamental animation principles reveals that it stands out for its treatment of exaggeration and appeal. Our system accommodates abrupt jumps, large plastic deformations, and makes it easy to reuse carefully crafted animations.
Danny M. Kaufman, C. Karen Liu, Jovan Popovic
ACM Trans. Graph.2
2014 Adaptive nonlinearity for collisions in complex rod assemblies
abstract
We develop an algorithm for the efficient and stable simulation of large-scale elastic rod assemblies. We observe that the time-integration step is severely restricted by a strong nonlinearity in the response of stretching modes to transversal impact, the degree of this nonlinearity varying greatly with the shape of the rod. Building on these observations, we propose a collision response algorithm that adapts its degree of nonlinearity. We illustrate the advantages of the resulting algorithm by analyzing simulations involving elastic rod assemblies of varying density and scale, with up to 1.7 million individual contacts per time step.
Danny M. Kaufman, Rasmus Tamstorf, Breannan Smith, Jean-Marie Aubry, Eitan Grinspun
ACM Trans. Graph.1
2013 Parsing sewing patterns into 3D garments
abstract
We present techniques for automatically parsing existing sewing patterns and converting them into 3D garment models. Our parser takes a sewing pattern in PDF format as input and starts by extracting the set of panels and styling elements (e.g. darts, pleats and hemlines) contained in the pattern. It then applies a combination of machine learning and integer programming to infer how the panels must be stitched together to form the garment. Our system includes an interactive garment simulator that takes the parsed result and generates the corresponding 3D model. Our fully automatic approach correctly parses 68% of the sewing patterns in our collection. Most of the remaining patterns contain only a few errors that can be quickly corrected within the garment simulator. Finally we present two applications that take advantage of our collection of parsed sewing patterns. Our garment hybrids application lets users smoothly interpolate multiple garments in the 2D space of patterns. Our sketch-based search application allows users to navigate the pattern collection by drawing the shape of panels.
Floraine Berthouzoz, Akash Garg, Danny M. Kaufman, Eitan Grinspun, Maneesh Agrawala
ACM Trans. Graph.3
2012 Reflections on simultaneous impact
abstract
Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address this we present a simple generalized impact model motivated by both the successes and pitfalls of two popular approaches: pair-wise propagation and linear complementarity models. Our algorithm is the first to satisfy all identified desiderata, including simultaneously guaranteeing symmetry preservation, kinetic energy conservation, and allowing break-away. Furthermore, we address the associated problem of inelastic collapse, proposing a complementary generalized restitution model that eliminates this source of nontermination. We then consider the application of our models to the synchronous time-integration of large-scale assemblies of impacting rigid bodies. To enable such simulations we formulate a consistent frictional impact model that continues to satisfy the desiderata. Finally, we validate our proposed algorithm by correctly capturing the observed characteristics of physical experiments including the phenomenon of extended patterns in vertically oscillated granular materials.
Breannan Smith, Danny M. Kaufman, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.2
2011 Sensitive couture for interactive garment modeling and editing
abstract
We present a novel interactive tool for garment design that enables, for the first time, interactive bidirectional editing between 2D patterns and 3D high-fidelity simulated draped forms. This provides a continuous, interactive, and natural design modality in which 2D and 3D representations are simultaneously visible and seamlessly maintain correspondence. Artists can now interactively edit 2D pattern designs and immediately obtain stable accurate feedback online, thus enabling rapid prototyping and an intuitive understanding of complex drape form.
Nobuyuki Umetani, Danny M. Kaufman, Takeo Igarashi, Eitan Grinspun
ACM Trans. Graph.2
2008 Staggered projections for frictional contact in multibody systems
abstract
We present a new discrete velocity-level formulation of frictional contact dynamics that reduces to a pair of coupled projections and introduce a simple fixed-point property of this coupled system. This allows us to construct a novel algorithm for accurate frictional contact resolution based on a simple staggered sequence of projections. The algorithm accelerates performance using warm starts to leverage the potentially high temporal coherence between contact states and provides users with direct control over frictional accuracy. Applying this algorithm to rigid and deformable systems, we obtain robust and accurate simulations of frictional contact behavior not previously possible, at rates suitable for interactive haptic simulations, as well as large-scale animations. By construction, the proposed algorithm guarantees exact, velocity-level contact constraint enforcement and obtains long-term stable and robust integration. Examples are given to illustrate the performance, plausibility and accuracy of the obtained solutions.
Danny M. Kaufman, Shinjiro Sueda, Doug L. James, Dinesh K. Pai
ACM Trans. Graph.1
2005 Fast frictional dynamics for rigid bodies
abstract
We describe an efficient algorithm for the simulation of large sets of non-convex rigid bodies. The algorithm finds a simultaneous solution for a multi-body system that is linear in the total number of contacts detected in each iteration. We employ a novel contact model that uses mass, location, and velocity information from all contacts, at the moment of maximum compression, to constrain rigid body velocities. We also develop a new friction model in the configuration space of rigid bodies. These models are used to compute the feasible velocity and the frictional response of each body. Implementation is simple and leads to a fast rigid body simulator that computes steps on the order of seconds for simulations involving over one thousand non-convex objects in high contact configurations.
Danny M. Kaufman, Timothy Edmunds, Dinesh K. Pai
ACM Trans. Graph.1