VLDB 2026 Research / reviewers in the wild / expert
Nobuyuki Umetani
dblp:23/9925
· DBLP profile ↗
27ranked-venue papers
5as first author
13since 2021 · last 2026
0000-0003-1251-970XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 22 · 5 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 8 · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Foreword to the Special Section on CAD/Graphics 2025
Nobuyuki Umetani |
Comput. Graph. | 3 |
| 2026 | LeafFit: Plant Assets Creation from 3D Gaussian SplattingabstractAbstract We propose LeafFit, a pipeline that converts 3D Gaussian Splatting (3DGS) of individual plants into editable, instanced mesh assets. While 3DGS faithfully captures complex foliage, its high memory footprint and lack of mesh topology make it incompatible with traditional game production workflows. We address this by leveraging the repetition of leaf shapes; our method segments leaves from the unstructured 3DGS, with optional user interaction included as a fallback. A representative leaf group is selected and converted into a thin, sharp mesh to serve as a template; this template is then fitted to all other leaves via differentiable Moving Least Squares (MLS) deformation. At runtime, the deformation is evaluated efficiently on‐the‐fly using a vertex shader to minimize storage requirements. Experiments demonstrate that LeafFit achieves higher segmentation quality and deformation accuracy than recent baselines while significantly reducing data size and enabling parameter‐level editing. Our source code is publicly available at https://github.com/netbeifeng/leaf_fit . Chang Luo, Nobuyuki Umetani |
Comput. Graph. Forum | 2 |
| 2025 | Strands2Cards: Automatic Generation of Hair Cards from StrandsabstractWe present a method for automatically converting strand-based hair models into an efficient mesh-based representation, known as hair cards, for real-time rendering. Our method takes strands as inputs and outputs polygon strips with semi-transparent texture, preserving the appearance of the original strand-based hairstyle. To achieve this, we first cluster strands into groups, referred to as wisps, and generate hairstyle-preserving texture maps for each wisp by skinning-based alignment of the strands into a normalized pose in UV space. These textures can further be shared among similar wisps to better utilize the limited texture resolution. Next, polygon strips are fitted to the clustered strands via tailored differentiable rendering that can optimize transparent cluster-colored coverage masks. The proposed method successfully handles a wide range of hair models and outperforms existing approaches in representing volumetric hairstyles such as curly and wavy ones. Furthermore, our strip optimization can efficiently convert a full-hair model with more than 100 thousand strands within 20 seconds. Our method was extensively tested on both a hair database and many complex real-world hairstyles acquired using state-of-the-art hair capture methods. Kenji Tojo, Liwen Hu 0001, Nobuyuki Umetani, Hao Li 0015 |
SIGGRAPH Asia | 3 |
| 2025 | GreenCloud: Volumetric Gradient Filtering via Regularized Green's FunctionsabstractAbstract Gradient‐based optimization is a fundamental tool in geometry processing, but it is often hampered by geometric distortion arising from noisy or sparse gradients. Existing methods mitigate these issues by filtering (i.e., diffusing) gradients over a surface mesh, but they require explicit mesh connectivity and solving large linear systems, making them unsuitable for point‐based representation. In this work, we introduce a gradient filtering method tailored for point‐based geometry. Our method bypasses explicit connectivity by leveraging regularized Green's functions to directly compute the filtered gradient field from discrete spatial points. Additionally, our approach incorporates elastic deformation based on Green's function of linear elasticity (known as Kelvinlets), reproducing various elastic behaviors such as smoothness and volume preservation while improving robustness in affine transformations. We further accelerate computation using a hierarchical Barnes–Hut style approximation, enabling scalable optimization of one million points. Our method significantly improves convergence across a wide range of applications, including reconstruction, editing, stylization, and simplified optimization experiments with Gaussian splatting. Kenji Tojo, Nobuyuki Umetani |
Comput. Graph. Forum | 2 |
| 2025 | BlendSim: Simulation on Parametric Blendshapes using Spacetime Projective DynamicsabstractAbstract We propose BlendSim, a novel framework for editable simulation using spacetime optimization on the lightweight animation representation. Traditional spacetime control methods suffer from a high computational complexity, which limits their use in interactive animation. The proposed approach effectively reduces the dimensionality of the problem by representing the motion trajectories of each vertex using continuous parametric Bézier splines with variable keyframe times. Because this mesh animation representation is continuous and fully differentiable, it can be optimized such that it follows the laws of physics under various constraints. The proposed method also integrates constraints, such as collisions and cyclic motion, making it suitable for real‐world applications where seamless looping and physical interactions are required. Leveraging projective dynamics, we further enhance the computational efficiency by decoupling the optimization into local parallelizable and global quadratic steps, enabling a fast and stable simulation. In addition, BlendSim is compatible with modern animation workflows and file formats, such as the glTF, making it practical way for authoring and transferring mesh animation. Yuhan Wu 0007, Nobuyuki Umetani |
