VLDB 2026 Research / reviewers in the wild / expert
Alec Jacobson
dblp:33/8698
· DBLP profile ↗
103ranked-venue papers
14as first author
53since 2021 · last 2026
0000-0003-4603-7143ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 97 · 14 first-author · 50 since 2021Human-computer interaction and ubiquitous computing · 13 · 2 first-author · 11 since 2021Artificial intelligence and machine learning · 10 · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Progressive Convex Hull SimplificationabstractAbstract Convex hulls are useful as tight bounding proxies for a variety of tasks including collision detection, ray intersection, and distance computation. Unfortunately, the complexity of polyhedral convex hulls grows linearly with their input. We consider the problem of conservatively simplifying a convex hull to a specified number of half‐spaces while minimizing added volume or surface area. By working in the dual representation, we propose an efficient O(n log n) greedy optimization. In comparisons, we show that existing methods either exhibit poor efficiency, tightness or safety. We demonstrate the success of our method on a variety of input shapes and downstream application domains. Alec Jacobson |
Comput. Graph. Forum | 1 |
| 2026 | Mesh Processing Non-Meshes via Neural Displacement FieldsabstractAbstract Mesh processing pipelines are mature, but adapting them to newer non‐mesh surface representations—which enable fast rendering with compact file size—requires costly meshing or transmitting bulky meshes, negating their core benefits for streaming applications. We present a compact neural field that enables common geometry processing tasks across diverse surface representations. Given an input surface, our method learns a neural map from its coarse mesh approximation to the surface. The full representation totals only a few hundred kilobytes, making it ideal for lightweight transmission. Our method enables fast extraction of manifold and Delaunay meshes for intrinsic shape analysis, and compresses scalar fields for efficient delivery of costly precomputed results. Experiments and applications show that our fast, compact, and accurate approach opens up new possibilities for interactive geometry processing. Yuta Noma, Zhecheng Wang 0001, Chenxi Liu 0004, Karan Singh 0004, Alec Jacobson |
Comput. Graph. Forum | 5 |
| 2026 | Differentiable variable fontsabstractAbstract 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. Forum | 4 |
| 2026 | GimmBO: Interactive Generative Image Model Merging via Bayesian OptimizationabstractFine-tuning-based adaptation is widely used to customize diffusion-based image generation, leading to large collections of community-created adapters that capture diverse subjects and styles. Adapters derived from the same base model can be merged linearly, enabling the synthesis of new visual results within a vast and continuous design space. To explore this space, current workflows rely on manual slider-based tuning, an approach that scales poorly and makes merging coefficient selection difficult, even when the candidate set is limited to 20–30 adapters. We propose GimmBO to support interactive exploration of adapter merging for image generation through Preferential Bayesian Optimization (PBO). Motivated by observations from real-world usage, including sparsity and constrained coefficient ranges, we introduce a two-stage BO backend that improves sampling efficiency and convergence in high-dimensional spaces. We evaluate our approach with simulated users and a user study, demonstrating improved convergence, high success rates, and consistent gains over BO and line-search baselines, and further show the flexibility of the framework through several extensions. Chenxi Liu 0004, Selena Ling, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2025 | Rigid Body Adversarial AttacksabstractDue to their performance and simplicity, rigid body simulators are often used in applications where the objects of interest can considered very stiff. However, no material has infinite stiffness, which means there are potentially cases where the non-zero compliance of the seemingly rigid object can cause a significant difference between its trajectories when simulated in a rigid body or deformable simulator. Similarly to how adversarial attacks are developed against image classifiers, we propose an adversarial attack against rigid body simulators. In this adversarial attack, we solve an optimization problem to construct perceptually rigid adversarial objects that have the same collision geometry and moments of mass to a reference object, so that they behave identically in rigid body simulations but maximally different in more accurate deformable simulations. We demonstrate the validity of our method by comparing simulations of several examples in commercially available simulators. Aravind Ramakrishnan, David I. W. Levin, Alec Jacobson |
3DV | 3 |
| 2025 | RoMo: Robust Motion Segmentation Improves Structure from MotionabstractThere has been extensive progress in the reconstruction and generation of 4D scenes from monocular casually-captured video. While these tasks rely heavily on known camera poses, the problem of finding such poses using structure-from-motion (SfM) often depends on robustly separating static from dynamic parts of a video. The lack of a robust solution to this problem limits the performance of SfM camera-calibration pipelines. We propose a novel approach to video-based motion segmentation to identify the components of a scene that are moving w.r.t. a fixed world frame. Our simple but effective iterative method, RoMo, combines optical flow and epipolar cues with a pre-trained video segmentation model. It outperforms unsupervised baselines for motion segmentation as well as supervised baselines trained from synthetic data. More importantly, the combination of an off-the-shelf SfM pipeline with our segmentation masks establishes a new state-of-the-art on camera calibration for scenes with dynamic content, outperforming existing methods by a substantial margin. Lily Goli, Sara Sabour, Mark J. Matthews, Marcus A. Brubaker, Dmitry Lagun, Alec Jacobson, David J. Fleet, Saurabh Saxena, Andrea Tagliasacchi |
ICCV | 6 |
| 2025 | Medial Sphere Preconditioning for Knot Untangling and Volume-Filling CurvesabstractWe propose a fast, robust, and user-controllable algorithm for knot untangling and volume-filling curves. We extend prior work on surface-filling curves to the more challenging case of 3D volumes, equipped with a specialized gradient preconditioner that allows larger step sizes. Our method exhibits orders of magnitude faster runtime than existing methods. Our framework provides a whole new set of parameters to guide the shape of the curve, making it ideal for interactive design applications. Yuta Noma, Alec Jacobson, Karan Singh 0004 |
SIGGRAPH Asia | 2 |
| 2025 | Uniform Sampling of Surfaces by Casting RaysabstractAbstract Randomly sampling points on surfaces is an essential operation in geometry processing. This sampling is computationally straightforward on explicit meshes, but it is much more difficult on other shape representations, such as widely‐used implicit surfaces. This work studies a simple and general scheme for sampling points on a surface, which is derived from a connection to the intersections of random rays with the surface. Concretely, given a subroutine to cast a ray against a surface and find all intersections, we can use that subroutine to uniformly sample white noise points on the surface. This approach is particularly effective in the context of implicit signed distance functions, where sphere marching allows us to efficiently cast rays and sample points, without needing to extract an intermediate mesh. We analyze the basic method to show that it guarantees uniformity, and find experimentally that it is significantly more efficient than alternative strategies on a variety of representations. Furthermore, we show extensions to blue noise sampling and stratified sampling, and applications to deform neural implicit surfaces as well as moment estimation. Selena Ling, Abhishek Madan, Nicholas Sharp, Alec Jacobson |
Comput. Graph. Forum | 4 |
| 2025 | 2D Neural Fields with Learned DiscontinuitiesabstractAbstract Effective representation of 2D images is fundamental in digital image processing, where traditional methods like raster and vector graphics struggle with sharpness and textural complexity, respectively. Current neural fields offer high fidelity and resolution independence but require predefined meshes with known discontinuities, restricting their utility. We observe that by treating all mesh edges as potential discontinuities, we can represent the discontinuity magnitudes as continuous variables and optimize. We further introduce a novel discontinuous neural field model that jointly approximates the target image and recovers discontinuities. Through systematic evaluations, our neural field outperforms other methods that fit unknown discontinuities with discontinuous representations, exceeding Field of Junction and Boundary Attention by over 11dB in both denoising and super‐resolution tasks and achieving 3.5× smaller Chamfer distances than Mumford–Shah‐based methods. It also surpasses InstantNGP with improvements of more than 5dB (denoising) and 10dB (super‐resolution). Additionally, our approach shows remarkable capability in approximating complex artistic and natural images and cleaning up diffusion‐generated depth maps. Chenxi Liu 0004, Siqi Wang 0003, Matthew Fisher, Deepali Aneja, Alec Jacobson |
Comput. Graph. Forum | 5 |
| 2025 | Putting Rigid Bodies to RestabstractThis paper explores the analysis and design of the resting configurations of a rigid body, without the use of physical simulation. In particular, given a rigid body in R 3 , we identify all possible stationary points, as well as the probability that the body will stop at these points, assuming a random initial orientation and negligible momentum. The forward version of our method can hence be used to automatically orient models, to provide feedback about object stability during the design process, and to furnish plausible distributions of shape orientation for natural scene modeling. Moreover, a differentiable inverse version of our method lets us design shapes with target resting behavior, such as dice with target, nonuniform probabilities. Here we find solutions that would be nearly impossible to find using classical techniques, such as dice with additional unstable faces that provide more natural overall geometry. From a technical point of view, our key observation is that rolling equilibria can be extracted from the Morse-Smale complex of the support function over the Gauss map. Our method is hence purely geometric, and does not make use of random sampling, or numerical time integration. Yet surprisingly, this purely geometric model makes extremely accurate predictions of rest behavior, which we validate both numerically, and via physical experiments. Moreover, for computing rest statistics, it is orders of magnitude faster than state of the art rigid body simulation, opening the door to inverse design—rather than just forward analysis. Hossein Baktash, Nicholas Sharp, Qingnan Zhou, Alec Jacobson, Keenan Crane |
ACM Trans. Graph. | 4 |
| 2025 | Stochastic Preconditioning for Neural Field OptimizationabstractNeural fields are a highly effective representation across visual computing. This work observes that fitting these fields is greatly improved by incorporating spatial stochasticity during training, and that this simple technique can replace or even outperform custom-designed hierarchies and frequency-space constructions. The approach is formalized as implicitly operating on a blurred version of the field, evaluated in-expectation by sampling with Gaussian-distributed offsets. Querying the blurred field during optimization greatly improves convergence and robustness, akin to the role of preconditioners in numerical linear algebra. This implicit, sampling-based perspective fits naturally into the neural field paradigm, comes at no additional cost, and is extremely simple to implement. We describe the basic theory of this technique, including details such as handling boundary conditions, and extending to a spatially-varying blur. Experiments demonstrate this approach on representations including coordinate MLPs, neural hashgrids, triplanes, and more, across tasks including surface reconstruction and radiance fields. In settings where custom-designed hierarchies have already been developed, stochastic preconditioning nearly matches or improves their performance with a simple and unified approach; in settings without existing hierarchies it provides an immediate boost to quality and robustness. Selena Ling, Merlin Nimier-David, Alec Jacobson, Nicholas Sharp |
ACM Trans. Graph. | 3 |
| 2025 | Variational Green and Biharmonic Coordinates for 2D Polynomial CagesabstractWe present closed-form expressions for Green and biharmonic coordinates with respect to polynomial curved 2D cages, enabling reliable cage-based image deformation both to and from a curved cage. We further provide closed-form expressions for first- and second-order derivatives of these coordinates with respect to the encoded position. This enables the use of variational solvers for interacting with the 2D shape at arbitrary points while keeping the fast decoding strength of cage-based deformation, which we illustrate for a variety of elastic deformation energies. Élie Michel, Alec Jacobson, Siddhartha Chaudhuri, Jean-Marc Thiery |
ACM Trans. Graph. | 2 |
