VLDB 2026 Research / reviewers in the wild / expert
Huamin Wang 0001
dblp:50/4499-1
· DBLP profile ↗
64ranked-venue papers
13as first author
26since 2021 · last 2026
0000-0002-8153-2337ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 64 · 13 first-author · 26 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Real Garment Benchmark (RGBench): A Comprehensive Benchmark for Robotic Garment Manipulation Featuring a High-Fidelity Scalable SimulatorabstractWhile there has been significant progress to use simulated data to learn robotic manipulation of rigid objects, applying its success to deformable objects has been hindered by the lack of both deformable object models and realistic non-rigid body simulators. In this paper, we present Real Garment Benchmark (RGBench), a comprehensive benchmark for robotic manipulation of garments. It features a diverse set of over 6000 garment mesh models, a new high-performance simulator, and a comprehensive protocol to evaluate garment simulation quality with carefully measured real garment dynamics. Our experiments demonstrate that our simulator outperforms currently available cloth simulators by a large margin, reducing simulation error by 20% while maintaining a speed of 3 times faster. We will publicly release RGBench to accelerate future research in robotic garment manipulation. Wenkang Hu, Xincheng Tang, Yanzhi E, Zhengjie Shu, Wei Li 0111, Huamin Wang 0001, Ruigang Yang |
AAAI | 7 |
| 2026 | Heterogeneous Subspace Corrections for GPU Deformable Multibody DynamicsabstractSimulating heterogeneous multibody systems with both deformable and stiff components remains a challenge for GPU solvers. While Newton-Krylov methods are popular for their matrix-free nature and good GPU compatibility, they often suffer from severe ill-conditioning and slow convergence when handling stiff contacts and material disparities in deformable multibody systems. In this paper, we present Heterogeneous Subspace Corrections (HSC), a novel Newton-CG variant to efficiently simulate such complex systems. HSC decouples the system into two Krylov iterations: a Newton-CG procedure for deformable bodies and a Neumann-based iteration for the affine subsystem. We introduce a GPU-based Adaptive Cross Approximation (ACA) algorithm to exploit the low-rank nature of the coupling matrices, which manages to reduce the overhead of sparse matrix-vector multiplications substantially on the GPU. For the affine subsystem, we propose a dedicated data structure for fast assembling contact Hessians in parallel. A variety of experimental results demonstrate that our framework consistently outperforms existing GPU simulators, achieving convergence rates comparable to direct solvers even in scenes with high-resolution models and extensive stiff contacts. Dewen Guo, Zhendong Wang 0001, Minchen Li, Sheng Li 0008, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2026 | Interactive Yarn-level Knitwear with Nested Douglas-Rachford SplittingabstractWhile yarn-level garments offer rich dynamic details and compelling visual realism compared to triangle-based models, their wide adoption is hindered by the immense computational cost due to the presence of a large number of degrees of freedom (DOFs). This paper proposes a novel simulation framework designed to enhance the performance and stability for numerical simulation of nonlinear, non-convex, and high-resolution knitwear. Our method generalizes the Douglas-Rachford Splitting (DRS) scheme to resolve the non-convex coupling between stretching, shearing, bending, twisting, and contacting at each yarn thread. A key contribution is a nested decomposition strategy that decouples the non-convex variational energy into independent and convex sub-problems. Such convexification improves solver robustness and removes the necessity for frequent line searches. We provide a theoretically grounded strategy for metric selection for each sub-problem, derived from an analysis of the convergence guarantee of DRS. Consequently, our method achieves close-to-optimal convergence along the nonlinear iterations rather than relying on ad-hoc parameter tuning. The paper also clarifies a formal connection between our generalized DRS and the ADMM (Alternating Direction Method of Multipliers) framework, extending the applicability of our analysis to a broader set of constrained dynamics problems. Experimental results demonstrate that our method robustly handles complex knitwear simulation scenes with superior efficiency, stability, and physical fidelity compared to existing methods. With a matrix-free GPU parallelization, our method allows an interactive simulation rate of knitwear of multi-million DOFs. Chun Yuan 0001, Haoyang Shi, Dewen Guo, Huamin Wang 0001, Chenfanfu Jiang, Zherong Pan, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 5 |
