VLDB 2026 Research / reviewers in the wild / expert
Matthias Müller 0001
dblp:47/4612 · also Matthias Müller-Fischer
· DBLP profile ↗
36ranked-venue papers
13as first author
5since 2021 · last 2024
0000-0003-2442-3801ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 36 · 13 first-author · 5 since 2021Artificial intelligence and machine learning · 7 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SimCS: Simulation for Domain Incremental Online Continual SegmentationabstractContinual Learning is a step towards lifelong intelligence where models continuously learn from recently collected data without forgetting previous knowledge. Existing continual learning approaches mostly focus on image classification in the class-incremental setup with clear task boundaries and unlimited computational budget. This work explores the problem of Online Domain-Incremental Continual Segmentation (ODICS), where the model is continually trained over batches of densely labeled images from different domains, with limited computation and no information about the task boundaries. ODICS arises in many practical applications. In autonomous driving, this may correspond to the realistic scenario of training a segmentation model over time on a sequence of cities. We analyze several existing continual learning methods and show that they perform poorly in this setting despite working well in class-incremental segmentation. We propose SimCS, a parameter-free method complementary to existing ones that uses simulated data to regularize continual learning. Experiments show that SimCS provides consistent improvements when combined with different CL methods. Motasem Alfarra, Zhipeng Cai 0003, Adel Bibi, Bernard Ghanem, Matthias Müller 0001 |
AAAI | 5 |
| 2023 | CLNeRF: Continual Learning Meets NeRFabstractNovel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, a demo, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Zhipeng Cai 0003, Matthias Müller 0001 |
ICCV | 2 |
| 2022 | Learning Physics with a Hierarchical Graph NetworkabstractAbstract We propose a hierarchical graph for learning physics and a novel way to handle obstacles. The finest level of the graph consist of the particles itself. Coarser levels consist of the cells of sparse grids with successively doubling cell sizes covering the volume occupied by the particles. The hierarchical structure allows for the information to propagate at great distance in a single message passing iteration. The novel obstacle handling allows the simulation to be obstacle aware without the need for ghost particles. We train the network to predict effective acceleration produced by multiple sub‐steps of 3D multi‐material material point method (MPM) simulation consisting of water, sand and snow with complex obstacles. Our network produces lower error, trains up to 7.0X faster and inferences up to 11.3X faster than [SGGP*20]. It is also, on average, about 3.7X faster compared to Taichi Elements simulation running on the same hardware in our tests. Nuttapong Chentanez, Stefan Jeschke, Matthias Müller 0001, Miles Macklin |
Comput. Graph. Forum | 3 |
| 2022 | Physically Based Shape MatchingabstractAbstract The shape matching method is a popular approach to simulate deformable objects in interactive applications due to its stability and simplicity. An important feature is that there is no need for a mesh since the method works on arbitrary local groups within a set of particles. A major drawback of shape matching is the fact that it is geometrically motivated and not derived from physical principles which makes calibration difficult. The fact that the method does not conserve volume can yield visual artifacts, e.g. when a tire is compressed but does not bulge. In this paper we present a new meshless simulation method that is related to shape matching but derived from continuous constitutive models. Volume conservation and stiffness can be specified with physical parameters. Further, if the elements of a tetrahedral mesh are used as groups, our method perfectly reproduces FEM based simulations. Matthias Müller 0001, Miles Macklin, Nuttapong Chentanez, Stefan Jeschke |
Comput. Graph. Forum | 1 |