Comput. Graph. Forum | 2 |
| 2023 | Fast Grayscale Morphology for Circular WindowabstractAbstract Morphological operations are among the most popular classic image filters. The filter assumes the maximum or minimum value within a window and is often used for light object thickening and thinning operations, which are important components of various workflows, such as object recognition and stylization. Circular windows are preferred over rectangular windows for obtaining isotropic filter results. However, the existing efficient algorithms focus on rectangular or binary input images. Efficient morphological operations with circular windows for grayscale images remain challenging. In this study, we present a fast grayscale morphology heuristic computation algorithm that decomposes circular windows using the convex hull of circles. We significantly accelerate traditional methods based on Minkowski addition by introducing new decomposition rules specialized for circular windows. As our morphological operation using a convex hull can be computed independently for each pixel, the algorithm is efficient for modern multithreaded hardware. Yuji Moroto, Nobuyuki Umetani |
Comput. Graph. Forum | 2 |
| 2022 | EnergyHair: Sketch-Based Interactive Guide Hair Design Using Physics-Inspired Energy
Yuanwei Zhang, Shinichi Kinuwaki, Nobuyuki Umetani |
Graphics Interface | 3 |
| 2022 | Fast Editing of Singularities in Field-Aligned Stripe PatternsabstractField-aligned parametrization is a method that maps a scalar function onto a surface, such that the gradient vector of the scalar function matches the input vector field. Using this idea, one can produce a stripe pattern that is convenient for various purposes such as remeshing, texture synthesis, and computational fabrication. In the final outcome, the positions of singularities (i.e., bifurcations of the stripe pattern) are essential for functionalities, manufacturability, or aesthetics. In this paper, we propose an algorithm to allow users to interactively edit the singularity positions of field-aligned stripe patterns. The algorithm computes a stripe pattern from a prescribed set of singularities, without generating any unwanted singularities. The solution of the algorithm is formulated as the global minima of a constrained quadratic optimization, whose computation speed is dominated by solving only two sparse linear systems. Furthermore, once the two matrices in the two linear systems are factorized, any update on singularity positions operates in linear time. We showcase several applications feasible with our fast yet simple algorithm. Yuta Noma, Nobuyuki Umetani, Yoshihiro Kawahara |
SIGGRAPH Asia | 2 |
| 2022 | Recolorable Posterization of Volumetric Radiance Fields Using Visibility-Weighted Palette ExtractionabstractAbstract Volumetric radiance fields have recently gained significant attention as promising representations of photorealistic scene reconstruction. However, the non‐photorealistic rendering of such a representation has barely been explored. In this study, we investigate the artistic posterization of the volumetric radiance fields. We extend the recent palette‐based image‐editing framework, which naturally introduces intuitive color manipulation of the posterized results, into the radiance field. Our major challenge is applying stylization effects coherently across different views. Based on the observation that computing a palette frame‐by‐frame can produce flickering, we propose pre‐computing a single palette from the volumetric radiance field covering its entire visible color. We present a method based on volumetric visibility to sample visible colors from the radiance field while avoiding occluded and noisy regions. We demonstrate our workflow by applying it to pre‐trained volumetric radiance fields with various stylization effects. We also show that our approach can produce more coherent and robust stylization effects than baseline methods that compute a palette on each rendered view. Kenji Tojo, Nobuyuki Umetani |
Comput. Graph. Forum | 2 |
| 2022 | Constant Time Median Filter Using 2D Wavelet MatrixabstractThe median filter is a simple yet powerful noise reduction technique that is extensively applied in image, signal, and speech processing. It can effectively remove impulsive noise while preserving the content of the image by taking the median of neighboring pixels; thus, it has various applications, such as restoration of a damaged image and facial beautification. The median filter is typically implemented in one of two major approaches: the histogram-based method, which requires O (1) computation time per pixel when focusing on the kernel radius r , and the sorting-based method, which requires approximately O ( r 2 ) computation time per pixel but has a light constant factor. These are used differently depending on the kernel radius and the number of bits in the image. However, the computation time is still slow, particularly when