| 2026 | CAN: A Curvature-Aware Nesterov Optimizer for Fast Elastic Simulation With Topological ChangesabstractFast simulation of elastic bodies is fundamental to computer graphics, yet current leading methods have a key limitation: they require fixed mesh connectivity. Existing methods leverage this assumption to achieve high performance but fail during topological changes such as cutting, fracturing, or merging. We present CAN, a novel optimizer that fundamentally decouples simulation acceleration from mesh topology. CAN introduces two Hessian-free, curvature-aware components: a Curvature-Aware Momentum (CAM) scheme that prevents overshooting by adaptively decaying momentum based on local gradient variations, and a Curvature-Aware Line Search (CALS) that provides high-quality step sizes via efficient directional curvature approximations. Since CAN relies solely on per-vertex, historical information, it is inherently parallel and topology-agnostic. We demonstrate that CAN achieves superior convergence compared to prior works across a wide range of dynamic-topology scenarios without any precomputation tied to connectivity, establishing a new paradigm for robust and efficient physics-based animation. Yuxiong Qin, Huamin Wang 0001, Qingfu Zhang 0001, Zhongkai Zhang 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | GarmentDreamer: 3DGS Guided Garment Synthesis with Diverse Geometry and Texture DetailsabstractTraditional 3D garment creation is labor-intensive, involving sketching, modeling, UV mapping, and texturing, which are time-consuming and costly. Recent advances in diffusion-based generative models have enabled new possibilities for 3D garment generation from text prompts, images, and videos. However, existing methods either suffer from inconsistencies among multi-view images or require additional processes to separate cloth from the underlying human model. In this paper, we propose GarmentDreamer, a novel method that leverages 3D Gaussian Splatting (GS) as guidance to generate wearable, simulation-ready 3D garment meshes from text prompts. In contrast to using multi-view images directly predicted by generative models as guidance, our 3DGS guidance ensures consistent optimization in both garment deformation and texture synthesis. Our method introduces a novel garment augmentation module, guided by normal and RGBA information, and employs implicit Neural Texture Fields (NeTF) combined with Variational Score Distillation (VSD) to generate diverse geometric and texture details. We validate the effectiveness of our approach through comprehensive qualitative and quantitative experiments, showcasing the superior performance of GarmentDreamer over state-of-the-art alternatives11Demos and codes are available at https://xuan-li.github.io/GarmentDreamerDemo/. Boqian Li, Xuan Li 0015, Tianyi Xie, Feng Gao 0013, Huamin Wang 0001, Yin Yang 0002, Chenfanfu Jiang |
3DV | 6 |
| 2025 | Design2GarmentCode: Turning Design Concepts to Tangible Garments Through Program SynthesisabstractSewing patterns, the essential blueprints for fabric cutting and tailoring, act as a crucial bridge between design concepts and producible garments. However, existing uni-modal sewing pattern generation models struggle to effectively encode complex design concepts with a multimodal nature and correlate them with vectorized sewing patterns that possess precise geometric structures and intricate sewing relations. In this work, we propose a novel sewing pattern generation approach Design2GarmentCode based on Large Multimodal Models (LMMs), to generate parametric pattern-making programs from multi-modal design concepts. LMM offers an intuitive interface for interpreting diverse design inputs, while pattern-making programs could serve as well-structured and semantically meaningful representations of sewing patterns, and act as a robust bridge connecting the cross-domain pattern-making knowledge embedded in LMMs with vectorized sewing patterns. Experimental results demonstrate that our method can flexibly handle various complex design expressions such as images, textual descriptions, designer sketches, or their combinations, and convert them into size-precise sewing patterns with correct stitches. Compared to previous methods, our approach significantly enhances training efficiency, generation quality, and authoring flexibility. Project page: https://style3d.github.io/design2garmentcode. Ruiyang Liu, Chen Liu 0012, Gaofeng He, Yong-Lu Li 0001, Xiaogang Jin 0001, Huamin Wang 0001 |