| 2025 | SpotLessSplats: Ignoring Distractors in 3D Gaussian SplattingabstractThree-dimensional Gaussian Splatting (3DGS) is a promising technique for 3D reconstruction, offering efficient training and rendering speeds, making it suitable for real-time applications. However, current methods require highly controlled environments–no moving people or wind-blown elements, and consistent lighting–to meet the interview consistency assumption of 3DGS. This makes reconstruction of real-world captures problematic. We present SpotLessSplats, an approach that leverages pre-trained and general-purpose features coupled with robust optimization to effectively ignore transient distractors. Our method achieves state-of-the-art reconstruction quality both visually and quantitatively, on casual captures. Sara Sabour, Lily Goli, Georgios Kopanas, Mark J. Matthews, Dmitry Lagun, Leonidas J. Guibas, Alec Jacobson, David J. Fleet, Andrea Tagliasacchi |
ACM Trans. Graph. | 7 |
| 2024 | Bayes' Rays: Uncertainty Quantification for Neural Radiance FieldsabstractNeural Radiance Fields (NeRFs) have shown promise in applications like view synthesis and depth estimation, but learning from multiview images faces inherent uncertain-ties. Current methods to quantify them are either heuristic or computationally demanding. We introduce Bayes'Rays, a post-hoc framework to evaluate uncertainty in any pre-trained NeRF without modifying the training process. Our method establishes a volumetric uncertainty field using spa-tial perturbations and a Bayesian Laplace approximation. We derive our algorithm statistically and show its superior performance in key metrics and applications. More results available at: https://bayesrays.github.io Lily Goli, Cody Reading, Silvia Sellán, Alec Jacobson, Andrea Tagliasacchi |
CVPR | 4 |
| 2024 | VecFusion: Vector Font Generation with DiffusionabstractWe present VecFusion, a new neural architecture that can generate vector fonts with varying topological structures and precise control point positions. Our approach is a cascaded diffusion model which consists of a raster diffusion model followed by a vector diffusion model. The raster model generates low-resolution, rasterized fonts with auxiliary control point information, capturing the global style and shape of the font, while the vector model synthesizes vector fonts conditioned on the low-resolution raster fonts from the first stage. To synthesize long and complex curves, our vector diffusion model uses a transformer architecture and a novel vector representation that enables the modeling of diverse vector geometry and the precise prediction of control points. Our experiments show that, in contrast to previous generative models for vector graphics, our new cascaded vector diffusion model generates higher quality vector fonts, with complex structures and diverse styles. Vikas Thamizharasan, Difan Liu, Shantanu Agarwal, Matthew Fisher, Michaël Gharbi, Oliver Wang, Alec Jacobson, Evangelos Kalogerakis |
CVPR | 7 |
| 2024 | Text-guided Controllable Mesh Refinement for Interactive 3D Modeling
Yun-Chun Chen, Selena Ling, Vladimir G. Kim, Matheus Gadelha, Alec Jacobson |
SIGGRAPH Asia | 6 |
| 2024 | Trust-Region Eigenvalue Filtering for Projected Newton
Hsueh-Ti Derek Liu, Alec Jacobson, David I. W. Levin, Changxi Zheng |
SIGGRAPH Asia | 3 |
| 2024 | Sharpening and Sparsifying with Surface Hessians
Dylan Rowe, Alec Jacobson, Oded Stein |
SIGGRAPH Asia | 2 |
| 2024 | Optimized Dual-Volumes for Tetrahedral MeshesabstractAbstract Constructing well‐behaved Laplacian and mass matrices is essential for tetrahedral mesh processing. Unfortunately, the de facto standard linear finite elements exhibit bias on tetrahedralized regular grids, motivating the development of finite‐volume methods. In this paper, we place existing methods into a common construction, showing how their differences amount to the choice of simplex centers. These choices lead to satisfaction or breakdown of important properties: continuity with respect to vertex positions, positive semi‐definiteness of the implied Dirichlet energy, positivity of the mass matrix, and unbiased‐ness on regular grids. Based on this analysis, we propose a new method for constructing dual‐volumes which explicitly satisfy all of these properties via convex optimization. Alec Jacobson |
Comput. Graph. Forum | 1 |
| 2024 | Cascading upper bounds for triangle soup Pompeiu-Hausdorff distanceabstractAbstract We propose a new method to accurately approximate the Pompeiu‐Hausdorff distance from a triangle soup A to another triangle soup B up to a given tolerance. Based on lower and upper bound computations, we discard triangles from A that do not contain the maximizer of the distance to B and subdivide the others for further processing. In contrast to previous methods, we use four upper bounds instead of only one, three of which newly proposed by us. Many triangles are discarded using the simpler bounds, while the most difficult cases are dealt with by the other bounds. Exhaustive testing determines the best ordering of the four upper bounds. A collection of experiments shows that our method is faster than all previous accurate methods in the literature. Leonardo Sacht, Alec Jacobson |
Comput. Graph. Forum | 2 |
| 2024 | IMESH: A DSL for Mesh ProcessingabstractMesh processing algorithms are often communicated via concise mathematical notation (e.g., summation over mesh neighborhoods). However, conversion of notation into working code remains a time-consuming and error-prone process, which requires arcane knowledge of low-level data structures and libraries—impeding rapid exploration of high-level algorithms. We address this problem by introducing a domain-specific language (DSL) for mesh processing called I MESH, which resembles notation commonly used in visual and geometric computing and automates the process of converting notation into code. The centerpiece of our language is a flexible notation for specifying and manipulating neighborhoods of a cell complex, internally represented via standard operations on sparse boundary matrices. This layered design enables natural expression of algorithms while minimizing demands on a code generation backend. In particular, by integrating I MESH with the linear algebra features of the I LA DSL and adding support for automatic differentiation, we can rapidly implement a rich variety of algorithms on point clouds, surface meshes, and volume meshes. Shoaib Kamil 0001, Keenan Crane, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 4 |
| 2024 | Surface-Filling Curve Flows via Implicit Medial AxesabstractWe introduce a fast, robust, and user-controllable algorithm to generate surface-filling curves. We compute these curves through the gradient flow of a simple sparse energy, making our method several orders of magnitude faster than previous works. Our algorithm makes minimal assumptions on the topology and resolution of the input surface, achieving improved robustness. Our framework provides tuneable parameters that guide the shape of the output curve, making it ideal for interactive design applications. Yuta Noma, Silvia Sellán, Nicholas Sharp, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 5 |
| 2023 | Constructive Solid Geometry on Neural Signed Distance FieldsabstractSigned Distance Fields (SDFs) parameterized by neural networks have recently gained popularity as a fundamental geometric representation. However, editing the shape encoded by a neural SDF remains an open challenge. A tempting approach is to leverage common geometric operators (e.g., boolean operations), but such edits often lead to incorrect non-SDF outputs (which we call Pseudo-SDFs), preventing them from being used for downstream tasks. In this paper, we characterize the space of Pseudo-SDFs, which are eikonal yet not true distance functions, and derive the closest point loss, a novel regularizer that encourages the output to be an exact SDF. We demonstrate the applicability of our regularization to many operations in which traditional methods cause a Pseudo-SDF to arise, such as CSG and swept volumes, and produce a true (neural) SDF for the result of these operations. Zoë Marschner, Silvia Sellán, Hsueh-Ti Derek Liu, Alec Jacobson |
SIGGRAPH Asia | 4 |
| 2023 | Neural Stochastic Poisson Surface ReconstructionabstractReconstructing a surface from a point cloud is an underdetermined problem. We use a neural network to study and quantify this reconstruction uncertainty under a Poisson smoothness prior. Our algorithm addresses the main limitations of existing work and can be fully integrated into the 3D scanning pipeline, from obtaining an initial reconstruction to deciding on the next best sensor position and updating the reconstruction upon capturing more data. Silvia Sellán, Alec Jacobson |
SIGGRAPH Asia | 2 |
| 2023 | Compact Neural Graphics Primitives with Learned Hash ProbingabstractNeural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2–2.6 × slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed. Towaki Takikawa, Thomas Müller 0013, Merlin Nimier-David, Alex Evans, Sanja Fidler, Alec Jacobson, Alexander Keller 0001 |
SIGGRAPH Asia | 6 |
| 2023 | Bézier Spline Simplification Using Locally Integrated Error MetricsabstractInspired by surface mesh simplification methods, we present a technique for reducing the number of Bézier curves in a vector graphics while maintaining high fidelity. We propose a curve-to-curve distance metric to repeatedly conduct local segment removal operations. By construction, we identify all possible lossless removal operations ensuring the smallest possible zero-error representation of a given design. Subsequent lossy operations are computed via local Gauss-Newton optimization and processed in a priority queue. We tested our method on the OpenClipArts dataset of 20,000 real-world vector graphics images and show significant improvements over representative previous methods. The generality of our method allows us to show results for curves with varying thickness and for vector graphics animations. Siqi Wang 0003, Chenxi Liu 0004, Daniele Panozzo, Denis Zorin, Alec Jacobson |
SIGGRAPH Asia | 5 |
| 2023 | OptCtrlPoints: Finding the Optimal Control Points for Biharmonic 3D Shape DeformationabstractAbstract We proposeOptCtrlPoints, a data‐driven framework designed to identify the optimal sparse set of control points for reproducing target shapes using biharmonic 3D shape deformation. Control‐point‐based 3D deformation methods are widely utilized for interactive shape editing, and their usability is enhanced when the control points are sparse yet strategically distributed across the shape. With this objective in mind, we introduce a data‐driven approach that can determine the most suitable set of control points, assuming that we have a given set of possible shape variations. The challenges associated with this task primarily stem from the computationally demanding nature of the problem. Two main factors contribute to this complexity: solving a large linear system for the biharmonic weight computation and addressing the combinatorial problem of finding the optimal subset of mesh vertices. To overcome these challenges, we propose a reformulation of the biharmonic computation that reduces the matrix size, making it dependent on the number of control points rather than the number of vertices. Additionally, we present an efficient search algorithm that significantly reduces the time complexity while still delivering a nearly optimal solution. Experiments on SMPL, SMAL, and DeformingThings4D datasets demonstrate the efficacy of our method. Our control points achieve better template‐to‐target fit than FPS, random search, and neural‐network‐based prediction. We also highlight the significant reduction in computation time from days to approximately 3 minutes. Kunho Kim, Mikaela Angelina Uy, Despoina Paschalidou, Alec Jacobson, Leonidas J. Guibas, Minhyuk Sung |
Comput. Graph. Forum | 4 |
| 2023 | An Adaptive Fast-Multipole-Accelerated Hybrid Boundary Integral Equation Method for Accurate Diffusion CurvesabstractIn theory, diffusion curves promise complex color gradations for infinite-resolution vector graphics. In practice, existing realizations suffer from poor scaling, discretization artifacts, or insufficient support for rich boundary conditions. Previous applications of the boundary element method to diffusion curves have relied on polygonal approximations, which either forfeit the high-order smoothness of Bézier curves, or, when the polygonal approximation is extremely detailed, result in large and costly systems of equations that must be solved. In this paper, we utilize the boundary integral equation method to accurately and efficiently solve the underlying partial differential equation. Given a desired resolution and viewport, we then interpolate this solution and use the boundary element method to render it. We couple this hybrid approach with the fast multipole method on a non-uniform quadtree for efficient computation. Furthermore, we introduce an adaptive strategy to enable truly scalable infinite-resolution diffusion curves. Seungbae Bang, Kirill Serkh, Oded Stein, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2023 | Fast Complementary Dynamics via Skinning EigenmodesabstractWe propose a reduced-space elastodynamic solver that is well suited for augmenting rigged character animations with secondary motion. At the core of our method is a novel deformation subspace based on Linear Blend Skinning that overcomes many of the shortcomings prior subspace methods face. Our skinning subspace is parameterized entirely by a set of scalar weights, which we can obtain through a small, material-aware and rig-sensitive generalized eigenvalue problem. The resulting subspace can easily capture rotational motion and guarantees that the resulting simulation is rotation equivariant. We further propose a simple local-global solver for linear co-rotational elasticity and propose a clustering method to aggregate per-tetrahedra nonlinear energetic quantities. The result is a compact simulation that is fully decoupled from the complexity of the mesh. Otman Benchekroun, Jiayi Eris Zhang, Siddartha Chaudhuri, Eitan Grinspun, Yi Zhou 0023, Alec Jacobson |