the kernel radius is in the mid to large range. This paper introduces novel and efficient median filter with constant complexity O (1) for kernel size using the wavelet matrix data structure, which has been applied to query-based searches on one-dimensional data. We extended the original wavelet matrix to two-dimensional data for application to computer graphics problems. The objective of this study was to achieve high-speed median filter computation in parallel computing environment with many threads (i.e., GPUs). Our implementation for the GPU is an order of magnitude faster than the histogram method for 8-bit images. Unlike traditional histogram methods, which suffer from significant computational overhead, the proposed method can handle images with high pixel depth (e.g., 16- and 32-bit high dynamic range images). When the kernel radius is greater than 12 for 8-bit images, the proposed method outperforms the other median filter computation methods. Yuji Moroto, Nobuyuki Umetani |
ACM Trans. Graph. | 2 |
| 2021 | Per Garment Capture and Synthesis for Real-time Virtual Try-onabstractVirtual try-on is a promising application of computer graphics and human computer interaction that can have a profound real-world impact especially during this pandemic. Existing image-based works try to synthesize a try-on image from a single image of a target garment, but it inherently limits the ability to react to possible interactions. It is difficult to reproduce the change of wrinkles caused by pose and body size change, as well as pulling and stretching of the garment by hand. In this paper, we propose an alternative per garment capture and synthesis workflow to handle such rich interactions by training the model with many systematically captured images. Our workflow is composed of two parts: garment capturing and clothed person image synthesis. We designed an actuated mannequin and an efficient capturing process that collects the detailed deformations of the target garments under diverse body sizes and poses. Furthermore, we proposed to use a custom-designed measurement garment, and we captured paired images of the measurement garment and the target garments. We then learn a mapping between the measurement garment and the target garments using deep image-to-image translation. The customer can then try on the target garments interactively during online shopping. The proposed workflow requires certain manual labor, but we believe that the cost is acceptable given that the retailers are already paying significant costs for hiring professional photographers and models, stylists, and editors to take photographs for promotion. Our method can remove the need of hiring these costly professionals. We evaluated the effectiveness of the proposed system with ablation studies and quality comparison with previous virtual try-on methods. We perform a user study to show our promising virtual try-on performances. Moreover, we also demonstrate that we use our method for changing virtual costumes in video conferences. Finally, we provide the collected dataset as the cloth dataset parameterized by various viewing angles, body poses, and sizes. Toby Chong, I-Chao Shen, Nobuyuki Umetani, Takeo Igarashi |
UIST | 3 |
| 2021 | Neural Sequence TransformationabstractAbstract Monte Carlo integration is a technique for numerically estimating a definite integral by stochastically sampling its integrand. These samples can be averaged to make an improved estimate, and the progressive estimates form a sequence that converges to the integral value on the limit. Unfortunately, the sequence of Monte Carlo estimates converges at a rate of O( ), where n denotes the sample count, effectively slowing down as more samples are drawn. To overcome this, we can apply sequence transformation, which transforms one converging sequence into another with the goal of accelerating the rate of convergence. However, analytically finding such a transformation for Monte Carlo estimates can be challenging, due to both the stochastic nature of the sequence, and the complexity of the integrand. In this paper, we propose to leverage neural networks to learn sequence transformations that improve the convergence of the progressive estimates of Monte Carlo integration. We demonstrate the effectiveness of our method on several canonical 1D integration problems as well as applications in light transport simulation. Sabyasachi Mukherjee, Sayan Mukherjee 0006, Binh-Son Hua, Nobuyuki Umetani, Daniel Meister 0002 |
Comput. Graph. Forum | 4 |
| 2021 | A Curvature and Density-based Generative Representation of ShapesabstractAbstract This paper introduces a generative model for 3D surfaces based on a representation of shapes with mean curvature and metric, which are invariant under rigid transformation. Hence, compared with existing 3D machine learning frameworks, our model substantially reduces the influence of translation and rotation. In addition, the local structure of shapes will be more precisely captured, since the curvature is explicitly encoded in our model. Specifically, every surface is first conformally mapped to a canonical domain, such as a unit disk or a unit sphere. Then, it is represented by two functions: the mean curvature half‐density and the vertex density, over this canonical domain. Assuming that input shapes follow a certain distribution in a latent space, we use the variational autoencoder to learn the latent space representation. After the learning, we can generate variations of shapes by randomly sampling the distribution in the latent space. Surfaces with triangular meshes can be reconstructed from the generated data by applying isotropic remeshing and spin transformation, which is given by Dirac equation. We demonstrate the effectiveness of our model on datasets of man‐made and biological shapes and compare the results with other methods. Nobuyuki Umetani, Takeo Igarashi, Tim Hoffmann |