CVPR | 7 |
| 2025 | Efficient Object Reconstruction with Differentiable Area Light ShadingabstractIn 3D object reconstruction from photographs, estimating material properties is challenging. We propose an inverse rendering method that uses active area lighting: as this provides a wider range of lighting angles per photo than point lighting, material reconstruction can be more accurate for the same number of photos. We compare area light shading with point lighting. With either mesh or 3D Gaussian splatting pipelines, area lighting can improve BRDF reconstruction and leads to +3 dB relighting PSNR over point lights, or need only \(\nicefrac {1}{5}\) of the input photos for the same quality. We also compare area light shading with Monte Carlo ray tracing and with differential linearly transformed cosines (LTC) plus shadow visibility weighting. LTC can be faster, improving optimization times by 25%. In SOTA method-level comparisons, our approach improves material reconstruction, particularly for material roughness, leading to superior relighting quality. Yaoan Gao, Jiamin Xu, James Tompkin 0001, Qi Wang 0111, Hujun Bao, Yujun Shen, Huamin Wang 0001, Changqing Zou, Weiwei Xu 0003 |
SIGGRAPH Asia | 8 |
| 2025 | Progressive Outfit Assembly and Instantaneous Pose TransferabstractWith the rise of digital fashion, reusing high-quality garment assets to assemble new outfits has become increasingly important for improving design efficiency and reducing production costs. However, combining multiple garments often introduces complex inter-garment intersections that are difficult to resolve. In this paper, we propose a novel framework that introduces a midsurface representation to simplify multilayered garments for intersection-free outfit assembly. Each garment is approximated by a watertight tetrahedral enclosure, enabling efficient resolution of inter-garment collisions on the midsurface level. To assemble an outfit, our method progressively untangles pairs of single-layer midsurfaces and incrementally constructs a merged midsurface. To recover the intersection-free full geometry from these deformed midsurfaces and enable instantaneous transfer across different poses, we uses embedded anchors to drive inversion-free deformation of enclosing tetrahedral cages. Through various examples, we demonstrate that our method provides a scalable and automated solution for virtual outfit coordination, enabling the direct reuse of garment assets in high-fidelity, collision-free digital fashion workflows. Dewen Guo, Zhendong Wang 0001, Zegao Liu, Sheng Li 0008, Yin Yang 0002, Huamin Wang 0001 |
SIGGRAPH Asia | 7 |
| 2025 | JGS2: Near Second-order Converging Jacobi/Gauss-Seidel for GPU ElastodynamicsabstractIn parallel simulation, convergence and parallelism are often seen as inherently conflicting objectives. Improved parallelism typically entails lighter local computation and weaker coupling, which unavoidably slow the global convergence. This paper presents a novel GPU algorithm that achieves convergence rates comparable to fullspace Newton's method while maintaining good parallelizability just like the Jacobi method. Our approach is built on a key insight into the phenomenon of overshoot. Overshoot occurs when a local solver aggressively minimizes its local energy without accounting for the global context, resulting in a local update that undermines global convergence. To address this, we derive a theoretically second-order optimal solution to mitigate overshoot. Furthermore, we adapt this solution into a pre-computable form. Leveraging Cubature sampling, our runtime cost is only marginally higher than the Jacobi method, yet our algorithm converges nearly quadratically as Newton's method. We also introduce a novel full-coordinate formulation for more efficient pre-computation. Our method integrates seamlessly with the incremental potential contact method and achieves second-order convergence for both stiff and soft materials. Experimental results demonstrate that our approach delivers high-quality simulations and outperforms state-of-the-art GPU methods with 50× to 100× better convergence. Lei Lan, Chun Yuan 0001, Weiwei Xu 0003, Hao Su 0001, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2025 | GarmageNet: A Multimodal Generative Framework for Sewing Pattern Design and Generic Garment ModelingabstractRealistic digital garment modeling remains a labor-intensive task due to the intricate process of translating 2D sewing patterns into