ACM Trans. Graph. | 6 |
| 2023 | Surface Simplification using Intrinsic Error MetricsabstractThis paper describes a method for fast simplification of surface meshes. Whereas past methods focus on visual appearance, our goal is to solve equations on the surface. Hence, rather than approximate the extrinsic geometry, we construct a coarse intrinsic triangulation of the input domain. In the spirit of the quadric error metric (QEM) , we perform greedy decimation while agglomerating global information about approximation error. In lieu of extrinsic quadrics, however, we store intrinsic tangent vectors that track how far curvature "drifts" during simplification. This process also yields a bijective map between the fine and coarse mesh, and prolongation operators for both scalar- and vector-valued data. Moreover, we obtain hard guarantees on element quality via intrinsic retriangulation---a feature unique to the intrinsic setting. The overall payoff is a "black box" approach to geometry processing, which decouples mesh resolution from the size of matrices used to solve equations. We show how our method benefits several fundamental tasks, including geometric multigrid, all-pairs geodesic distance, mean curvature flow, geodesic Voronoi diagrams, and the discrete exponential map. Hsueh-Ti Derek Liu, Mark Gillespie, Benjamin Chislett, Nicholas Sharp, Alec Jacobson, Keenan Crane |
ACM Trans. Graph. | 5 |
| 2023 | Breaking Good: Fracture Modes for Realtime DestructionabstractDrawing a direct analogy with the well-studied vibration or elastic modes, we introduce an object’s fracture modes , which constitute its preferred or most natural ways of breaking. We formulate a sparsified eigenvalue problem, which we solve iteratively to obtain the n lowest-energy modes. These can be precomputed for a given shape to obtain a prefracture pattern that can substitute the state of the art for realtime applications at no runtime cost but significantly greater realism. Furthermore, any realtime impact can be projected onto our modes to obtain impact-dependent fracture patterns without the need for any online crack propagation simulation. We not only introduce this theoretically novel concept, but also show its fundamental and practical advantages in a diverse set of examples and contexts. Silvia Sellán, Jack Luong, Leticia Mattos Da Silva, Aravind Ramakrishnan, Alec Jacobson |
ACM Trans. Graph. | 6 |
| 2023 | Progressive Shell Qasistatics for Unstructured MeshesabstractThin 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. | 4 |
| 2022 | Neural Shape Mating: Self-Supervised Object Assembly with Adversarial Shape PriorsabstractLearning to autonomously assemble shapes is a crucial skill for many robotic applications. While the majority of existing part assembly methods focus on correctly posing semantic parts to recreate a whole object, we interpret assembly more literally: as mating geometric parts together to achieve a snug fit. By focusing on shape alignment rather than semantic cues, we can achieve across category generalization and scaling. In this paper, we introduce a novel task, pairwise 3D geometric shape mating, and propose Neural Shape Mating (NSM) to tackle this problem. Given point clouds of two object parts of an unknown category, NSM learns to reason about the fit of the two parts and predict a pair of 3D poses that tightly mate them together. In addition, we couple the training of NSM with an implicit shape reconstruction task, making NSM more robust to imperfect point cloud observations. To train NSM, we present a self-supervised data collection pipeline that generates pairwise shape mating data with ground truth by randomly cutting an object mesh into two parts, resulting in a dataset that consists of 200K shape mating pairs with numerous object meshes and diverse cut types. We train NSM on the collected dataset and compare it with several point cloud registration methods and one part assembly baseline approach. Extensive experimental results and ablation studies under various settings demonstrate the effectiveness of the proposed algorithm. Additional material is available at: neural-shape-mating.github.io. Yun-Chun Chen, Haoda Li, Dylan Turpin, Alec Jacobson, Animesh Garg |
CVPR | 4 |
| 2022 | Active Learning Neural C-space Signed Distance Fields for Reduced Deformable Self-Collision
Xinhao Cai, Eulalie Coevoet, Alec Jacobson, Paul G. Kry |
Graphics Interface | 3 |
| 2022 | VectorAdam for Rotation Equivariant Geometry OptimizationabstractThe Adam optimization algorithm has proven remarkably effective for optimization problems across machine learning and even traditional tasks in geometry processing. At the same time, the development of equivariant methods, which preserve their output under the action of rotation or some other transformation, has proven to be important for geometry problems across these domains. In this work, we observe that Adam — when treated as a function that maps initial conditions to optimized results — is not rotation equivariant for vector-valued parameters due to per-coordinate moment updates. This leads to significant artifacts and biases in practice. We propose to resolve this deficiency with VectorAdam, a simple modification which makes Adam rotation-equivariant by accounting for the vector structure of optimization variables. We demonstrate this approach on problems in machine learning and traditional geometric optimization, showing that equivariant VectorAdam resolves the artifacts and biases of traditional Adam when applied to vector-valued data, with equivalent or even improved rates of convergence. Selena Ling, Nicholas Sharp, Alec Jacobson |
NeurIPS | 3 |
| 2022 | Breaking Bad: A Dataset for Geometric Fracture and ReassemblyabstractWe introduce Breaking Bad, a large-scale dataset of fractured objects. Our dataset consists of over one million fractured objects simulated from ten thousand base models. The fracture simulation is powered by a recent physically based algorithm that efficiently generates a variety of fracture modes of an object. Existing shape assembly datasets decompose objects according to semantically meaningful parts, effectively modeling the construction process. In contrast, Breaking Bad models the destruction process of how a geometric object naturally breaks into fragments. Our dataset serves as a benchmark that enables the study of fractured object reassembly and presents new challenges for geometric shape understanding. We analyze our dataset with several geometry measurements and benchmark three state-of-the-art shape assembly deep learning methods under various settings. Extensive experimental results demonstrate the difficulty of our dataset, calling on future research in model designs specifically for the geometric shape assembly task. We host our dataset at https://breaking-bad-dataset.github.io/. Silvia Sellán, Yun-Chun Chen, Ziyi Wu 0002, Animesh Garg, Alec Jacobson |
NeurIPS | 5 |
| 2022 | H rtDown: Document Processor for Executable Linear Algebra PapersabstractScientific documents describe a topic in a mix of prose and mathematical expressions. The prose refers to those expressions, which themselves must be encoded in, e.g., LaTeX. The resulting documents are static, even though most documents are now read digitally. Moreover, formulas must be implemented or re-implemented separately in a programming language in order to create executable research artifacts. Literate environments allow executable code to be added in addition to the prose and math. The code is yet another encoding of the same mathematical expressions. Shoaib Kamil 0001, Alec Jacobson, Yotam I. Gingold |
SIGGRAPH Asia | 3 |
| 2022 | BoolSurf: Boolean Operations on SurfacesabstractWe port Boolean set operations between 2D shapes to surfaces of any genus, with any number of open boundaries. We combine shapes bounded by sets of freely intersecting loops, consisting of geodesic lines and cubic Bézier splines lying on a surface. We compute the arrangement of shapes directly on the surface and assign integer labels to the cells of such arrangement. Differently from the Euclidean case, some arrangements on a manifold may be inconsistent. We detect inconsistent arrangements and help the user to resolve them. Also, we extend to the manifold setting recent work on Boundary-Sampled Halfspaces, thus supporting operations more general than standard Booleans, which are well defined on inconsistent arrangements, too. Our implementation discretizes the input shapes into polylines at an arbitrary resolution, independent of the level of resolution of the underlying mesh. We resolve the arrangement inside each triangle of the mesh independently and combine the results to reconstruct both the boundaries and the interior of each cell in the arrangement. We reconstruct the control points of curves bounding cells, in order to free the result from discretization and provide an output in vector format. We support interactive usage, editing shapes consisting up to 100k line segments on meshes of up to 1M triangles. Marzia Riso, Giacomo Nazzaro, Enrico Puppo, Alec Jacobson, Qingnan Zhou, Fabio Pellacini |
ACM Trans. Graph. | 4 |
| 2022 | Stochastic Poisson Surface ReconstructionabstractWe introduce a statistical extension of the classic Poisson Surface Reconstruction algorithm for recovering shapes from 3D point clouds. Instead of outputting an implicit function, we represent the reconstructed shape as a modified Gaussian Process, which allows us to conduct statistical queries (e.g., the likelihood of a point in space being on the surface or inside a solid). We show that this perspective: improves PSR's integration into the online scanning process, broadens its application realm, and opens the door to other lines of research such as applying task-specific priors. Silvia Sellán, Alec Jacobson |
ACM Trans. Graph. | 2 |
| 2022 | Spelunking the deep: guaranteed queries on general neural implicit surfaces via range analysisabstractNeural implicit representations, which encode a surface as the level set of a neural network applied to spatial coordinates, have proven to be remarkably effective for optimizing, compressing, and generating 3D geometry. Although these representations are easy to fit, it is not clear how to best evaluate geometric queries on the shape, such as intersecting against a ray or finding a closest point. The predominant approach is to encourage the network to have a signed distance property. However, this property typically holds only approximately, leading to robustness issues, and holds only at the conclusion of training, inhibiting the use of queries in loss functions. Instead, this work presents a new approach to perform queries directly on general neural implicit functions for a wide range of existing architectures. Our key tool is the application of range analysis to neural networks, using automatic arithmetic rules to bound the output of a network over a region; we conduct a study of range analysis on neural networks, and identify variants of affine arithmetic which are highly effective. We use the resulting bounds to develop geometric queries including ray casting, intersection testing, constructing spatial hierarchies, fast mesh extraction, closest-point evaluation, evaluating bulk properties, and more. Our queries can be efficiently evaluated on GPUs, and offer concrete accuracy guarantees even on randomly-initialized networks, enabling their use in training objectives and beyond. We also show a preliminary application to inverse rendering. Nicholas Sharp, Alec Jacobson |
ACM Trans. Graph. | 2 |
| 2022 | Progressive Simulation for Cloth QuasistaticsabstractThe 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. | 4 |
| 2021 | Scrappy: Using Scrap Material as Infill to Make Fabrication More SustainableabstractWe present a software system for fused deposition modelling 3D printing that replaces infill material with scrap to reduce material and energy consumption. Example scrap objects include unused 3D prints from prototyping and calibration, household waste like coffee cups, and off-cuts from other fabrication projects. To achieve this, our system integrates into an existing CAD workflow and manages a database of common items, previous prints, and manually entered objects. While modelling in a standard CAD application, the system suggests objects to insert, ranked by how much infill material they could replace. This computation extends an existing nesting algorithm to determine which objects fit, optimize their alignment, and adjust the enclosing mesh geometry. While printing, the system uses custom tool-paths and animated instructions to enable anyone nearby to manually insert the scrap material. Ludwig Wall, Alec Jacobson, Daniel Vogel 0001, Oliver Schneider 0006 |
CHI | 2 |
| 2021 | Neural Geometric Level of Detail: Real-Time Rendering With Implicit 3D ShapesabstractNeural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit surfaces. Rendering with these large networks is, however, computationally expensive since it requires many forward passes through the network for every pixel, making these representations impractical for real-time graphics. We introduce an efficient neural representation that, for the first time, enables real-time rendering of high-fidelity neural SDFs, while achieving state-of-the-art geometry reconstruction quality. We represent implicit surfaces using an octree-based feature volume which adaptively fits shapes with multiple discrete levels of detail (LODs), and enables continuous LOD with SDF interpolation. We further develop an efficient algorithm to directly render our novel neural SDF representation in real-time by querying only the necessary LODs with sparse octree traversal. We show that our representation is 2–3 orders of magnitude more efficient in terms of rendering speed compared to previous works. Furthermore, it produces state-of-the-art reconstruction quality for complex shapes under both 3D geometric and 2D image-space metrics. Towaki Takikawa, Joey Litalien, Kangxue Yin, Karsten Kreis, Charles T. Loop, Derek Nowrouzezahrai, Alec Jacobson, Morgan McGuire, Sanja Fidler |