| 2021 | A Constraint-based Formulation of Stable Neo-Hookean MaterialsabstractIn computer graphics, soft body simulation is often used to animate soft tissue on characters or rubber like objects. Both are highly incompressible, however commonly used models such as co-rotational FEM, show significant volume loss, even under moderate strain. The Neo-Hookean model has recently become popular in graphics. It has superior volume conservation, recovers from inverted states, and does not require a polar decomposition. However, solvers for Neo-Hookean finite-element problems are typically based on Newton methods, which require energy Hessians, their Eigen-decomposition, and sophisticated linear solvers. In addition, minimizing the energy directly in this way does not accommodate modeling incompressible materials since it would require infinitely stiff forces. In this paper we present a constraint-based model of the Neo-Hookean energy. By decomposing the energy into deviatoric (distortional), and hydrostatic (volume preserving) constraints, we can apply iterative constrained-optimization methods that require only first-order gradients. We compare our constraint-based formulation to state-of-the-art force-based solvers and show that our method is often an order of magnitude more efficient for stiff volume preserving materials. Miles Macklin, Matthias Müller 0001 |
MIG | 2 |
| 2020 | Cloth and Skin Deformation with a Triangle Mesh Based Convolutional Neural NetworkabstractAbstract We introduce a triangle mesh based convolutional neural network. The proposed network structure can be used for problems where input and/or output are defined on a manifold triangle mesh with or without boundary. We demonstrate its applications in cloth upsampling, adding back details to Principal Component Analysis (PCA) compressed cloth, regressing clothing deformation from character poses, and regressing hand skin deformation from bones' joint angles. The data used for training in this work are generated from high resolution extended position based dynamics (XPBD) physics simulations with small time steps and high iteration counts and from an offline FEM simulator, but it can come from other sources. The inference time of our prototype implementation, depending on the mesh resolution and the network size, can provide between 4 to 134 times faster than a GPU based simulator. The inference also only needs to be done for meshes currently visible by the camera. Nuttapong Chentanez, Miles Macklin, Matthias Müller 0001, Stefan Jeschke, Tae-Yong Kim 0001 |
Comput. Graph. Forum | 3 |
| 2020 | Making Procedural Water Waves Boundary-awareabstractAbstract The “procedural” approach to animating ocean waves is the dominant algorithm for animating larger bodies of water in interactive applications as well as in off‐line productions — it provides high visual quality with a low computational demand. In this paper, we widen the applicability of procedural water wave animation with an extension that guarantees the satisfaction of boundary conditions imposed by terrain while still approximating physical wave behavior. In combination with a particle system that models wave breaking, foam, and spray, this allows us to naturally model waves interacting with beaches and rocks. Our system is able to animate waves at large scales at interactive frame rates on a commodity PC. Stefan Jeschke, Christian Hafner 0002, Nuttapong Chentanez, Miles Macklin, Matthias Müller 0001, Christopher Wojtan |
Comput. Graph. Forum | 5 |
| 2020 | Primal/Dual Descent Methods for DynamicsabstractAbstract We examine the relationship between primal, or force‐based, and dual, or constraint‐based formulations of dynamics. Variational frameworks such as Projective Dynamics have proved popular for deformable simulation, however they have not been adopted for contact‐rich scenarios such as rigid body simulation. We propose a new preconditioned frictional contact solver that is compatible with existing primal optimization methods, and competitive with complementarity‐based approaches. Our relaxed primal model generates improved contact force distributions when compared to dual methods, and has the advantage of being differentiable, making it well‐suited for trajectory optimization. We derive both primal and dual methods from a common variational point of view, and present a comprehensive numerical analysis of both methods with respect to conditioning. We demonstrate our method on scenarios including rigid body contact, deformable simulation, and robotic manipulation. Miles Macklin, Kenny Erleben, Matthias Müller 0001, Nuttapong Chentanez, Stefan Jeschke, Tae-Yong Kim 0001 |
Comput. Graph. Forum | 3 |
| 2020 | Detailed Rigid Body Simulation with Extended Position Based DynamicsabstractAbstract We present a rigid body simulation method that can resolve small temporal and spatial details by using a quasi explicit integration scheme that is unconditionally stable. Traditional rigid body simulators linearize constraints because they operate on the velocity level or solve the equations of motion implicitly thereby freezing the constraint directions for multiple iterations. Our method always works with the most recent constraint directions. This allows us to trace high speed motion of objects colliding against curved geometry, to reduce the number of constraints, to increase the robustness of the simulation, and to simplify the formulation of the solver. In this paper we provide all the details to implement a fully fledged rigid body solver that handles contacts, a variety of joint types and the interaction with soft objects. Matthias Müller 0001, Miles Macklin, Nuttapong Chentanez, Stefan Jeschke, Tae-Yong Kim 0001 |