high-fidelity, simulation-ready 3D garments. We introduce GarmageNet , a unified generative framework that automates the creation of 2D sewing patterns, the construction of sewing relationships, and the synthesis of 3D garment initializations compatible with physics-based simulation. Central to our approach is Garmage , a novel garment representation that encodes each panel as a structured geometry image, effectively bridging the semantic and geometric gap between 2D structural patterns and 3D garment geometries. Followed by GarmageNet , a latent diffusion transformer to synthesize panel-wise geometry images and GarmageJigsaw , a neural module for predicting point-to-point sewing connections along panel contours. To support training and evaluation, we build GarmageSet , a large-scale dataset comprising 14,801 professionally designed garments with detailed structural and style annotations. Our method demonstrates versatility and efficacy across multiple application scenarios, including scalable garment generation from multi-modal design concepts (text prompts, sketches, photographs), automatic modeling from raw flat sewing patterns, pattern recovery from unstructured point clouds, and progressive garment editing using conventional instructions, laying the foundation for fully automated, production-ready pipelines in digital fashion. Refer to our project page for open-sourced code and dataset. Ruiyang Liu, Chen Liu 0012, Zhendong Wang 0001, Gaofeng He, Yong-Lu Li 0001, Xiaogang Jin 0001, Huamin Wang 0001 |
ACM Trans. Graph. | 8 |
| 2025 | High-performance CPU Cloth Simulation Using Domain-decomposed Projective DynamicsabstractWhenever the concept of high-performance cloth simulation is brought up, GPU acceleration is almost always the first that comes to mind. Leveraging immense parallelization, GPU algorithms have demonstrated significant success recently, whereas CPU methods are somewhat overlooked. Indeed, the need for an efficient CPU simulator is evident and pressing. In many scenarios, high-end GPUs may be unavailable or are already allocated to other tasks, such as rendering and shading. A high-performance CPU alternative can greatly boost the overall system capability and user experience. Inspired by this demand, this paper proposes a CPU algorithm for high-resolution cloth simulation. By partitioning the garment model into multiple (but not massive) sub-meshes or domains, we assign per-domain computations to individual CPU processors. Borrowing the idea of projective dynamics that breaks the computation into global and local steps, our key contribution is a new parallelization paradigm at domains for both global and local steps so that domain-level calculations are sequential and lightweight. The CPU has much fewer processing units than a GPU. Our algorithm mitigates this disadvantage by wisely balancing the scale of the parallelization and convergence. We validate our method in a wide range of simulation problems involving high-resolution garment models. Performance-wise, our method is at least one order faster than existing CPU methods, and it delivers a similar performance compared with the state-of-the-art GPU algorithms in many examples, but without using a GPU. Lei Lan, Huamin Wang 0001, Yuko Ishiwaka, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 4 |
| 2025 | One-shot Embroidery Customization via Contrastive LoRA ModulationabstractDiffusion models have significantly advanced image manipulation techniques, and their ability to generate photorealistic images is beginning to transform retail workflows, particularly in presale visualization. Beyond artistic style transfer, the capability to perform fine-grained visual feature transfer is becoming increasingly important. Embroidery is a textile art form characterized by intricate interplay of diverse stitch patterns and material properties, which poses unique challenges for existing style transfer methods. To explore the customization for such fine-grained features, we propose a novel contrastive learning framework that disentangles fine-grained style and content features with a single reference image, building on the classic concept of image analogy. We first construct an image pair to define the target style, and then adopt a similarity metric based on the decoupled representations of pretrained diffusion models for style-content separation. Subsequently, we propose a two-stage contrastive LoRA modulation technique to capture fine-grained style features. In the first stage, we iteratively update the whole LoRA and the selected style blocks to initially separate style from content. In