CVPR | 7 |
| 2021 | Interacting with Self-Similarity
Josef Graus, Alec Jacobson, Yotam I. Gingold |
Comput. Aided Des. | 2 |
| 2021 | Levitating Rigid Objects with Hidden Rods and WiresabstractAbstract We propose a novel algorithm to efficiently generate hidden structures to support arrangements of floating rigid objects. Our optimization finds a small set of rods and wires between objects and each other or a supporting surface (e.g., wall or ceiling) that hold all objects in force and torque equilibrium. Our objective function includes a sparsity inducing total volume term and a linear visibility term based on efficiently pre‐computed Monte‐Carlo integration, to encourage solutions that are as‐hidden‐as‐possible. The resulting optimization is convex and the global optimum can be efficiently recovered via a linear program. Our representation allows for a user‐controllable mixture of tension‐, compression‐, and shear‐resistant rods or tension‐only wires. We explore applications to theatre set design, museum exhibit curation, and other artistic endeavours. Sarah Anne Kushner, Risa Ulinski, Karan Singh 0004, David I. W. Levin, Alec Jacobson |
Comput. Graph. Forum | 5 |
| 2021 | Normal-Driven Spherical Shape AnalogiesabstractAbstract This paper introduces a new method to stylize 3D geometry. The key observation is that the surface normal is an effective instrument to capture different geometric styles. Centered around this observation, we cast stylization as a shape analogy problem, where the analogy relationship is defined on the surface normal. This formulation can deform a 3D shape into different styles within a single framework. One can plug‐and‐play different target styles by providing an exemplar shape or an energy‐based style description (e.g., developable surfaces). Our surface stylization methodology enables Normal Captures as a geometric counterpart to material captures (MatCaps) used in rendering, and the prototypical concept of Spherical Shape Analogies as a geometric counterpart to image analogies in image processing. Hsueh-Ti Derek Liu, Alec Jacobson |
Comput. Graph. Forum | 2 |
| 2021 | EMU: Efficient Muscle Simulation in Deformation SpaceabstractAbstract EMU is an efficient and scalable model to simulate bulk musculoskeletal motion with heterogenous materials. First, EMU requires no model reductions, or geometric coarsening, thereby producing results visually accurate when compared to an FEM simulation. Second, EMU is efficient and scales much better than state‐of‐the‐art FEM with the number of elements in the mesh, and is more easily parallelizable. Third, EMU can handle heterogeneously stiff meshes with an arbitrary constitutive model, thus allowing it to simulate soft muscles, stiff tendons and even stiffer bones all within one unified system. These three key characteristics of EMU enable us to efficiently orchestrate muscle activated skeletal movements. We demonstrate the efficacy of our approach via a number of examples with tendons, muscles, bones and joints. Vismay Modi, Lawson Fulton, Alec Jacobson, Shinjiro Sueda, David I. W. Levin |
Comput. Graph. Forum | 3 |
| 2021 | Fast Updates for Least-Squares Rotational AlignmentabstractAbstract Across computer graphics, vision, robotics and simulation, many applications rely on determining the 3D rotation that aligns two objects or sets of points. The standard solution is to use singular value decomposition (SVD), where the optimal rotation is recovered as the product of the singular vectors. Faster computation of only the rotation is possible using suitable parameterizations of the rotations and iterative optimization. We propose such a method based on the Cayley transformations. The resulting optimization problem allows better local quadratic approximation compared to the Taylor approximation of the exponential map. This results in both faster convergence as well as more stable approximation compared to other iterative approaches. It also maps well to AVX vectorization. We compare our implementation with a wide range of alternatives on real and synthetic data. The results demonstrate up to two orders of magnitude of speedup compared to a straightforward SVD implementation and a 1.5‐6 times speedup over popular optimized code. Jiayi Eris Zhang, Alec Jacobson, Marc Alexa |
Comput. Graph. Forum | 2 |
| 2021 | Interactive modelling of volumetric musculoskeletal anatomyabstractWe present a new approach for modelling musculoskeletal anatomy. Unlike previous methods, we do not model individual muscle shapes as geometric primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric segmentation approach where every point in our volume is assigned to a muscle, fat, or bone tissue. We provide an interactive modelling tool where the user controls the segmentation via muscle curves and we visualize the muscle shapes using volumetric rendering. Muscle curves enable intuitive yet powerful control over the muscle shapes. This representation allows us to automatically handle intersections between different tissues (muscle-muscle, muscle-bone, and muscle-skin) during the modelling and automates computation of muscle fiber fields. We further introduce a novel algorithm for converting the volumetric muscle representation into tetrahedral or surface geometry for use in downstream tasks. Additionally, we introduce an interactive skeleton authoring tool that allows the users to create skeletal anatomy starting from only a skin mesh using a library of bone parts. Rinat Abdrashitov, Seungbae Bang, David I. W. Levin, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 5 |
| 2021 | I♥LA: compilable markdown for linear algebraabstractCommunicating linear algebra in written form is challenging: mathematicians must choose between writing in languages that produce well-formatted but semantically-underdefined representations such as LaTeX; or languages with well-defined semantics but notation unlike conventional math, such as C++/Eigen. In both cases, the underlying linear algebra is obfuscated by the requirements of esoteric language syntax (as in LaTeX) or awkward APIs due to language semantics (as in C++). The gap between representations results in communication challenges, including underspecified and irrepro-ducible research results, difficulty teaching math concepts underlying complex numerical code, as well as repeated, redundant, and error-prone translations from communicated linear algebra to executable code. We introduce I♥LA, a language with syntax designed to closely mimic conventionally-written linear algebra, while still ensuring an unambiguous, compilable interpretation. Inspired by Markdown, a language for writing naturally-structured plain text files that translate into valid HTML, I♥LA allows users to write linear algebra in text form and compile the same source into LaTeX, C++/Eigen, Python/NumPy/SciPy, and MATLAB, with easy extension to further math programming environments. We outline the principles of our language design and highlight design decisions that balance between readability and precise semantics, and demonstrate through case studies the ability for I♥LA to bridge the semantic gap between conventionally-written linear algebra and unambiguous interpretation in math programming environments. Shoaib Kamil 0001, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 3 |
| 2021 | Surface multigrid via intrinsic prolongationabstractThis paper introduces a novel geometric multigrid solver for unstructured curved surfaces. Multigrid methods are highly efficient iterative methods for solving systems of linear equations. Despite the success in solving problems defined on structured domains, generalizing multigrid to unstructured curved domains remains a challenging problem. The critical missing ingredient is a prolongation operator to transfer functions across different multigrid levels. We propose a novel method for computing the prolongation for triangulated surfaces based on intrinsic geometry, enabling an efficient geometric multigrid solver for curved surfaces. Our surface multigrid solver achieves better convergence than existing multigrid methods. Compared to direct solvers, our solver is orders of magnitude faster. We evaluate our method on many geometry processing applications and a wide variety of complex shapes with and without boundaries. By simply replacing the direct solver, we upgrade existing algorithms to interactive frame rates, and shift the computational bottleneck away from solving linear systems. Hsueh-Ti Derek Liu, Jiayi Eris Zhang, Mirela Ben-Chen, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2021 | Large steps in inverse rendering of geometryabstractInverse reconstruction from images is a central problem in many scientific and engineering disciplines. Recent progress on differentiable rendering has led to methods that can efficiently differentiate the full process of image formation with respect to millions of parameters to solve such problems via gradient-based optimization. At the same time, the availability of cheap derivatives does not necessarily make an inverse problem easy to solve. Mesh-based representations remain a particular source of irritation: an adverse gradient step involving vertex positions could turn parts of the mesh inside-out, introduce numerous local self-intersections, or lead to inadequate usage of the vertex budget due to distortion. These types of issues are often irrecoverable in the sense that subsequent optimization steps will further exacerbate them. In other words, the optimization lacks robustness due to an objective function with substantial non-convexity. Such robustness issues are commonly mitigated by imposing additional regularization, typically in the form of Laplacian energies that quantify and improve the smoothness of the current iterate. However, regularization introduces its own set of problems: solutions must now compromise between solving the problem and being smooth. Furthermore, gradient steps involving a Laplacian energy resemble Jacobi's iterative method for solving linear equations that is known for its exceptionally slow convergence. We propose a simple and practical alternative that casts differentiable rendering into the framework of preconditioned gradient descent. Our pre-conditioner biases gradient steps towards smooth solutions without requiring the final solution to be smooth. In contrast to Jacobi-style iteration, each gradient step propagates information among all variables, enabling convergence using fewer and larger steps. Our method is not restricted to meshes and can also accelerate the reconstruction of other representations, where smooth solutions are generally expected. We demonstrate its superior performance in the context of geometric optimization and texture reconstruction. Baptiste Nicolet, Alec Jacobson, Wenzel Jakob |
ACM Trans. Graph. | 2 |
| 2021 | Swept volumes via spacetime numerical continuationabstractGiven a solid 3D shape and a trajectory of it over time, we compute its swept volume - the union of all points contained within the shape at some moment in time. We consider the representation of the input and output as implicit functions, and lift the problem to 4D spacetime, where we show the problem gains a continuous structure which avoids expensive global searches. We exploit this structure via a continuation method which marches and reconstructs the zero level set of the swept volume, using the temporal dimension to avoid erroneous solutions. We show that, compared to other methods, our approach is not restricted to a limited class of shapes or trajectories, is extremely robust, and its asymptotic complexity is an order lower than standards used in the industry, enabling its use in applications such as modeling, constructive solid geometry, and path planning. Silvia Sellán, Noam Aigerman, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2020 | Learning Deformable Tetrahedral Meshes for 3D Reconstructionabstract3D shape representations that accommodate learning-based 3D reconstruction are an open problem in machine learning and computer graphics. Previous work on neural 3D reconstruction demonstrated benefits, but also limitations, of point cloud, voxel, surface mesh, and implicit function representations. We introduce \emph{Deformable Tetrahedral Meshes} (DefTet) as a particular parameterization that utilizes volumetric tetrahedral meshes for the reconstruction problem. Unlike existing volumetric approaches, DefTet optimizes for both vertex placement and occupancy, and is differentiable with respect to standard 3D reconstruction loss functions. It is thus simultaneously high-precision, volumetric, and amenable to learning-based neural architectures. We show that it can represent arbitrary, complex topology, is both memory and computationally efficient, and can produce high-fidelity reconstructions with a significantly smaller grid size than alternative volumetric approaches. The predicted surfaces are also inherently defined as tetrahedral meshes, thus do not require post-processing. We demonstrate that DefTetmatches or exceeds both the quality of the previous best approaches and the performance of the fastest ones. Our approach obtains high-quality tetrahedral meshes computed directly from noisy point clouds, and is the first to showcase high-quality 3D results using only a single image as input. Jun Gao 0004, Wenzheng Chen, Tommy Xiang, Alec Jacobson, Morgan McGuire, Sanja Fidler |
NeurIPS | 4 |