Comput. Graph. Forum | 1 |
| 2019 | Non-smooth Newton Methods for Deformable Multi-body DynamicsabstractWe present a framework for the simulation of rigid and deformable bodies in the presence of contact and friction. Our method is based on a non-smooth Newton iteration that solves the underlying nonlinear complementarity problems (NCPs) directly. This approach allows us to support nonlinear dynamics models, including hyperelastic deformable bodies and articulated rigid mechanisms, coupled through a smooth isotropic friction model. The fixed-point nature of our method means it requires only the solution of a symmetric linear system as a building block. We propose a new complementarity preconditioner for NCP functions that improves convergence, and we develop an efficient GPU-based solver based on the conjugate residual (CR) method that is suitable for interactive simulations. We show how to improve robustness using a new geometric stiffness approximation and evaluate our method’s performance on a number of robotics simulation scenarios, including dexterous manipulation and training using reinforcement learning. Miles Macklin, Kenny Erleben, Matthias Müller 0001, Nuttapong Chentanez, Stefan Jeschke, Viktor Makoviychuk |
ACM Trans. Graph. | 3 |
| 2018 | Physics-based motion capture imitation with deep reinforcement learningabstractWe introduce a deep reinforcement learning method that learns to control articulated humanoid bodies to imitate given target motions closely when simulated in a physics simulator. The target motion, which may not have been seen by the agent and can be noisy, is supplied at runtime. Our method can recover balance from moderate external disturbances and keep imitating the target motion. When subjected to large disturbances that cause the humanoid to fall down, our method can control the character to get up and recover to track the motion. Our method is trained to imitate the mocap clips from the CMU motion capture database and a number of other publicly available databases. We use a state-of-the-art deep reinforcement learning algorithm to learn to dynamically control the gain of PD controllers, whose target angles are derived from the mocap clip and to apply corrective torques with the goal of imitating the provided motion clip as closely as possible. Both the simulation and the learning algorithms are parallelized and run on the GPU. We demonstrate that the proposed method can control the character to imitate a wide variety of motions such as running, walking, dancing, jumping, kicking, punching, standing up, and so on. Nuttapong Chentanez, Matthias Müller 0001, Miles Macklin, Viktor Makoviychuk, Stefan Jeschke |
MIG | 2 |
| 2018 | Cable JointsabstractAbstract Robustly and efficiently simulating cables and ropes that are part of a larger system such as cable driven machines, cable cars or tendons in a human or robot is a challenging task. To be able to adapt to the environment, cables are typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this approach are to satisfy the inextensibility constraint and to handle the typically large mass ratio between the small segments and the larger objects they connect. In this paper we present a new approach which solves these problems in a simple and effective way. Our method is based on the idea to simulate the effect of the cables instead of the cables themselves. To this end we propose a new special type of distance constraint we call cable joint that changes both its attachment points and its rest length dynamically. A cable connecting a series of objects is then modeled as a sequence of cable joints which reduces the complexity of the simulation from the order of the number of segments to just the number of connected objects. This makes simulations both faster and more robust as we will demonstrate on a variety of examples. Matthias Müller 0001, Nuttapong Chentanez, Stefan Jeschke, Miles Macklin |
Comput. Graph. Forum | 1 |