the second stage, we design a contrastive learning strategy to further decouple style and content through self-knowledge distillation. Finally, we build an inference pipeline to handle image or text inputs with only the style blocks. To evaluate our method on fine-grained style transfer, we build a benchmark for embroidery customization. Our approach surpasses prior methods on this task and further demonstrates strong generalization to three additional domains: artistic style transfer, sketch colorization, and appearance transfer. Our project is available at: https://style3d.github.io/embroidery_customization. Qian He 0001, Gaofeng He, Huang Cheng, Chen Liu 0012, Xiaogang Jin 0001, Huamin Wang 0001 |
ACM Trans. Graph. | 7 |
| 2024 | Efficient GPU Cloth Simulation with Non-distance Barriers and Subspace ReuseabstractThis paper pushes the performance of cloth simulation, making the simulation interactive even for high-resolution garment models while keeping every triangle untangled. The penetration-free guarantee is inspired by the interior point method, which converts the inequality constraints to barrier potentials. We propose a major overhaul of this modality within the projective dynamics framework by leveraging an adaptive weighting mechanism inspired by barrier formulation. This approach does not depend on the distance between mesh primitives, but on the virtual life span of a collision event and thus keeps all the vertices within feasible region. Such a non-distance barrier model allows a new way to integrate collision resolution into the simulation pipeline. Another contributor to the performance boost comes from the subspace reuse strategy. This is based on the observation that low-frequency strain propagation is near orthogonal to the deformation induced by collisions or self-collisions, often of high frequency. Subspace reuse then takes care of low-frequency residuals, while high-frequency residuals can also be effectively smoothed by GPU-based iterative solvers. We show that our method outperforms existing fast cloth simulators by at least one order while producing high-quality animations of high-resolution models. Lei Lan, Jingyi Long, Chun Yuan 0001, Xuan Li 0015, Xiaowei He 0004, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2024 | Automatic Digital Garment Initialization from Sewing PatternsabstractThe rapid advancement of digital fashion and generative AI technology calls for an automated approach to transform digital sewing patterns into well-fitted garments on human avatars. When given a sewing pattern with its associated sewing relationships, the primary challenge is to establish an initial arrangement of sewing pieces that is free from folding and intersections. This setup enables a physics-based simulator to seamlessly stitch them into a digital garment, avoiding undesirable local minima. To achieve this, we harness AI classification, heuristics, and numerical optimization. This has led to the development of an innovative hybrid system that minimizes the need for user intervention in the initialization of garment pieces. The seeding process of our system involves the training of a classification network for selecting seed pieces, followed by solving an optimization problem to determine their positions and shapes. Subsequently, an iterative selection-arrangement procedure automates the selection of pattern pieces and employs a phased initialization approach to mitigate local minima associated with numerical optimization. Our experiments confirm the reliability, efficiency, and scalability of our system when handling intricate garments with multiple layers and numerous pieces. According to our findings, 68 percent of garments can be initialized with zero user intervention, while the remaining garments can be easily corrected through user operations. Chen Liu 0012, Weiwei Xu 0003, Yin Yang 0002, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2024 | Volumetric Homogenization for Knitwear SimulationabstractThis paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation[Zehnder et al. 2021] to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages. Chun Yuan 0001, Haoyang Shi, Lei Lan, Yuxing Qiu, Cem Yuksel, Huamin Wang 0001, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2024 | Projective Peridynamic Modeling of Hyperelastic Membranes With ContactabstractReal-time simulation of hyperelastic membranes like cloth still faces a lot of challenges, such as hyperplasticity modeling and contact handling. In this study, we propose projective peridynamics that uses a local-global strategy to enable fast and robust