| 2020 | Spectral Mesh SimplificationabstractAbstract The spectrum of the Laplace‐Beltrami operator is instrumental for a number of geometric modeling applications, from processing to analysis. Recently, multiple methods were developed to retrieve an approximation of a shape that preserves its eigenvectors as much as possible, but these techniques output a subset of input points with no connectivity, which limits their potential applications. Furthermore, the obtained Laplacian results from an optimization procedure, implying its storage alongside the selected points. Focusing on keeping a mesh instead of an operator would allow to retrieve the latter using the standard cotangent formulation, enabling easier processing afterwards. Instead, we propose to simplify the input mesh using a spectrum‐preserving mesh decimation scheme, so that the Laplacian computed on the simplified mesh is spectrally close to the one of the input mesh. We illustrate the benefit of our approach for quickly approximating spectral distances and functional maps on low resolution proxies of potentially high resolution input meshes. Thibault Lescoat, Hsueh-Ti Derek Liu, Jean-Marc Thiery, Alec Jacobson, Tamy Boubekeur, Maks Ovsjanikov |
Comput. Graph. Forum | 4 |
| 2020 | A Simple Discretization of the Vector Dirichlet EnergyabstractAbstract We present a simple and concise discretization of the covariant derivative vector Dirichlet energy for triangle meshes in 3D using Crouzeix‐Raviart finite elements. The discretization is based on linear discontinuous Galerkin elements, and is simple to implement, without compromising on quality: there are two degrees of freedom for each mesh edge, and the sparse Dirichlet energy matrix can be constructed in a single pass over all triangles using a short formula that only depends on the edge lengths, reminiscent of the scalar cotangent Laplacian. Our vector Dirichlet energy discretization can be used in a variety of applications, such as the calculation of Killing fields, parallel transport of vectors, and smooth vector field design. Experiments suggest convergence and suitability for applications similar to other discretizations of the vector Dirichlet energy. Oded Stein, Max Wardetzky, Alec Jacobson, Eitan Grinspun |
Comput. Graph. Forum | 3 |
| 2020 | A System for Efficient 3D Printed Stop-motion Face AnimationabstractComputer animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion animation. As 3D printing every frame of a computer animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing computer animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion animation. Given an input animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-animation-frame assignment of the parts, such that we maximally approximate the input animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original animation. Our evaluation is threefold: we show results on a variety of facial animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films. Rinat Abdrashitov, Alec Jacobson, Karan Singh 0004 |
ACM Trans. Graph. | 2 |
| 2020 | Chordal decomposition for spectral coarseningabstractWe introduce a novel solver to significantly reduce the size of a geometric operator while preserving its spectral properties at the lowest frequencies. We use chordal decomposition to formulate a convex optimization problem which allows the user to control the operator sparsity pattern. This allows for a trade-off between the spectral accuracy of the operator and the cost of its application. We efficiently minimize the energy with a change of variables and achieve state-of-the-art results on spectral coarsening. Our solver further enables novel applications including volume-to-surface approximation and detaching the operator from the mesh, i.e., one can produce a mesh tailor-made for visualization and optimize an operator separately for computation. Hsueh-Ti Derek Liu, Alec Jacobson, David I. W. Levin |
ACM Trans. Graph. | 3 |
| 2020 | Neural subdivisionabstractThis paper introduces Neural Subdivision , a novel framework for data-driven coarse-to-fine geometry modeling. During inference, our method takes a coarse triangle mesh as input and recursively subdivides it to a finer geometry by applying the fixed topological updates of Loop Subdivision, but predicting vertex positions using a neural network conditioned on the local geometry of a patch. This approach enables us to learn complex non-linear subdivision schemes, beyond simple linear averaging used in classical techniques. One of our key contributions is a novel self-supervised training setup that only requires a set of high-resolution meshes for learning network weights. For any training shape, we stochastically generate diverse low-resolution discretizations of coarse counterparts, while maintaining a bijective mapping that prescribes the exact target position of every new vertex during the subdivision process. This leads to a very efficient and accurate loss function for conditional mesh generation, and enables us to train a method that generalizes across discretizations and favors preserving the manifold structure of the output. During training we optimize for the same set of network weights across all local mesh patches, thus providing an architecture that is not constrained to a specific input mesh, fixed genus, or category. Our network encodes patch geometry in a local frame in a rotation- and translation-invariant manner. Jointly, these design choices enable our method to generalize well, and we demonstrate that even when trained on a single high-resolution mesh our method generates reasonable subdivisions for novel shapes. Hsueh-Ti Derek Liu, Vladimir G. Kim, Siddhartha Chaudhuri, Noam Aigerman, Alec Jacobson |
ACM Trans. Graph. | 5 |
| 2020 | Developability of heightfields via rank minimizationabstractThis work concerns the computation and approximation of developable surfaces --- surfaces that are locally isometric to the two-dimensional plane. These surfaces are heavily studied in differential geometry, and are also of great interest to fabrication, architecture and fashion. We focus specifically on developability of heightfields. Our main observation is that developability can be cast as a rank constraint, which can then be plugged into theoretically-grounded rank-minimization techniques from the field of compressed sensing. This leads to a convex semidefinite optimization problem, which receives an input heightfield and recovers a similar heightfield which is developable. Due to the sparsifying nature of compressed sensing, the recovered surface is piecewise developable, with creases emerging between connected developable pieces. The convex program includes one user-specified parameter, balancing adherence to the original surface with developability and number of patches. We moreover show, that in contrast to previous techniques, our discretization does not introduce a bias and the same results are achieved across resolutions and orientations, and with no limit on the number of creases and patches. We solve this convex semidefinite optimization problem efficiently, by devising a tailor-made ADMM solver which leverages matrix-projection observations unique to our problem. We employ our method on a plethora of experiments, from denoising 3D scans of developable geometry such as documents and buildings, through approximating general heightfields with developable ones, and up to interpolating sparse annotations with a developable heightfield. Silvia Sellán, Noam Aigerman, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2020 | Opening and closing surfacesabstractWe propose a new type of curvature flow for curves in 2D and surfaces in 3D. The flow is inspired by the mathematical morphology opening and closing operations. These operations are classically defined by composition of dilation and erosion operations. In practice, existing methods implemented this way will result in re-discretizing the entire shape, even if some parts of the surface do not change. Instead, our surface-only curvature-based flow moves the surface selectively in areas that should be repositioned. In our triangle mesh discretization, vertices in regions unaffected by the opening or closing will remain exactly in place and do not affect our method's complexity, which is output-sensitive. Silvia Sellán, Jacob Kesten, Ang Yan Sheng, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2020 | A Smoothness Energy without Boundary Distortion for Curved SurfacesabstractCurrent quadratic smoothness energies for curved surfaces either exhibit distortions near the boundary due to zero Neumann boundary conditions or they do not correctly account for intrinsic curvature, which leads to unnatural-looking behavior away from the boundary. This leads to an unfortunate trade-off: One can either have natural behavior in the interior or a distortion-free result at the boundary, but not both. We introduce a generalized Hessian energy for curved surfaces, expressed in terms of the covariant one-form Dirichlet energy, the Gaussian curvature, and the exterior derivative. Energy minimizers solve the Laplace-Beltrami biharmonic equation, correctly accounting for intrinsic curvature, leading to natural-looking isolines. On the boundary, minimizers are as-linear-as-possible, which reduces the distortion of isolines at the boundary. We discretize the covariant one-form Dirichlet energy using Crouzeix-Raviart finite elements, arriving at a discrete formulation of the Hessian energy for applications on curved surfaces. We observe convergence of the discretization in our experiments. Oded Stein, Alec Jacobson, Max Wardetzky, Eitan Grinspun |
ACM Trans. Graph. | 2 |
| 2020 | Complementary dynamicsabstractWe present a novel approach to enrich arbitrary rig animations with elastodynamic secondary effects. Unlike previous methods which pit rig displacements and physical forces as adversaries against each other, we advocate that physics should complement artists' intentions. We propose optimizing for elastodynamic displacements in the subspace orthogonal to displacements that can be created by the rig. This ensures that the additional dynamic motions do not undo the rig animation. The complementary space is high-dimensional, algebraically constructed without manual oversight, and capable of rich high-frequency dynamics. Unlike prior tracking methods, we do not require extra painted weights, segmentation into fixed and free regions or tracking clusters. Our method is agnostic to the physical model and plugs into non-linear FEM simulations, geometric as-rigid-as-possible energies, or mass-spring models. Our method does not require a particular type of rig and adds secondary effects to skeletal animations, cage-based deformations, wire deformers, motion capture data, and rigid-body simulations. Jiayi Eris Zhang, Seungbae Bang, David I. W. Levin, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2019 | Beyond Pixel Norm-Balls: Parametric Adversaries using an Analytically Differentiable Renderer
Hsueh-Ti Derek Liu, Michael Tao 0001, Chun-Liang Li, Derek Nowrouzezahrai, Alec Jacobson |
ICLR (Poster) | 5 |
| 2019 | Learning to Predict 3D Objects with an Interpolation-based Differentiable RendererabstractMany machine learning models operate on images, but ignore the fact that images are 2D projections formed by 3D geometry interacting with light, in a process called rendering. Enabling ML models to understand image formation might be key for generalization. However, due to an essential rasterization step involving discrete assignment operations, rendering pipelines are non-differentiable and thus largely inaccessible to gradient-based ML techniques. In this paper, we present DIB-Render, a novel rendering framework through which gradients can be analytically computed. Key to our approach is to view rasterization as a weighted interpolation, allowing image gradients to back-propagate through various standard vertex shaders within a single framework. Our approach supports optimizing over vertex positions, colors, normals, light directions and texture coordinates, and allows us to incorporate various well-known lighting models from graphics. We showcase our approach in two ML applications: single-image 3D object prediction, and 3D textured object generation, both trained using exclusively 2D supervision. Wenzheng Chen, Huan Ling, Jun Gao 0004, Edward J. Smith, Jaakko Lehtinen, Alec Jacobson, Sanja Fidler |
NeurIPS | 6 |
| 2019 | Interactive design of castable shapes using two-piece rigid molds
Oded Stein, Alec Jacobson, Eitan Grinspun |
Comput. Graph. | 2 |
| 2019 | Latent-space Dynamics for Reduced Deformable SimulationabstractAbstract We propose the first reduced model simulation framework for deformable solid dynamics using autoencoder neural networks. We provide a data‐driven approach to generating nonlinear reduced spaces for deformation dynamics. In contrast to previous methods using machine learning which accelerate simulation by approximating the time‐stepping function, we solve the true equations of motion in the latent‐space using a variational formulation of implicit integration. Our approach produces drastically smaller reduced spaces than conventional linear model reduction, improving performance and robustness. Furthermore, our method works well with existing force‐approximation cubature methods. Lawson Fulton, Vismay Modi, David Duvenaud, David I. W. Levin, Alec Jacobson |
Comput. Graph. Forum | 5 |
| 2019 | RodSteward: A Design-to-Assembly System for Fabrication using 3D-Printed Joints and Precision-Cut RodsabstractAbstract We present RodSteward, a design‐to‐assembly system for creating furniture‐scale structures composed of 3D‐printed joints and precision‐cut rods. The RodSteward systems consists of: RSDesigner, a fabrication‐aware design interface that visualizes accurate geometries during edits and identifies infeasible designs; physical fabrication of parts automatically generated 3D‐printable joint geometries and cutting plans for rods; and RSAssembler, a guided‐assembly interface that prompts the user to place parts in order while showing a focus+context visualization of the assembly in progress. We demonstrate the effectiveness of our tools with a number of example constructions of varying complexity, style and parameter choices. Alec Jacobson |