Comput. Graph. Forum | 2 |
| 2020 | Tsugite: Interactive Design and Fabrication of Wood JointsabstractWe present Tsugite - an interactive system for designing and fabricating wood joints for frame structures. To design and manually craft such joints is difficult and time consuming. Our system facilitates the creation of custom joints by a modeling interface combined with computer numerical control (CNC) fabrication. The design space is a 3D grid of voxels that enables efficient geometrical analysis and combinatorial search. The interface has two modes: manual editing and gallery. In the manual editing mode, the user edits a joint while receiving real-time graphical feedback and suggestions provided based on performance metrics including slidability, fabricability, and durability with regard to the direction of fiber. In the gallery mode, the user views and selects feasible joints that have been pre-calculated. When a joint design is finalized, it can be manufactured with a 3-axis CNC milling machine using a specialized path planning algorithm that ensures joint assemblability by corner rounding. This system was evaluated via a user study and by designing and fabricating joint samples and functional furniture. Maria Larsson, Hironori Yoshida, Nobuyuki Umetani, Takeo Igarashi |
UIST | 3 |
| 2020 | Cosserat Rod with rh-Adaptive DiscretizationabstractAbstract Rod‐like one‐dimensional elastic objects often exhibit complex behaviors which pose great challenges to the discretization method for pursuing a faithful simulation. By only moving a small portion of material points, the Eulerian‐on‐Lagrangian (EoL) method already shows great adaptivity to handle sharp contact, but it is still far from enough to reproduce rich and complex geometry details arising in simulations. In this paper, we extend the discrete configuration space by unifying all Lagrangian and EoL nodes in representation for even more adaptivity with every sample being assigned with a dynamic material coordinate. However, this great extension will immediately bring in much more redundancy in the dynamic system. Therefore, we propose additional energy to control the spatial distribution of all material points, seeking to equally space them with respect to a curvature‐based density field as a monitor. This flexible approach can effectively constrain the motion of material points to resolve numerical degeneracy, while simultaneously enables them to notably slide inside the parametric domain to account for the shape parameterization. Besides, to accurately respond to sharp contact, our method can also insert or remove nodes online and adjust the energy stiffness to suppress possible jittering artifacts that could be excited in a stiff system. As a result of this hybrid rh‐adaption, our proposed method is capable of reproducing many realistic rod dynamics, such as excessive bending, twisting and knotting while only using a limited number of elements. Jiong Chen 0001, Nobuyuki Umetani, Hujun Bao, Jin Huang 0001 |
Comput. Graph. Forum | 3 |
| 2018 | Learning three-dimensional flow for interactive aerodynamic designabstractWe present a data-driven technique to instantly predict how fluid flows around various three-dimensional objects. Such simulation is useful for computational fabrication and engineering, but is usually computationally expensive since it requires solving the Navier-Stokes equation for many time steps. To accelerate the process, we propose a machine learning framework which predicts aerodynamic forces and velocity and pressure fields given a three-dimensional shape input. Handling detailed free-form three-dimensional shapes in a data-driven framework is challenging because machine learning approaches usually require a consistent parametrization of input and output. We present a novel PolyCube maps-based parametrization that can be computed for three-dimensional shapes at interactive rates. This allows us to efficiently learn the nonlinear response of the flow using a Gaussian process regression. We demonstrate the effectiveness of our approach for the interactive design and optimization of a car body. Nobuyuki Umetani, Bernd Bickel |
ACM Trans. Graph. | 1 |
| 2016 | Skuid: Sketching Dynamic Illustrations Using the Principles of 2D AnimationabstractWe present a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. The system provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. By leveraging the freeform nature of sketching, our system allows users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations. Practical results confirm that users with no prior experience in animation can produce expressive animated illustrations quickly and easily. Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, George W. Fitzmaurice |
CHI | 3 |