simulation of hyperelastic membranes with contact. In the global step, we propose a semi-implicit strategy to linearize the governing equation for hyperelastic materials that are modeled with peridynamics. By decomposing the first Piola-Kirchhoff stress tensor into a positive and a negative part, successive substitutions can be taken to solve the nonlinear problems. Convergence is guaranteed by further addressing the overshooting problem. Since our global step solve requires no energy summation and dot product operations over the entire problem, it fits into GPU implementation perfectly. In the local step, we further present a GPU-friendly gradient descent method to prevent interpenetration by solving an optimization problem independently. Putting the global and local solves together, experiments show that our method is robust and efficient in simulating complex models of membranes involving hyperelastic materials and contact. Xiaowei He 0004, Yuzhong Guo, Xuehui Liu, Huamin Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | Subspace-Preconditioned GPU Projective Dynamics with Contact for Cloth SimulationabstractWe propose an efficient cloth simulation method that combines the merits of two drastically different numerical procedures, namely the subspace integration and parallelizable iterative relaxation. We show those two methods can be organically coupled within the framework of projective dynamics (PD), where both low- and high-frequency cloth motions are effectively and efficiently computed. Our method works seamlessly with the state-of-the-art contact handling algorithm, the incremental potential contact (IPC), to offer the non-penetration guarantee of the resulting animation. Our core ingredient centers around the utilization of subspace for the expedited convergence of Jacobi-PD. This involves solving the reduced global system and smartly employing its precomputed factorization. In addition, we incorporate a time-splitting strategy to handle the frictional self-contacts. Xuan Li 0015, Yu Fang 0010, Lei Lan, Huamin Wang 0001, Yin Yang 0002, Minchen Li, Chenfanfu Jiang |
SIGGRAPH Asia | 4 |
| 2023 | Second-order Stencil Descent for Interior-point HyperelasticityabstractIn this paper, we present a GPU algorithm for finite element hyperelastic simulation. We show that the interior-point method, known to be effective for robust collision resolution, can be coupled with non-Newton procedures and be massively sped up on the GPU. Newton's method has been widely chosen for the interior-point family, which fully solves a linear system at each step. After that, the active set associated with collision/contact constraints is updated. Mimicking this routine using a non-Newton optimization (like gradient descent or ADMM) unfortunately does not deliver expected accelerations. This is because the barrier functions employed in an interior-point method need to be updated at every iteration to strictly confine the search to the feasible region. The associated cost (e.g., per-iteration CCD) quickly overweights the benefit brought by the GPU, and a new parallelism modality is needed. Our algorithm is inspired by the domain decomposition method and designed to move interior-point-related computations to local domains as much as possible. We minimize the size of each domain (i.e., a stencil) by restricting it to a single element, so as to fully exploit the capacity of modern GPUs. The stencil-level results are integrated into a global update using a novel hybrid sweep scheme. Our algorithm is locally second-order offering better convergence. It enables simulation acceleration of up to two orders over its CPU counterpart. We demonstrate the scalability, robustness, efficiency, and quality of our algorithm in a variety of simulation scenarios with complex and detailed collision geometries. Lei Lan, Minchen Li, Chenfanfu Jiang, Huamin Wang 0001, Yin Yang 0002 |
ACM Trans. Graph. | 4 |