Comput. Graph. Forum | 1 |
| 2019 | Solid Geometry Processing on Deconstructed DomainsabstractAbstract Many tasks in geometry processing are modelled as variational problems solved numerically using the finite element method. For solid shapes, this requires a volumetric discretization, such as a boundary conforming tetrahedral mesh. Unfortunately, tetrahedral meshing remains an open challenge and existing methods either struggle to conform to complex boundary surfaces or require manual intervention to prevent failure. Rather than create a single volumetric mesh for the entire shape, we advocate for solid geometry processing on deconstructed domains, where a large and complex shape is composed of overlapping solid subdomains. As each smaller and simpler part is now easier to tetrahedralize, the question becomes how to account for overlaps during problem modelling and how to couple solutions on each subdomain together algebraically. We explore how and why previous coupling methods fail, and propose a method that couples solid domains only along their boundary surfaces. We demonstrate the superiority of this method through empirical convergence tests and qualitative applications to solid geometry processing on a variety of popular second‐order and fourth‐order partial differential equations. Silvia Sellán, Herng Yi Cheng, Yuming Ma, Mitchell Dembowski, Alec Jacobson |
Comput. Graph. Forum | 5 |
| 2019 | TriWild: robust triangulation with curve constraintsabstractWe propose a robust 2D meshing algorithm, TriWild , to generate curved triangles reproducing smooth feature curves, leading to coarse meshes designed to match the simulation requirements necessary by applications and avoiding the geometrical errors introduced by linear meshes. The robustness and effectiveness of our technique are demonstrated by batch processing an SVG collection of 20k images, and by comparing our results against state of the art linear and curvilinear meshing algorithms. We demonstrate for our algorithm the practical utility of computing diffusion curves, fluid simulations, elastic deformations, and shape inflation on complex 2D geometries. Teseo Schneider, Xifeng Gao, Qingnan Zhou, Alec Jacobson, Denis Zorin, Daniele Panozzo |
ACM Trans. Graph. | 5 |
| 2019 | Cubic stylizationabstractWe present a 3D stylization algorithm that can turn an input shape into the style of a cube while maintaining the content of the original shape. The key insight is that cubic style sculptures can be captured by the as-rigid-as-possible energy with an ℓ 1 -regularization on rotated surface normals. Minimizing this energy naturally leads to a detail-preserving, cubic geometry. Our optimization can be solved efficiently without any mesh surgery. Our method serves as a non-realistic modeling tool where one can incorporate many artistic controls to create stylized geometries. Hsueh-Ti Derek Liu, Alec Jacobson |
ACM Trans. Graph. | 2 |
| 2019 | Spectral coarsening of geometric operatorsabstractWe introduce a novel approach to measure the behavior of a geometric operator before and after coarsening. By comparing eigenvectors of the input operator and its coarsened counterpart, we can quantitatively and visually analyze how well the spectral properties of the operator are maintained. Using this measure, we show that standard mesh simplification and algebraic coarsening techniques fail to maintain spectral properties. In response, we introduce a novel approach forspectral coarsening.We show that it is possible to significantly reduce the sampling density of an operator derived from a 3D shape without affecting the low-frequency eigenvectors. By marrying techniques developed within the algebraic multigrid and the functional maps literatures, we successfully coarsen a variety of isotropic and anisotropic operators while maintaining sparsity and positive semi-definiteness. We demonstrate the utility of this approach for applications including operatorsensitive sampling, shape matching, and graph pooling for convolutional neural networks. Hsueh-Ti Derek Liu, Alec Jacobson, Maks Ovsjanikov |
ACM Trans. Graph. | 2 |
| 2019 | Non-linear sphere tracing for rendering deformed signed distance fieldsabstractSigned distance fields (SDFs) are a powerful implicit representation for modeling solids, volumes and surfaces. Their infinite resolution, controllable continuity and robust constructive solid geometry operations, coupled with smooth blending, enable powerful and intuitive sculpting tools for creating complex SDF models. SDF metric properties also admit efficient surface rendering with sphere tracing. Unfortunately, SDFs remain incompatible with many popular direct deformation techniques which re-position a surface via its explicit representation. Linear blend skinning used in character articulation, for example, directly displaces each vertex of a triangle mesh. To overcome this limitation, we propose a variant of sphere tracing for directly rendering deformed SDFs. We show that this problem reduces to integrating a non-linear ordinary differential equation. We propose an efficient numerical solution, with controllable error, which first automatically computes an initial value along each cast ray before walking conservatively along a curved ray in the undeformed space according to the signed distance. Importantly, our approach does not require knowledge, computation or even global existence of the inverse deformation, which allows us to readily apply many existing forward deformations. We demonstrate our method's effectiveness for interactive rendering of a variety of popular deformation techniques that were, to date, limited to explicit surfaces. Dario Seyb, Alec Jacobson, Derek Nowrouzezahrai, Wojciech Jarosz |
ACM Trans. Graph. | 2 |
| 2018 | Session details: Session G2: Geometry & Style
Alec Jacobson |
Graphics Interface | 1 |
| 2018 | Collision-Aware and Online Compression of Rigid Body Simulations via Integrated Error MinimizationabstractAbstract Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific data. However, all current approaches to compressing simulation data require access to the entire dynamic simulation, leading to large memory requirements and additional computational burden. In this paper we perform compression of contact‐dominated, rigid body simulations in an online, error‐bounded fashion. This has the advantage of requiring access to only a narrow window of simulation data at a time while still achieving good agreement with the original simulation. Our approach is simulator agnostic allowing us to compress data from a variety of sources. We demonstrate the efficacy of our algorithm by compressing contact‐dominated rigid body simulations from a number of sources, achieving compression rates of up to 360 times over raw data size. Timothy Jeruzalski, John Kanji, Alec Jacobson, David I. W. Levin |
Comput. Graph. Forum | 3 |
| 2018 | 2018 Cover Image: Thingi10K
Qingnan Zhou, Alec Jacobson |
Comput. Graph. Forum | 2 |
| 2018 | Fast winding numbers for soups and cloudsabstractInside-outside determination is a basic building block for higher-level geometry processing operations. Generalized winding numbers provide a robust answer for triangle meshes, regardless of defects such as self-intersections, holes or degeneracies. In this paper, we further generalize the winding number to point clouds. Previous methods for evaluating the winding number are slow for completely disconnected surfaces, such as triangle soups or-in the extreme case- point clouds. We propose a tree-based algorithm to reduce the asymptotic complexity of generalized winding number computation, while closely approximating the exact value. Armed with a fast evaluation, we demonstrate the winding number in a variety of new applications: voxelization, signing distances, generating 3D printer paths, defect-tolerant mesh booleans and point set surfaces. Gavin Barill, Neil G. Dickson, Ryan M. Schmidt, David I. W. Levin, Alec Jacobson |
ACM Trans. Graph. | 5 |
| 2018 | Tetrahedral meshing in the wildabstractWe propose a novel tetrahedral meshing technique that is unconditionally robust, requires no user interaction, and can directly convert a triangle soup into an analysis-ready volumetric mesh. The approach is based on several core principles: (1) initial mesh construction based on a fully robust, yet efficient, filtered exact computation (2) explicit (automatic or user-defined) tolerancing of the mesh relative to the surface input (3) iterative mesh improvement with guarantees, at every step, of the output validity. The quality of the resulting mesh is a direct function of the target mesh size and allowed tolerance: increasing allowed deviation from the initial mesh and decreasing the target edge length both lead to higher mesh quality. Our approach enables "black-box" analysis, i.e. it allows to automatically solve partial differential equations on geometrical models available in the wild, offering a robustness and reliability comparable to, e.g., image processing algorithms, opening the door to automatic, large scale processing of real-world geometric data. Qingnan Zhou, Xifeng Gao, Alec Jacobson, Denis Zorin, Daniele Panozzo |
ACM Trans. Graph. | 4 |
| 2018 | Paparazzi: surface editing by way of multi-view image processingabstractThe image processing pipeline boasts a wide variety of complex filters and effects. Translating an individual effect to operate on 3D surface geometry inevitably results in a bespoke algorithm. Instead, we propose a general-purpose back-end optimization that allows users to edit an input 3D surface by simply selecting an off-the-shelf image processing filter. We achieve this by constructing a differentiable triangle mesh renderer, with which we can back propagate changes in the image domain to the 3D mesh vertex positions. The given image processing technique is applied to the entire shape via stochastic snapshots of the shape: hence, we call our method Paparazzi. We provide simple yet important design considerations to construct the Paparazzi renderer and optimization algorithms. The power of this rendering-based surface editing is demonstrated via the variety of image processing filters we apply. Each application uses an off-the-shelf implementation of an image processing method without requiring modification to the core Paparazzi algorithm. Hsueh-Ti Derek Liu, Michael Tao 0001, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2018 | Natural Boundary Conditions for Smoothing in Geometry ProcessingabstractIn geometry processing, smoothness energies are commonly used to model scattered data interpolation, dense data denoising, and regularization during shape optimization. The squared Laplacian energy is a popular choice of energy and has a corresponding standard implementation: squaring the discrete Laplacian matrix. For compact domains, when values along the boundary are not known in advance, this construction bakes in low-order boundary conditions. This causes the geometric shape of the boundary to strongly bias the solution. For many applications, this is undesirable. Instead, we propose using the squared Frobenius norm of the Hessian as a smoothness energy. Unlike the squared Laplacian energy, this energy’s natural boundary conditions (those that best minimize the energy) correspond to meaningful high-order boundary conditions. These boundary conditions model free boundaries where the shape of the boundary should not bias the solution locally. Our analysis begins in the smooth setting and concludes with discretizations using finite-differences on 2D grids or mixed finite elements for triangle meshes. We demonstrate the core behavior of the squared Hessian as a smoothness energy for various tasks. Oded Stein, Eitan Grinspun, Max Wardetzky, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2017 | libigl: prototyping geometry processing research in C++abstractModern geometry processsing algorithms depend on an ever-growing toolbox of fundamental sub-routines and data structures. Prototyping from scratch requires much time building basic tools rather than focusing on the novel research idea. Many existing code libraries have unsatisfactory APIs and the time spent implementing sub-routines is often replaced with time spent learning complex, templated object hierarchies or memory layouts. Alec Jacobson, Daniele Panozzo |
SIGGRAPH ASIA (Courses) | 1 |
| 2017 | Generalized Matryoshka: Computational Design of Nesting ObjectsabstractAbstract This paper generalizes the self‐similar nesting ofMatryoshkadolls (“Russian nesting dolls”) to arbitrary solid objects. We introduce the problem of finding the largest scale replica of an object thatnestsinside itself. Not only should the nesting object fit inside the larger copy without interpenetration, but also it should be possible to cut the larger copy in two and remove the smaller object without collisions. We present a GPU‐accelerated evaluation of nesting feasibility. This test can be conducted at interactive rates, providing feedback during manual design. Further, we may optimize for some or all of the nesting degrees of freedom (e.g., rigid motion of smaller object, cut orientation) to maximize the smaller object's scale while maintaining a feasible nesting. Our formulation and tools robustly handle imperfect geometric representations and generalize to the nesting of dissimilar objects in one another. We explore a variety of applications to aesthetic and functional shape design. Alec Jacobson |
Comput. Graph. Forum | 1 |