| 2018 | Water surface waveletsabstractThe current state of the art in real-time two-dimensional water wave simulation requires developers to choose between efficient Fourier-based methods, which lack interactions with moving obstacles, and finite-difference or finite element methods, which handle environmental interactions but are significantly more expensive. This paper attempts to bridge this long-standing gap between complexity and performance, by proposing a new wave simulation method that can faithfully simulate wave interactions with moving obstacles in real time while simultaneously preserving minute details and accommodating very large simulation domains. Previous methods for simulating 2D water waves directly compute the change in height of the water surface, a strategy which imposes limitations based on the CFL condition (fast moving waves require small time steps) and Nyquist's limit (small wave details require closely-spaced simulation variables). This paper proposes a novel wavelet transformation that discretizes the liquid motion in terms of amplitude-like functions that vary over space, frequency, and direction , effectively generalizing Fourier-based methods to handle local interactions. Because these new variables change much more slowly over space than the original water height function, our change of variables drastically reduces the limitations of the CFL condition and Nyquist limit, allowing us to simulate highly detailed water waves at very large visual resolutions. Our discretization is amenable to fast summation and easy to parallelize. We also present basic extensions like pre-computed wave paths and two-way solid fluid coupling. Finally, we argue that our discretization provides a convenient set of variables for artistic manipulation, which we illustrate with a novel wave-painting interface. Stefan Jeschke, Tomás Skrivan, Matthias Müller 0001, Nuttapong Chentanez, Miles Macklin, Christopher Wojtan |
ACM Trans. Graph. | 3 |
| 2016 | XPBD: position-based simulation of compliant constrained dynamicsabstractWe address the long-standing problem of iteration count and time step dependent constraint stiffness in position-based dynamics (PBD). We introduce a simple extension to PBD that allows it to accurately and efficiently simulate arbitrary elastic and dissipative energy potentials in an implicit manner. In addition, our method provides constraint force estimates, making it applicable to a wider range of applications, such those requiring haptic user-feedback. We compare our algorithm to more expensive non-linear solvers and find it produces visually similar results while maintaining the simplicity and robustness of the PBD method. Miles Macklin, Matthias Müller 0001, Nuttapong Chentanez |
MIG | 2 |
| 2016 | A robust method to extract the rotational part of deformationsabstractWe present a novel algorithm to extract the rotational part of an arbitrary 3 X 3 matrix. This problem lies at the core of two popular simulation methods in computer graphics, the co-rotational Finite Element Method and Shape Matching techniques. In contrast to the traditional method based on polar decomposition, degenerate configurations and inversions are handled robustly and do not have to be treated in a special way. In addition, our method can be implemented with only a few lines of code without branches which makes it particularly well suited for GPU-based applications. We demonstrate the robustness, coherence and efficiency of our method by comparing it to stabilized polar decomposition in several simulation scenarios. Matthias Müller 0001, Jan Bender, Nuttapong Chentanez, Miles Macklin |
MIG | 1 |
| 2016 | Simulating visual geometryabstractIn computer graphics, simulated objects typically have two or three different representations, a visual mesh, a simulation mesh and a collection of convex shapes for collision handling. Using multiple representations requires skilled authoring and complicates object handing at run time. It can also produce visual artifacts such as a mismatch of collision behavior and visual appearance. The reason for using multiple representation has been performance restrictions in real time environments. However, for virtual worlds, we believe that the ultimate goal must be WYSIWYS -- what you see is what you simulate, what you can manipulate, what you can touch. Matthias Müller 0001, Nuttapong Chentanez, Miles Macklin |
MIG | 1 |
| 2016 | GPU accelerated grid-free surface tracking
Nuttapong Chentanez, Matthias Müller 0001, Miles Macklin |
Comput. Graph. | 2 |
| 2015 | Fast grid-free surface trackingabstractWe present a novel explicit surface tracking method. Its main advantage over existing approaches is the fact that it is both completely grid-free and fast which makes it ideal for the use in large unbounded domains. A further advantage is that its running time is less sensitive to temporal variations of the input mesh than existing approaches. In terms of performance, the method provides a good trade-off point between speed and quality. The main idea behind our approach to handle topological changes is to delete all overlapping triangles and to fill or join the resulting holes in a robust and efficient way while guaranteeing that the output mesh is both manifold and without boundary. We demonstrate the flexibility, speed and quality of our method in various applications such as Eulerian and Lagrangian liquid simulations and the simulation of solids under large plastic deformations. Nuttapong Chentanez, Matthias Müller 0001, Miles Macklin, Tae-Yong Kim 0001 |
