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Frank Losasso

dblp:24/3313 · also Frank William Losasso Petterson · DBLP profile ↗
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10ranked-venue papers
6as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 6 first-authorHuman-computer interaction and ubiquitous computing · 1

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

Computer graphics and multimedia
8 papers
Computer animation and physical simulation · 73% Rendering · 9% Geometric modeling and processing · 9%

Topics — the 17 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.462008
Two-Way Coupled SPH and Particle Level Set Fluid Simulation · IEEE Trans. Vis. Comput. Graph. 2008
Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006
Multiple interacting liquids · ACM Trans. Graph. 2006
Computer animation and physical simulation › fluid simulation › particle-based fluid simulation
smoothed particle hydrodynamics
0.112008
Two-Way Coupled SPH and Particle Level Set Fluid Simulation · IEEE Trans. Vis. Comput. Graph. 2008
Computer animation and physical simulation › fluid simulation › solid-fluid coupling
two-way coupling
0.112008
Two-Way Coupled SPH and Particle Level Set Fluid Simulation · IEEE Trans. Vis. Comput. Graph. 2008
Image and video processing › mathematical imaging › partial differential equations for image processing
level set methods
0.122006
Multiple interacting liquids · ACM Trans. Graph. 2006
Simulating water and smoke with an octree data structure · ACM Trans. Graph. 2004
Computer animation and physical simulation › fluid simulation
free-surface flow
0.112006
Efficient simulation of large bodies of water by coupling two and three dimensional techniques · ACM Trans. Graph. 2006
Computer animation and physical simulation › fluid simulation
grid-based fluid simulation
0.112006
Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006
Computer animation and physical simulation › fluid simulation
multiphase fluid simulation
0.112006
Multiple interacting liquids · ACM Trans. Graph. 2006
Computer animation and physical simulation › physically-based modeling
solid simulation
0.112006
Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006
Computer animation and physical simulation › fluid simulation
solid-fluid coupling
0.112005
Coupling water and smoke to thin deformable and rigid shells · ACM Trans. Graph. 2005
Rendering › level of detail
level-of-detail control
0.012004
Geometry clipmaps: terrain rendering using nested regular grids · ACM Trans. Graph. 2004
Rendering › surface rendering
terrain rendering
0.012004
Geometry clipmaps: terrain rendering using nested regular grids · ACM Trans. Graph. 2004
Image and video coding
texture compression
0.012004
Geometry clipmaps: terrain rendering using nested regular grids · ACM Trans. Graph. 2004
Geometric modeling and processing
contouring
0.012002
Dual contouring of hermite data · ACM Trans. Graph. 2002
Geometric modeling and processing › isosurface extraction
dual contouring
0.012002
Dual contouring of hermite data · ACM Trans. Graph. 2002
Geometric modeling and processing
surface reconstruction
0.012002
Dual contouring of hermite data · ACM Trans. Graph. 2002
Computer animation and physical simulation
cloth simulation
0.012005
Coupling water and smoke to thin deformable and rigid shells · ACM Trans. Graph. 2005
Rendering
real-time rendering
0.012004
Geometry clipmaps: terrain rendering using nested regular grids · ACM Trans. Graph. 2004