| 2017 | A Dirac Operator for Extrinsic Shape AnalysisabstractAbstract The eigenfunctions and eigenvalues of the Laplace‐Beltrami operator have proven to be a powerful tool for digital geometry processing, providing a description of geometry that is essentially independent of coordinates or the choice of discretization. However, since Laplace‐Beltrami is purely intrinsic it struggles to capture important phenomena such as extrinsic bending, sharp edges, and fine surface texture. We introduce a new extrinsic differential operator called the relative Dirac operator, leading to a family of operators with a continuous trade‐off between intrinsic and extrinsic features. Previous operators are either fully or partially intrinsic. In contrast, the proposed family spans the entire spectrum: from completely intrinsic (depending only on the metric) to completely extrinsic (depending only on the Gauss map). By adding an infinite potential well to this (or any) operator we can also robustly handle surface patches with irregular boundary. We explore use of these operators for a variety of shape analysis tasks, and study their performance relative to operators previously found in the geometry processing literature. Hsueh-Ti Derek Liu, Alec Jacobson, Keenan Crane |
Comput. Graph. Forum | 2 |
| 2017 | Seamless: seam erasure and seam-aware decoupling of shape from mesh resolutionabstractA parameterization decouples the resolution of a signal on a surface from the resolution of the surface geometry. In practice, parameterized signals are conveniently and efficiently stored as texture images. Unfortunately, seams are inevitable when parametrizing most surfaces. Their visual artifacts are well known for color signals, but become even more egregious when geometry or displacement signals are used: cracks or gaps may appear in the surface. To make matters worse, parameterizations and their seams are frequently ignored during mesh processing. Carefully accounting for seams in one phase may be nullified by the next. The existing literature on seam-elimination requires non-standard rendering algorithms or else overly restricts the parameterization and signal. We present seam-aware mesh processing techniques. For a given fixed mesh, we analytically characterize the space of seam-free textures as the null space of a linear operator. Assuming seam-free textures, we describe topological and geometric conditions for seam-free edge-collapse operations. Our algorithms eliminate seam artifacts in parameterized signals and decimate a mesh---including its seams---while preserving its parameterization and seam-free appearance. This allows the artifact-free display of surface signals---color, normals, positions, displacements, linear blend skinning weights---with the standard GPU rendering pipeline. In particular, our techniques enable crack-free use of the tessellation stage of modern GPU's for dynamic level-of-detail. This decouples the shape signal from mesh resolution in a manner compatible with existing workflows. Songrun Liu, Zachary Ferguson, Alec Jacobson, Yotam I. Gingold |
ACM Trans. Graph. | 3 |
| 2016 | Large-scale painting of photographs by interactive optimization
Romain Prévost, Alec Jacobson, Wojciech Jarosz, Olga Sorkine-Hornung |
Comput. Graph. | 2 |
| 2016 | Physically Based Video EditingabstractAbstract Convincing manipulation of objects in live action videos is a difficult and often tedious task. Skilled video editors achieve this with the help of modern professional tools, but complex motions might still lack physical realism since existing tools do not consider the laws of physics. On the other hand, physically based simulation promises a high degree of realism, but typically creates a virtual 3D scene animation rather than returning an edited version of an input live action video. We propose a framework that combines video editing and physics‐based simulation. Our tool assists unskilled users in editing an input image or video while respecting the laws of physics and also leveraging the image content. We first fit a physically based simulation that approximates the object's motion in the input video. We then allow the user to edit the physical parameters of the object, generating a new physical behavior for it. The core of our work is the formulation of an image‐aware constraint within physics simulations. This constraint manifests as external control forces to guide the object in a way that encourages proper texturing at every frame, yet producing physically plausible motions. We demonstrate the generality of our method on a variety of physical interactions: rigid motion, multi‐body collisions, clothes and elastic bodies. Jean-Charles Bazin, Claudia Plüss, Alec Jacobson, Markus Gross 0001 |
Comput. Graph. Forum | 5 |
| 2016 | Mesh arrangements for solid geometryabstractMany high-level geometry processing tasks rely on low-level constructive solid geometry operations. Though trivial for implicit representations, boolean operations are notoriously difficult to execute robustly for explicit boundary representations. Existing methods for 3D triangle meshes fall short in one way or another. Some methods are fast but fail to produce closed, self-intersection free output. Other methods are robust but place prohibitively strict assumptions on the input, e.g., no hollow cavities, non-manifold edges or self-intersections. We propose a systematic recipe for conducting a family of exact constructive solid geometry operations. The two-stage method makes no general position assumptions and does not resort to numerical perturbation. The method is variadic , operating on any number of input meshes. This generalizes unary mesh-repair operations, classic binary boolean differencing, and n -ary operations such as finding all regions inside at least k out of n inputs. We demonstrate the superior effectiveness and robustness of our method on a dataset of 10,000 "real-world" meshes from a popular online repository. To encourage development, validation, and comparison, we release both our code and dataset to the public. Qingnan Zhou, Eitan Grinspun, Denis Zorin, Alec Jacobson |
ACM Trans. Graph. | 4 |
| 2016 | Computational design of reconfigurablesabstractA reconfigurable is an object or collection of objects whose transformation between various states defines its functionality or aesthetic appeal. For example, consider a mechanical assembly composed of interlocking pieces, a transforming folding bicycle, or a space-saving arrangement of apartment furniture. Unlike traditional computer-aided design of static objects, specialized tools are required to address problems unique to the computational design and revision of objects undergoing rigid transformations. Collisions and interpenetrations as objects transition from one configuration to another prevent the physical realization of a design. We present a software environment intended to support fluid interactive design of reconfigurables, featuring tools that identify, visualize, monitor and resolve infeasible configurations. We demonstrate the versatility of the environment on a number of examples spanning mechanical systems, urban dwelling, and interlocking puzzles, some of which we then realize via additive manufacturing. Spatial-temporal information about collisions between objects is presented to the designer according to a cascading order of precedence. A designer may quickly determine when, and then where, and then how objects are colliding. This precedence guides the design and implementation of our four-dimensional spacetime bounding volume hierarchy for interactive-rate collision detection. On screen, the designer experiences a suite of interactive visualization and monitoring tools during editing: timeline notifications of new collisions, picture-in-picture windows for tracking collisions and suggestive hints for contact resolution. Contacts too tedious to remove manually can be eliminated automatically via our proposed constrained numerical optimization and swept-volume carving. Akash Garg, Alec Jacobson, Eitan Grinspun |
ACM Trans. Graph. | 2 |
| 2016 | Rig animation with a tangible and modular input deviceabstractWe propose a novel approach to digital character animation, combining the benefits of tangible input devices and sophisticated rig animation algorithms. A symbiotic software and hardware approach facilitates the animation process for novice and expert users alike. We overcome limitations inherent to all previous tangible devices by allowing users to directly control complex rigs using only a small set (5-10) of physical controls. This avoids oversimplification of the pose space and excessively bulky device configurations. Our algorithm derives a small device configuration from complex character rigs, often containing hundreds of degrees of freedom, and a set of sparse sample poses. Importantly, only the most influential degrees of freedom are controlled directly, yet detailed motion is preserved based on a pose interpolation technique. We designed a modular collection of joints and splitters, which can be assembled to represent a wide variety of skeletons. Each joint piece combines a universal joint and two twisting elements, allowing to accurately sense its configuration. The mechanical design provides a smooth inverse kinematics-like user experience and is not prone to gimbal locking. We integrate our method with the professional 3D software Autodesk Maya ® and discuss a variety of results created with characters available online. Comparative user experiments show significant improvements over the closest state-of-the-art in terms of accuracy and time in a keyframe posing task. Oliver Glauser, Wan-Chun Ma, Alec Jacobson, Daniele Panozzo, Otmar Hilliges, Olga Sorkine-Hornung |
ACM Trans. Graph. | 3 |
| 2015 | Linear subspace design for real-time shape deformationabstractWe propose a method to design linear deformation subspaces, unifying linear blend skinning and generalized barycentric coordinates. Deformation subspaces cut down the time complexity of variational shape deformation methods and physics-based animation (reduced-order physics). Our subspaces feature many desirable properties: interpolation, smoothness, shape-awareness, locality, and both constant and linear precision. We achieve these by minimizing a quadratic deformation energy, built via a discrete Laplacian inducing linear precision on the domain boundary. Our main advantage is speed: subspace bases are solutions to a sparse linear system, computed interactively even for generously tessellated domains. Users may seamlessly switch between applying transformations at handles and editing the subspace by adding, removing or relocating control handles. The combination of fast computation and good properties means that designing the right subspace is now just as creative as manipulating handles. This paradigm shift in handle-based deformation opens new opportunities to explore the space of shape deformations. Yu Wang 0033, Alec Jacobson, Jernej Barbic, Ladislav Kavan |
ACM Trans. Graph. | 2 |
| 2015 | Nested cagesabstractMany tasks in geometry processing and physical simulation benefit from multiresolution hierarchies. One important characteristic across a variety of applications is that coarser layers strictly encage finer layers, nesting one another. Existing techniques such as surface mesh decimation, voxelization, or contouring distance level sets do not provide sufficient control over the quality of the output surfaces while maintaining strict nesting. We propose a solution that enables use of application-specific decimation and quality metrics. The method constructs each next-coarsest level of the hierarchy, using a sequence of decimation, flow, and contact-aware optimization steps. From coarse to fine, each layer then fully encages the next while retaining a snug fit. The method is applicable to a wide variety of shapes of complex geometry and topology. We demonstrate the effectiveness of our nested cages not only for multigrid solvers, but also for conservative collision detection, domain discretization for elastic simulation, and cage-based geometric modeling. Leonardo Sacht, Etienne Vouga, Alec Jacobson |
ACM Trans. Graph. | 3 |
| 2014 | Skinning cubic Bézier splines and Catmull-Clark subdivision surfacesabstractSmooth space deformation has become a vital tool for the animation and design of 2D and 3D shapes. Linear methods, under the umbrella term of "linear blend skinning", are the de facto standard for 3D animations. Unfortunately such approaches do not trivially extend to deforming vector graphics , such as the cubic Bézier splines prevalent in 2D or subdivision surfaces in 3D. We propose a variational approach to reposition the control points of cubic Bézier splines and Catmull-Clark subdivision surfaces---or any linear subdivision curves or surfaces---to produce curves or surfaces which match a linear blend skinning deformation as closely as possible. Exploiting the linearity of linear blend skinning, we show how this optimization collapses neatly into the repeated multiplication of a matrix per handle. We support C 0 , C 1 , G 1 , and fixed-angle continuity constraints between adjacent Bézier curves in a spline. Complexity scales linearly with respect to the number of input curves and run-time performance is fast enough for real-time editing and animation of high-resolution shapes. Alec Jacobson |
ACM Trans. Graph. | 1 |