ACM Trans. Graph. | 2 |
| 2015 | Air meshes for robust collision handlingabstractWe propose a new method for both collision detection and collision response geared towards handling complex deformable objects in close contact. Our method does not miss collision events between time steps and solves the challenging problem of untangling automatically and robustly. It is conceptually simple and straight forward to parallelize due to the regularity of the algorithm. The main idea is to tessellate the air between objects once before the simulation and by considering one unilateral constraint per element that prevents its inversion during the simulation. If large relative rotations and translations are present in the simulation, an additional dynamic mesh optimization step is needed to prevent mesh locking. This step is fast in 2D and allows the simulation of arbitrary scenes. Because mesh optimization is expensive in 3D, however, the method is best suited for the subclass of 3D scenarios in which relative motions are limited. This subclass contains two important problems, namely the simulation of multi-layered clothing and tissue on animated characters. Matthias Müller 0001, Nuttapong Chentanez, Tae-Yong Kim 0001, Miles Macklin |
ACM Trans. Graph. | 1 |
| 2015 | Coupling 3D Eulerian, Heightfield and Particle Methods for Interactive Simulation of Large Scale Liquid PhenomenaabstractWe propose a new method to simulate large scale water phenomena by combining particle, 3D grid and height field methods. In contrast to most hybrid approaches that use particles to simulate foam and spray only, we also represent the bulk of water near the surface with both particles and a grid depending on the regions of interest and switch between those two representations during the course of the simulation. For the coupling we leverage the recent idea of tracking the water surface with a density field in grid based methods. Combining particles and a grid simulation then amounts to adding the density field of the particles and the one stored on the grid. For open scenes, we simulate the water outside of the 3D grid domain by solving the Shallow Water Equations on a height field. We propose new methods to couple these two domains such that waves travel naturally across the border. We demonstrate the effectiveness of our approach in various scenarios including a whale breaching simulation, all running in real-time or at interactive rates. Nuttapong Chentanez, Matthias Müller 0001, Tae-Yong Kim 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2014 | A Survey on Position-Based Simulation Methods in Computer GraphicsabstractAbstract The dynamic simulation of mechanical effects has a long history in computer graphics. The classical methods in this field discretize Newton's second law in a variety of Lagrangian or Eulerian ways, and formulate forces appropriate for each mechanical effect: joints for rigid bodies; stretching, shearing or bending for deformable bodies and pressure, or viscosity for fluids, to mention just a few. In the last years, the class of position‐based methods has become popular in the graphics community. These kinds of methods are fast, stable and controllable which make them well‐suited for use in interactive environments. Position‐based methods are not as accurate as force‐based methods in general but they provide visual plausibility. Therefore, the main application areas of these approaches are virtual reality, computer games and special effects in movies. This state‐of‐the‐art report covers the large variety of position‐based methods that were developed in the field of physically based simulation. We will introduce the concept of position‐based dynamics, present dynamic simulation based on shape matching and discuss data‐driven upsampling approaches. Furthermore, we will present several applications for these methods. Jan Bender, Matthias Müller 0001, Miguel A. Otaduy, Matthias Teschner, Miles Macklin |
Comput. Graph. Forum | 2 |