| 2016 | Printone: interactive resonance simulation for free-form print-wind instrument designabstractThis paper presents an interactive design interface for three-dimensional free-form musical wind instruments. The sound of a wind instrument is governed by the acoustic resonance as a result of complicated interactions of sound waves and internal geometries of the instrument. Thus, creating an original free-form wind instrument by manual methods is a challenging problem. Our interface provides interactive sound simulation feedback as the user edits, allowing exploration of original wind instrument designs. Sound simulation of a 3D wind musical instrument is known to be computationally expensive. To overcome this problem, we first model the wind instruments as a passive resonator, where we ignore coupled oscillation excitation from the mouthpiece. Then we present a novel efficient method to estimate the resonance frequency based on the boundary element method by formulating the resonance problem as a minimum eigenvalue problem. Furthermore, we can efficiently compute an approximate resonance frequency using a new technique based on a generalized eigenvalue problem. The designs can be fabricated using a 3D printer, thus we call the results "print-wind instruments" in association with woodwind instruments. We demonstrate our approach with examples of unconventional shapes performing familiar songs. Nobuyuki Umetani, Athina Panotopoulou, Ryan M. Schmidt, Emily Whiting |
ACM Trans. Graph. | 1 |
| 2015 | OmniAD: data-driven omni-directional aerodynamicsabstractThis paper introduces "OmniAD," a novel data-driven pipeline to model and acquire the aerodynamics of three-dimensional rigid objects. Traditionally, aerodynamics are examined through elaborate wind tunnel experiments or expensive fluid dynamics computations, and are only measured for a small number of discrete wind directions. OmniAD allows the evaluation of aerodynamic forces, such as drag and lift, for any incoming wind direction using a novel representation based on spherical harmonics. Our data-driven technique acquires the aerodynamic properties of an object simply by capturing its falling motion using a single camera. Once model parameters are estimated, OmniAD enables realistic real-time simulation of rigid bodies, such as the tumbling and gliding of leaves, without simulating the surrounding air. In addition, we propose an intuitive user interface based on OmniAD to interactively design three-dimensional kites that actually fly. Various non-traditional kites were designed to demonstrate the physical validity of our model. Nobuyuki Umetani, Bernd Bickel |
ACM Trans. Graph. | 2 |
| 2014 | FlatFitFab: interactive modeling with planar sectionsabstractWe present a comprehensive system to author planar section structures, common in art and engineering. A study on how planar section assemblies are imagined and drawn guide our design principles: planar sections are best drawn in-situ, with little foreshortening, orthogonal to intersecting planar sections, exhibiting regularities between planes and contours. We capture these principles with a novel drawing workflow where a single fluid user stroke specifies a 3D plane and its contour in relation to existing planar sections. Regularity is supported by defining a vocabulary of procedural operations for intersecting planar sections. We exploit planar structure properties to provide real-time visual feedback on physically simulated stresses, and geometric verification that the structure is stable, connected and can be assembled. This feedback is validated by real-world fabrication and testing. As evaluation, we report on over 50 subjects who all used our system with minimal instruction to create unique models. James McCrae, Nobuyuki Umetani, Karan Singh 0004 |
UIST | 2 |
| 2014 | Macroscopic and microscopic deformation coupling in up-sampled cloth simulationabstractABSTRACT Various methods of predicting the deformation of fine‐scale cloth from coarser resolutions have been explored. However, the influence of fine‐scale deformation has not been considered in coarse‐scale simulations. Thus, the simulation of highly nonhomogeneous detailed cloth is prone to large errors. We introduce an effective method to simulate cloth made of nonhomogeneous, anisotropic materials. We precompute a macroscopic stiffness that incorporates anisotropy from the microscopic structure, using the deformation computed for each unit strain. At every time step of the simulation, we compute the deformation of coarse meshes using the coarsened stiffness, which saves computational time and add higher‐level details constructed by the characteristic displacement of simulated meshes. We demonstrate that anisotropic and inhomogeneous cloth models can be simulated efficiently using our method. © 2014 The Authors. Computer Animation and Virtual Worlds published by John Wiley & Sons, Ltd. Shunsuke Saito, Nobuyuki Umetani, Shigeo Morishima |
Comput. Animat. Virtual Worlds | 2 |