| 2014 | Tangible and modular input device for character articulationabstractArticulation of 3D characters requires control over many degrees of freedom: a difficult task with standard 2D interfaces. We present a tangible input device composed of interchangeable, hot-pluggable parts. Embedded sensors measure the device's pose at rates suitable for real-time editing and animation. Splitter parts allow branching to accommodate any skeletal tree. During assembly, the device recognizes topological changes as individual parts or pre-assembled subtrees are plugged and unplugged. A novel semi-automatic registration approach helps the user quickly map the device's degrees of freedom to a virtual skeleton inside the character. User studies report favorable comparisons to mouse and keyboard interfaces for the tasks of target acquisition and pose replication. Our device provides input for character rigging and automatic weight computation, direct skeletal deformation, interaction with physical simulations, and handle-based variational geometric modeling. Alec Jacobson, Daniele Panozzo, Oliver Glauser, Cédric Pradalier, Otmar Hilliges, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2014 | Ink-and-ray: Bas-relief meshes for adding global illumination effects to hand-drawn charactersabstractWe present a new approach for generating global illumination renderings of hand-drawn characters using only a small set of simple annotations. Our system exploits the concept of bas-relief sculptures, making it possible to generate 3D proxies suitable for rendering without requiring side-views or extensive user input. We formulate an optimization process that automatically constructs approximate geometry sufficient to evoke the impression of a consistent 3D shape. The resulting renders provide the richer stylization capabilities of 3D global illumination while still retaining the 2D hand-drawn look-and-feel. We demonstrate our approach on a varied set of hand-drawn images and animations, showing that even in comparison to ground-truth renderings of full 3D objects, our bas-relief approximation is able to produce convincing global illumination effects, including self-shadowing, glossy reflections, and diffuse color bleeding. Daniel Sýkora, Ladislav Kavan, Martin Cadík, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung |
ACM Trans. Graph. | 5 |
| 2014 | Fast and Memory-Efficienty Topological Denoising of 2D and 3D Scalar FieldsabstractData acquisition, numerical inaccuracies, and sampling often introduce noise in measurements and simulations. Removing this noise is often necessary for efficient analysis and visualization of this data, yet many denoising techniques change the minima and maxima of a scalar field. For example, the extrema can appear or disappear, spatially move, and change their value. This can lead to wrong interpretations of the data, e.g., when the maximum temperature over an area is falsely reported being a few degrees cooler because the denoising method is unaware of these features. Recently, a topological denoising technique based on a global energy optimization was proposed, which allows the topology-controlled denoising of 2D scalar fields. While this method preserves the minima and maxima, it is constrained by the size of the data. We extend this work to large 2D data and medium-sized 3D data by introducing a novel domain decomposition approach. It allows processing small patches of the domain independently while still avoiding the introduction of new critical points. Furthermore, we propose an iterative refinement of the solution, which decreases the optimization energy compared to the previous approach and therefore gives smoother results that are closer to the input. We illustrate our technique on synthetic and real-world 2D and 3D data sets that highlight potential applications. David Günther, Alec Jacobson, Jan Reininghaus, Hans-Peter Seidel, Olga Sorkine-Hornung, Tino Weinkauf |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Consistent Volumetric Discretizations Inside Self-Intersecting SurfacesabstractAbstract Decades of research have culminated in a robust geometry processing pipeline for surfaces. Most steps in this pipeline, like deformation, smoothing, subdivision and decimation, may create self‐intersections. Volumetric processing of solid shapes then becomes difficult, because obtaining a correct volumetric discretization is impossible: existing tet‐meshing methods require watertight input. We propose an algorithm that produces a tetrahedral mesh that overlaps itself consistently with the self‐intersections in the input surface. This enables volumetric processing on self‐intersecting models. We leverage conformalized mean‐curvature flow, which removes self‐intersections, and define an intrinsically similar reverse flow, which prevents them. We tetrahedralize the resulting surface and map the mesh inside the original surface. We demonstrate the effectiveness of our method with applications to automatic skinning weight computation, physically based simulation and geodesic distance computation. Leonardo Sacht, Alec Jacobson, Daniele Panozzo, Christian Schüller 0001, Olga Sorkine-Hornung |
Comput. Graph. Forum | 2 |
| 2013 | Robust inside-outside segmentation using generalized winding numbersabstractSolid shapes in computer graphics are often represented with boundary descriptions, e.g. triangle meshes, but animation, physically-based simulation, and geometry processing are more realistic and accurate when explicit volume representations are available. Tetrahedral meshes which exactly contain (interpolate) the input boundary description are desirable but difficult to construct for a large class of input meshes. Character meshes and CAD models are often composed of many connected components with numerous self-intersections, non-manifold pieces, and open boundaries, precluding existing meshing algorithms. We propose an automatic algorithm handling all of these issues, resulting in a compact discretization of the input's inner volume. We only require reasonably consistent orientation of the input triangle mesh. By generalizing the winding number for arbitrary triangle meshes, we define a function that is a perfect segmentation for watertight input and is well-behaved otherwise. This function guides a graphcut segmentation of a constrained Delaunay tessellation (CDT), providing a minimal description that meets the boundary exactly and may be fed as input to existing tools to achieve element quality. We highlight our robustness on a number of examples and show applications of solving PDEs, volumetric texturing and elastic simulation. Alec Jacobson, Ladislav Kavan, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2012 | Smooth Shape-Aware Functions with Controlled ExtremaabstractAbstract Functions that optimize Laplacian‐based energies have become popular in geometry processing, e.g. for shape deformation, smoothing, multiscale kernel construction and interpolation. Minimizers of Dirichlet energies, or solutions of Laplace equations, are harmonic functions that enjoy the maximum principle, ensuring no spurious local extrema in the interior of the solved domain occur. However, these functions are only C0at the constrained points, which often causes smoothness problems. For this reason, many applications optimize higher‐order Laplacian energies such as biharmonic or triharmonic. Their minimizers exhibit increasing orders of continuity but lose the maximum principle and show oscillations. In this work, we identify characteristic artifacts caused by spurious local extrema, and provide a framework for minimizing quadratic energies on manifolds while constraining the solution to obey the maximum principle in the solved region. Our framework allows the user to specify locations and values of desired local maxima and minima, while preventing any other local extrema. We demonstrate our method on the smoothness energies corresponding to popular polyharmonic functions and show its usefulness for fast handle‐based shape deformation, controllable color diffusion, and topologically‐constrained data smoothing. Alec Jacobson, Tino Weinkauf, Olga Sorkine-Hornung |
Comput. Graph. Forum | 1 |
| 2012 | Fast automatic skinning transformationsabstractSkinning transformations are a popular way to articulate shapes and characters. However, traditional animation interfaces require all of the skinning transformations to be specified explicitly, typically using a control structure (a rig). We propose a system where the user specifies only a subset of the degrees of freedom and the rest are automatically inferred using nonlinear, rigidity energies. By utilizing a low-order model and reformulating our energy functions accordingly, our algorithm runs orders of magnitude faster than previous methods without compromising quality. In addition to the immediate boosts in performance for existing modeling and real time animation tools, our approach also opens the door to new modes of control: disconnected skeletons combined with shape-aware inverse kinematics. With automatically generated skinning weights, our method can also be used for fast variational shape modeling. Alec Jacobson, Ilya Baran, Ladislav Kavan, Jovan Popovic, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2012 | Transfusive image manipulationabstractWe present a method for consistent automatic transfer of edits applied to one image to many other images of the same object or scene. By introducing novel, content-adaptive weight functions we enhance the non-rigid alignment framework of Lucas-Kanade to robustly handle changes of view point, illumination and non-rigid deformations of the subjects. Our weight functions are content-aware and possess high-order smoothness, enabling to define high-quality image warping with a low number of parameters using spatially-varying weighted combinations of affine deformations. Optimizing the warp parameters leads to subpixel-accurate alignment while maintaining computation efficiency. Our method allows users to perform precise, localized edits such as simultaneous painting on multiple images in real-time, relieving them from tedious and repetitive manual reapplication to each individual image. Kaan Yücer, Alec Jacobson, Alexander Sorkine-Hornung, Olga Sorkine-Hornung |
ACM Trans. Graph. | 2 |
| 2011 | Bounded biharmonic weights for real-time deformationabstractObject deformation with linear blending dominates practical use as the fastest approach for transforming raster images, vector graphics, geometric models and animated characters. Unfortunately, linear blending schemes for skeletons or cages are not always easy to use because they may require manual weight painting or modeling closed polyhedral envelopes around objects. Our goal is to make the design and control of deformations simpler by allowing the user to work freely with the most convenient combination of handle types. We develop linear blending weights that produce smooth and intuitive deformations for points, bones and cages of arbitrary topology. Our weights, called bounded biharmonic weights, minimize the Laplacian energy subject to bound constraints. Doing so spreads the influences of the controls in a shape-aware and localized manner, even for objects with complex and concave boundaries. The variational weight optimization also makes it possible to customize the weights so that they preserve the shape of specified essential object features. We demonstrate successful use of our blending weights for real-time deformation of 2D and 3D shapes. Alec Jacobson, Ilya Baran, Jovan Popovic, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2011 | Stretchable and Twistable Bones for Skeletal Shape DeformationabstractSkeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. However, in addition to the well-studied elbow-collapse and candy-wrapper artifacts, the space of deformations possible with LBS is inherently limited. In particular, blending with only a scalar weight function per bone prohibits properly handling stretching, where bones change length, and twisting, where the shape rotates along the length of the bone. We present a simple modification of the LBS formulation that enables stretching and twisting without changing the existing skeleton rig or bone weights. Our method needs only an extra scalar weight function per bone, which can be painted manually or computed automatically. The resulting formulation significantly enriches the space of possible deformations while only increasing storage and computation costs by constant factors. Alec Jacobson, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2010 | Mixed Finite Elements for Variational Surface ModelingabstractAbstract Many problems in geometric modeling can be described using variational formulations that define the smoothness of the shape and its behavior w.r.t. the posed modeling constraints. For example, high‐quality C2 surfaces that obey boundary conditions on positions, tangents and curvatures can be conveniently defined as solutions of high‐order geometric PDEs; the advantage of such a formulation is its conceptual representation‐independence. In practice, solving high‐order problems efficiently and accurately for surfaces approximated by meshes is notoriously difficult. For modeling applications, the preferred approach is to use discrete geometric schemes which are efficient and robust, but their convergence properties are less well understood compared to higher‐order FEM. In this paper, we explore discretizations of common geometric PDEs on meshes using mixed finite elements, where additional variables for the derivatives in the problem are introduced. Such formulations use first‐order derivatives only, allowing a discretization with simple linear elements. Various boundary conditions can be naturally discretized in this setting. We formalize continuous region constraints commonly used in modeling applications, and show that these seamlessly fit into the mixed framework. We demonstrate that some of the commonly used discrete geometric discretizations can be regarded as a particular case of mixed finite elements. We study the convergence behavior of our discretizations, and how they can be applied to implement common modeling tasks. Alec Jacobson, Elif Tosun, Olga Sorkine-Hornung, Denis Zorin |
Comput. Graph. Forum | 1 |