| 2014 | Unified particle physics for real-time applicationsabstractWe present a unified dynamics framework for real-time visual effects. Using particles connected by constraints as our fundamental building block allows us to treat contact and collisions in a unified manner, and we show how this representation is flexible enough to model gases, liquids, deformable solids, rigid bodies and cloth with two-way interactions. We address some common problems with traditional particle-based methods and describe a parallel constraint solver based on position-based dynamics that is efficient enough for real-time applications. Miles Macklin, Matthias Müller 0001, Nuttapong Chentanez, Tae-Yong Kim 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Mass-Conserving Eulerian Liquid SimulationabstractWe present a GPU friendly, Eulerian, free surface fluid simulation method that conserves mass locally and globally without the use of Lagrangian components. Local mass conservation prevents small-scale details of the free surface from disappearing, a problem that plagues many previous approaches, while global mass conservation ensures that the total volume of the liquid does not decrease over time. Our method handles moving solid boundaries as well as cells that are partially filled with solids. Due to its stability, it allows the use of large time steps that makes it suitable for both offline and real-time applications. We achieve this by using density-based surface tracking with a novel, unconditionally stable, conservative advection scheme. We also propose mass conserving methods to sharpen the interface and to reveal subgrid features of the liquid. While our approach conserves mass, volume loss is still possible but only temporarily. With constant mass, local volume loss causes a local increase of the density used for surface tracking which we detect and correct over time. We show the effectiveness of the proposed methods in several practical examples all running either at interactive rates or in real time. Nuttapong Chentanez, Matthias Müller 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Position based fluidsabstractIn fluid simulation, enforcing incompressibility is crucial for realism; it is also computationally expensive. Recent work has improved efficiency, but still requires time-steps that are impractical for real-time applications. In this work we present an iterative density solver integrated into the Position Based Dynamics framework (PBD). By formulating and solving a set of positional constraints that enforce constant density, our method allows similar incompressibility and convergence to modern smoothed particle hydro-dynamic (SPH) solvers, but inherits the stability of the geometric, position based dynamics method, allowing large time steps suitable for real-time applications. We incorporate an artificial pressure term that improves particle distribution, creates surface tension, and lowers the neighborhood requirements of traditional SPH. Finally, we address the issue of energy loss by applying vorticity confinement as a velocity post process. Miles Macklin, Matthias Müller 0001 |
ACM Trans. Graph. | 2 |
| 2013 | Real time dynamic fracture with volumetric approximate convex decompositionsabstractWe propose a new fast, robust and controllable method to simulate the dynamic destruction of large and complex objects in real time. The common method for fracture simulation in computer games is to pre-fracture models and replace objects by their pre-computed parts at run-time. This popular method is computationally cheap but has the disadvantages that the fracture pattern does not align with the impact location and that the number of hierarchical fracture levels is fixed. Our method allows dynamic fracturing of large objects into an unlimited number of pieces fast enough to be used in computer games. We represent visual meshes by volumetric approximate convex decompositions (VACD) and apply user-defined fracture patterns dependent on the impact location. The method supports partial fracturing meaning that fracture patterns can be applied locally at multiple locations of an object. We propose new methods for computing a VACD, for approximate convex hull construction and for detecting islands in the convex decomposition after partial destruction in order to determine support structures. Matthias Müller 0001, Nuttapong Chentanez, Tae-Yong Kim 0001 |
ACM Trans. Graph. | 1 |
| 2012 | A Multigrid Fluid Pressure Solver Handling Separating Solid Boundary ConditionsabstractWe present a multigrid method for solving the linear complementarity problem (LCP) resulting from discretizing the Poisson equation subject to separating solid boundary conditions in an Eulerian liquid simulation’s pressure projection step. The method requires only a few small changes to a multigrid solver for linear systems. Our generalized solver is fast enough to handle 3D liquid simulations with separating boundary conditions in practical domain sizes. Previous methods could only handle relatively small 2D domains in reasonable time, because they used expensive quadratic programming (QP) solvers. We demonstrate our technique in several practical scenarios, including