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

particle level set method · 0.2semi-lagrangian advection · 0.1smoothed particle hydrodynamics · 0.1vorticity confinement · 0.1two-dimensional height field · 0.1three-dimensional navier-stokes solver · 0.1ghost values · 0.1adaptive mesh coarsening · 0.1octree grid · 0.1finite differences · 0.1
YearPublicationVenuePosition
2008 Two-Way Coupled SPH and Particle Level Set Fluid Simulation
abstract
Grid-based methods have difficulty resolving features on or below the scale of the underlying grid. Although adaptive methods (e.g. RLE, octrees) can alleviate this to some degree, separate techniques are still required for simulating small-scale phenomena such as spray and foam, especially since these more diffuse materials typically behave quite differently than their denser counterparts. In this paper, we propose a two-way coupled simulation framework that uses the particle level set method to efficiently model dense liquid volumes and a smoothed particle hydrodynamics (SPH) method to simulate diffuse regions such as sprays. Our novel SPH method allows us to simulate both dense and diffuse water volumes, fully incorporates the particles that are automatically generated by the particle level set method in under-resolved regions, and allows for two way mixing between dense SPH volumes and grid-based liquid representations.
Frank Losasso, Jerry O. Talton, Nipun Kwatra, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.1
2006 Efficient simulation of large bodies of water by coupling two and three dimensional techniques
abstract
We present a new method for the efficient simulation of large bodies of water, especially effective when three-dimensional surface effects are important. Similar to a traditional two-dimensional height field approach, most of the water volume is represented by tall cells which are assumed to have linear pressure profiles. In order to avoid the limitations typically associated with a height field approach, we simulate the entire top surface of the water volume with a state of the art, fully three-dimensional Navier-Stokes free surface solver. Our philosophy is to use the best available method near the interface (in the three-dimensional region) and to coarsen the mesh away from the interface for efficiency. We coarsen with tall, thin cells (as opposed to octrees or AMR), because they maintain good resolution horizontally allowing for accurate representation of bottom topography.
Geoffrey Irving, Eran Guendelman, Frank Losasso, Ronald Fedkiw
ACM Trans. Graph.3
2006 Multiple interacting liquids
abstract
The particle level set method has proven successful for the simulation oftwoseparate regions (such as water and air, or fuel and products). In this paper, we propose a novel approach to extend this method to the simulation of as many regions as desired. The various regions can be liquids (or gases) of any type with differing viscosities, densities, viscoelastic properties, etc. We also propose techniques for simulating interactions between materials, whether it be simple surface tension forces or more complex chemical reactions with one material converting to another or two materials combining to form a third. We use a separate particle level set method for each region, and propose a novel projection algorithm that decodes the resulting vector of level set values providing a "dictionary" that translates between them and the standard single-valued level set representation. An additional difficulty occurs since discretization stencils (for interpolation, tracing semi-Lagrangian rays, etc.) cross region boundaries naively combining non-smooth or even discontinuous data. This has recently been addressed via ghost values, e.g. for fire or bubbles. We instead propose a new paradigm that allows one to incorporate physical jump conditions in data "on the fly," which is significantly more efficient for multiple regions especially at triple points or near boundaries with solids.
Frank Losasso, Tamar Shinar, Andrew Selle, Ronald Fedkiw
ACM Trans. Graph.1
2006 Melting and Burning Solids into Liquids and Gases
abstract
We propose a novel technique for melting and burning solid materials, including the simulation of the resulting liquid and gas. The solid is simulated with traditional mesh-based techniques (triangles or tetrahedra) which enable robust handling of both deformable and rigid objects, collision and self-collision, rolling, friction, stacking, etc. The subsequently created liquid or gas is simulated with modern grid-based techniques, including vorticity confinement and the particle level set method. The main advantage of our method is that state-of-the-art techniques are used for both the solid and the fluid without compromising simulation quality when coupling them together or converting one into the other. For example, we avoid modeling solids as Eulerian grid-based fluids with high viscosity or viscoelasticity, which would preclude the handling of thin shells, self-collision, rolling, etc. Thus, our method allows one to achieve new effects while still using their favorite algorithms (and implementations) for simulating both solids and fluids, whereas other coupling algorithms require major algorithm and implementation overhauls and still fail to produce rich coupling effects (e.g., melting and burning solids).
Frank Losasso, Geoffrey Irving, Eran Guendelman, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.1
2005 Coupling water and smoke to thin deformable and rigid shells
abstract
We present a novel method for solid/fluid coupling that can treat infinitesimally thin solids modeled by a lower dimensional triangulated surface. Since classical solid/fluid coupling algorithms rasterize the solid body onto the fluid grid, an entirely new approach is required to treat thin objects that do not contain an interior region. Robust ray casting is used to augment a number of interpolation, finite difference and rendering techniques so that fluid does not leak through the triangulated surface. Moreover, we propose a technique for properly enforcing incompressibility so that fluid does not incorrectly compress (and appear to lose mass) near the triangulated surface. This allows for the robust interaction of cloth and shells with thin sheets of water. The proposed method works for both rigid body shells and for deformable manifolds such as cloth, and we present a two way coupling technique that allows the fluid's pressure to affect the solid. Examples illustrate that our method performs well, especially in the difficult case of water and cloth where it produces visually rich interactions between the particle level set method for treating the water/air interface and our newly proposed method for treating the solid/fluid interface. We have implemented the method on both uniform and adaptive octree grids.
Eran Guendelman, Andrew Selle, Frank Losasso, Ronald Fedkiw
ACM Trans. Graph.3
2004 Simulating water and smoke with an octree data structure
abstract
We present a method for simulating water and smoke on an unrestricted octree data structure exploiting mesh refinement techniques to capture the small scale visual detail. We propose a new technique for discretizing the Poisson equation on this octree grid. The resulting linear system is symmetric positive definite enabling the use of fast solution methods such as preconditioned conjugate gradients, whereas the standard approximation to the Poisson equation on an octree grid results in a non-symmetric linear system which is more computationally challenging to invert. The semi-Lagrangian characteristic tracing technique is used to advect the velocity, smoke density, and even the level set making implementation on an octree straightforward. In the case of smoke, we have multiple refinement criteria including object boundaries, optical depth, and vorticity concentration. In the case of water, we refine near the interface as determined by the zero isocontour of the level set function.
Frank Losasso, Frédéric Gibou, Ronald Fedkiw
ACM Trans. Graph.1
2004 Geometry clipmaps: terrain rendering using nested regular grids
abstract
Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec.
Frank Losasso, Hugues Hoppe
ACM Trans. Graph.1
2003 Smooth Geometry Images
Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe D. Warren
Symposium on Geometry Processing1
2003 Conveying Shape and Features with Image-Based Relighting
abstract
Hand-crafted illustrations are often more effective than photographs for conveying the shape and important features of an object, but they require expertise and time to produce. We describe an image compositing system and user interface that allow an artist to quickly and easily create technical illustrations from a set of photographs of an object taken from the same point of view under variable lighting conditions. Our system uses a novel compositing process in which images are combined using spatially-varying light mattes, enabling the final lighting in each area of the composite to be manipulated independently. We describe an interface that provides for the painting of local lighting effects (e.g. shadows, highlights, and tangential lighting to reveal texture) directly onto the composite. We survey some of the techniques used in illustration and lighting design to convey the shape and features of objects and describe how our system can be used to apply these techniques.
David Akers, Frank Losasso, Jeff Klingner, Maneesh Agrawala, John Rick, Pat Hanrahan
IEEE Visualization2
2002 Dual contouring of hermite data
abstract
This paper describes a new method for contouring a signed grid whose edges are tagged by Hermite data (i.e; exact intersection points and normals). This method avoids the need to explicitly identify and process "features" as required in previous Hermite contouring methods. Using a new, numerically stable representation for quadratic error functions, we develop an octree-based method for simplifying contours produced by this method. We next extend our contouring method to these simpli£ed octrees. This new method imposes no constraints on the octree (such as being a restricted octree) and requires no "crack patching". We conclude with a simple test for preserving the topology of the contour during simplification.
Tao Ju 0001, Frank Losasso, Scott Schaefer, Joe D. Warren
ACM Trans. Graph.2