| 2014 | Pteromys: interactive design and optimization of free-formed free-flight model airplanesabstractThis paper introduces novel interactive techniques for designing original hand-launched free-flight glider airplanes which can actually fly. The aerodynamic properties of a glider aircraft depend on their shape, imposing significant design constraints. We present a compact and efficient representation of glider aerodynamics that can be fit to real-world conditions using a data-driven method. To do so, we acquire a sample set of glider flight trajectories using a video camera and the system learns a nonlinear relationship between forces on the wing and wing shape. Our acquisition system is much simpler to construct than a wind tunnel, but using it we can efficiently discover a wing model for simple gliding aircraft. Our resulting model can handle general free-form wing shapes and yet agrees sufficiently well with the acquired airplane flight trajectories. Based on this compact aerodynamics model, we present a design tool in which the wing configuration created by a user is interactively optimized to maximize flight-ability. To demonstrate the effectiveness of our tool for glider design by novice users, we compare it with a traditional design workflow. Nobuyuki Umetani, Yuki Koyama 0001, Ryan M. Schmidt, Takeo Igarashi |
ACM Trans. Graph. | 1 |
| 2014 | Sensitivity-optimized rigging for example-based real-time clothing synthesisabstractWe present a real-time solution for generating detailed clothing deformations from pre-computed clothing shape examples. Given an input pose, it synthesizes a clothing deformation by blending skinned clothing deformations of nearby examples controlled by the body skeleton. Observing that cloth deformation can be well modeled with sensitivity analysis driven by the underlying skeleton, we introduce a sensitivity based method to construct a pose-dependent rigging solution from sparse examples. We also develop a sensitivity based blending scheme to find nearby examples for the input pose and evaluate their contributions to the result. Finally, we propose a stochastic optimization based greedy scheme for sampling the pose space and generating example clothing shapes. Our solution is fast, compact and can generate realistic clothing animation results for various kinds of clothes in real time. Weiwei Xu 0003, Nobuyuki Umetani, Qianwen Chao, Jie Mao, Xiaogang Jin 0001, Xin Tong 0001 |
ACM Trans. Graph. | 2 |
| 2013 | BodyAvatar: creating freeform 3D avatars using first-person body gesturesabstractBodyAvatar is a Kinect-based interactive system that allows users without professional skills to create freeform 3D avatars using body gestures. Unlike existing gesture-based 3D modeling tools, BodyAvatar centers around a first-person "you're the avatar" metaphor, where the user treats their own body as a physical proxy of the virtual avatar. Based on an intuitive body-centric mapping, the user performs gestures to their own body as if wanting to modify it, which in turn results in corresponding modifications to the avatar. BodyAvatar provides an intuitive, immersive, and playful creation experience for the user. We present a formative study that leads to the design of BodyAvatar, the system's interactions and underlying algorithms, and results from initial user trials. Teng Han, Zhimin Ren, Nobuyuki Umetani, Xin Tong 0001, Yang Liu 0014, Takaaki Shiratori |
UIST | 4 |
| 2012 | Guided exploration of physically valid shapes for furniture designabstractGeometric modeling and the physical validity of shapes are traditionally considered independently. This makes creating aesthetically pleasing yet physically valid models challenging. We propose an interactive design framework for efficient and intuitive exploration of geometrically and physically valid shapes. During any geometric editing operation, the proposed system continuously visualizes the valid range of the parameter being edited. When one or more constraints are violated after an operation, the system generates multiple suggestions involving both discrete and continuous changes to restore validity. Each suggestion also comes with an editing mode that simultaneously adjusts multiple parameters in a coordinated way to maintain validity. Thus, while the user focuses on the aesthetic aspects of the design, our computational design framework helps to achieve physical realizability by providing active guidance to the user. We demonstrate our framework on plank-based furniture design with nail-joint and frictional constraints. We use our system to design a range of examples, conduct a user study, and also fabricate a physical prototype to test the validity and usefulness of the system. Nobuyuki Umetani, Takeo Igarashi, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2011 | Sensitive couture for interactive garment modeling and editingabstractWe 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. | 1 |
| 2011 | Sketch-based Dynamic Illustration of Fluid SystemsabstractThis paper presents a lightweight sketching system that enables interactive illustration of complex fluid systems. Users can sketch on a 2.5-dimensional (2.5D) canvas to design the shapes and connections of a fluid circuit. These input sketches are automatically analyzed and abstracted into a hydraulic graph, and a new hybrid fluid model is used in the background to enhance the illustrations. The system provides rich simple operations for users to edit the fluid system incrementally, and the new internal flow patterns can be simulated in real time. Our system is used to illustrate various fluid systems in medicine, biology, and engineering. We asked professional medical doctors to try our system and obtained positive feedback from them. Bo Zhu 0002, Michiaki Iwata, Ryo Haraguchi, Takashi Ashihara, Nobuyuki Umetani, Takeo Igarashi, Kazuo Nakazawa |
ACM Trans. Graph. | 5 |