nonaxis-aligned containers and moving solids in which the omission of separating boundary conditions results in disturbing artifacts of liquid sticking to solids. Our measurements show, that the convergence rate of our LCP solver is close to that of a standard multigrid solver. Nuttapong Chentanez, Matthias Müller 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Real-time Eulerian water simulation using a restricted tall cell gridabstractWe present a new Eulerian fluid simulation method, which allows real-time simulations of large scale three dimensional liquids. Such scenarios have hitherto been restricted to the domain of off-line computation. To reduce computation time we use a hybrid grid representation composed of regular cubic cells on top of a layer of tall cells. With this layout water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing effort on the area near the surface where it most matters. Additionally, we optimized the grid representation for a GPU implementation of the fluid solver. To further accelerate the simulation, we introduce a specialized multi-grid algorithm for solving the Poisson equation and propose solver modifications to keep the simulation stable for large time steps. We demonstrate the efficiency of our approach in several real-world scenarios, all running above 30 frames per second on a modern GPU. Some scenes include additional features such as two-way rigid body coupling as well as particle representations of sub-grid detail. Nuttapong Chentanez, Matthias Müller 0001 |
ACM Trans. Graph. | 2 |
| 2011 | Solid simulation with oriented particlesabstractWe propose a new fast and robust method to simulate various types of solid including rigid, plastic and soft bodies as well as one, two and three dimensional structures such as ropes, cloth and volumetric objects. The underlying idea is to use oriented particles that store rotation and spin, along with the usual linear attributes, i.e. position and velocity. This additional information adds substantially to traditional particle methods. First, particles can be represented by anisotropic shapes such as ellipsoids, which approximate surfaces more accurately than spheres. Second, shape matching becomes robust for sparse structures such as chains of particles or even single particles because the undefined degrees of freedom are captured in the rotational states of the particles. Third, the full transformation stored in the particles, including translation and rotation, can be used for robust skinning of graphical meshes and for transforming plastic deformations back into the rest state. Matthias Müller 0001, Nuttapong Chentanez |
ACM Trans. Graph. | 1 |
| 2007 | Real-time BreakingWaves for Shallow Water SimulationsabstractWe present a new method for enhancing shallow water simulations by the effect of overturning waves. While full 3D fluid simulations can capture the process of wave breaking, this is beyond the capabilities of a pure height field model. 3D simulations, however, are still too expensive for real-time applications, especially when large bodies of water need to be simulated. The extension we propose overcomes this problem and makes it possible to simulate scenes such as waves near a beach, and surf riding characters in real-time. In a first step, steep wave fronts in the height field are detected and marked by line segments. These segments then spawn sheets of fluid represented by connected particles. When the sheets impinge on the water surface, they are absorbed and result in the creation of particles representing drops and foam. To enable interesting applications, we furthermore present a two-way coupling of rigid bodies with the fluid simulation. The capabilities and efficiency of the method will be demonstrated with several scenes, which run in real-time on today's commodity hardware. Nils Thürey, Matthias Müller 0001, Simon Schirm, Markus Gross 0001 |
PG | 2 |
| 2007 | Position based dynamics
Matthias Müller 0001, Bruno Heidelberger, Marcus Hennix, John Ratcliff |
J. Vis. Commun. Image Represent. | 1 |
| 2006 | Physically Based Deformable Models in Computer GraphicsabstractAbstract Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich have been addressed, thereby making these models interesting and useful for both offline and real‐time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research. Andrew Nealen, Matthias Müller 0001, Richard Keiser, Eddy Boxerman, Mark T. Carlson |
Comput. Graph. Forum | 2 |
| 2005 | Meshless deformations based on shape matchingabstractWe present a new approach for simulating deformable objects. The underlying model is geometrically motivated. It handles pointbased objects and does not need connectivity information. The approach does not require any pre-processing, is simple to compute, and provides unconditionally stable dynamic simulations.The main idea of our deformable model is to replace energies by geometric constraints and forces by distances of current positions to goal positions. These goal positions are determined via a generalized shape matching of an undeformed rest state with the current deformed state of the point cloud. Since points are always drawn towards well-defined locations, the overshooting problem of explicit integration schemes is eliminated. The versatility of the approach in terms of object representations that can be handled, the efficiency in terms of memory and computational complexity, and the unconditional stability of the dynamic simulation make the approach particularly interesting for games. Matthias Müller 0001, Bruno Heidelberger, Matthias Teschner, Markus Gross 0001 |
ACM Trans. Graph. | 1 |
| 2004 | Physically-Based Simulation of Objects Represented by Surface MeshesabstractObjects and scenes in virtual worlds such as 3D computer games are typically represented by polygonal surface meshes. On the other hand, physically-based simulations of deformations or fracture effects require volumetric representations such as tetrahedral meshes. In this paper we propose techniques to generate volumetric meshes dynamically for objects represented by surface meshes allowing the simulation of physical effects such as motion, deformation and fracture. We use the finite element method based on cubical elements of uniform size. Regular cube meshes have several advantages over geometrically more complex representations. Because of their simplicity, cube meshes can be generated quickly by voxelizing objects while neither geometry nor stiffness information needs to be stored explicitly. The low memory consumption makes physically-based animation possible for large scenes even on game consoles. We animate the original high resolution surface mesh by coupling it to the underlying volumetric mesh. This way, the regular structure of the volumetric mesh is hidden from the user. We also propose a technique to fracture the surface mesh along with the cube mesh which keeps the surface watertight and results in realistic fracture patterns Matthias Müller 0001, Matthias Teschner, Markus Gross 0001 |
Computer Graphics International | 1 |
| 2004 | A Versatile and Robust Model for Geometrically Complex Deformable SolidsabstractWe present a versatile and robust model for geometrically complex deformable solids. Our approach can be applied to deformable tetrahedral meshes and to deformable triangle meshes. The model considers elastic and plastic deformation. It handles a large variety of material properties ranging from stiff to fluid-like behavior. Due to the computational efficiency of our approach, complex environments consisting of up to several thousand primitives can be simulated at interactive speed. The presented approach to deformable modeling is part of a simulation environment with integrated collision handling for tetrahedral meshes. For visualization purposes, tetrahedral meshes can be coupled with high-resolution surface meshes. Results are presented for deformable tetrahedral meshes and for deformable triangle meshes which are used to represent cloth and discrete shells. Matthias Teschner, Bruno Heidelberger, Matthias Müller 0001, Markus Gross 0001 |
Computer Graphics International | 3 |
| 2004 | Interactive Virtual Materials
Matthias Müller 0001, Markus Gross 0001 |
Graphics Interface | 1 |
| 2004 | Interaction of fluids with deformable solidsabstractAbstract In this paper, we present a method for simulating the interaction of fluids with deformable solids. The method is designed for the use in interactive systems such as virtual surgery simulators where the real‐time interplay of liquids and surrounding tissue is important. In computer graphics, a variety of techniques have been proposed to model liquids and deformable objects at interactive rates. As important as the plausible animation of these substances is the fast and stable modeling of their interaction. The method we describe in this paper models the exchange of momentum between Lagrangian particle‐based fluid models and solids represented by polygonal meshes. To model the solid‐fluid interaction we use virtual boundary particles. They are placed on the surface of the solid objects according to Gaussian quadrature rules allowing the computation of smooth interaction potentials that yield stable simulations. We demonstrate our approach in an interactive simulation environment for fluids and deformable solids. Copyright © 2004 John Wiley & Sons, Ltd. Matthias Müller 0001, Simon Schirm, Matthias Teschner, Bruno Heidelberger, Markus Gross 0001 |
Comput. Animat. Virtual Worlds | 1 |