| 2023 | Fast GPU-based Two-way Continuous Collision HandlingabstractStep-and-project is a popular method to simulate non-penetrating deformable bodies in physically based animation. The strategy is to first integrate the system in time without considering contacts and then resolve potential intersections, striking a good balance between plausibility and efficiency. However, existing methods can be defective and unsafe when using large time steps, taking risks of failure or demanding repetitive collision testing and resolving that severely degrade performance. In this article, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches an optimization from both ends of the intermediate time-integrated state and the previous intersection-free state. It progressively generates a piecewise linear path and eventually obtains a feasible solution for the next time step. The algorithm efficiently alternates between a forward step and a backward step until the result is conditionally converged. Thanks to a set of unified volume-based contact constraints, our method offers flexible and reliable handling of various codimensional deformable bodies, including volumetric bodies, cloth, hair, and sand. Experimental results demonstrate the safety, robustness, physical fidelity, and numerical efficiency of our method, making it particularly suitable for scenarios involving large deformations or large time steps. Tianyu Wang 0019, Jiong Chen 0001, Dongping Li, Huamin Wang 0001, Kun Zhou 0001 |
ACM Trans. Graph. | 5 |
| 2023 | Stable Discrete Bending by Analytic Eigensystem and Adaptive Orthotropic Geometric StiffnessabstractIn this paper, we address two limitations of dihedral angle based discrete bending (DAB) models, i.e. the indefiniteness of their energy Hessian and their vulnerability to geometry degeneracies. To tackle the indefiniteness issue, we present novel analytic expressions for the eigensystem of a DAB energy Hessian. Our expressions reveal that DAB models typically have positive, negative, and zero eigenvalues, with four of each, respectively. By using these expressions, we can efficiently project an indefinite DAB energy Hessian as positive semi-definite analytically. To enhance the stability of DAB models at degenerate geometries, we propose rectifying their indefinite geometric stiffness matrix by using orthotropic geometric stiffness matrices with adaptive parameters calculated from our analytic eigensystem. Among the twelve motion modes of a dihedral element, our resulting Hessian for DAB models retains only the desirable bending modes, compared to the undesirable altitude-changing modes of the exact Hessian with original geometric stiffness, all modes of the Gauss-Newton approximation without geometric stiffness, and no modes of the projected Hessians with inappropriate geometric stiffness. Additionally, we suggest adjusting the compression stiffness according to the Kirchhoff-Love thin plate theory to avoid over-compression. Our method not only ensures the positive semidefiniteness but also avoids instability caused by large bending forces at degenerate geometries. To demonstrate the benefit of our approaches, we show comparisons against existing methods on the simulation of cloth and thin plates in challenging examples. Zhendong Wang 0001, Yin Yang 0002, Huamin Wang 0001 |
ACM Trans. Graph. | 3 |
| 2023 | Yarn-Level Simulation of Hygroscopicity of Woven TextilesabstractSimulating liquid-textile interaction has received great attention in computer graphics recently. Most existing methods take textiles as particles or parameterized meshes. Although these methods can generate visually pleasing results, they cannot simulate water content at a microscopic level due to the lack of geometrically modeling of textile's anisotropic structure. In this paper, we develop a method for yarn-level simulation of hygroscopicity of textiles and evaluate it using various quantitative metrics. We model textiles in a fiber-yarn-fabric multi-scale manner and consider the dynamic coupled physical mechanisms of liquid spreading, including wetting, wicking, moisture sorption/desorption, and transient moisture-heat transfer in textiles. Our method can accurately simulate liquid spreading on textiles with different fiber materials and geometrical structures with consideration of air temperatures and humidity conditions. It visualizes the hygroscopicity of textiles to demonstrate their moisture management ability. We conduct qualitative and quantitative experiments to validate our method and explore various factors to analyze their influence on liquid spreading and hygroscopicity of textiles. Aihua Mao, Chaoqiang Xie, Huamin Wang 0001, Yong-Jin Liu 0001, Guiqing Li, Ying He 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Learning-Based Bending Stiffness Parameter Estimation by a Drape TesterabstractReal-world fabrics often possess complicated nonlinear, anisotropic bending stiffness properties. Measuring the physical parameters of such properties for physics-based simulation is difficult yet unnecessary, due to the persistent existence of numerical errors in simulation technology. In this work, we propose to adopt a simulation-in-the-loop strategy: instead of measuring the physical parameters, we estimate the simulation parameters to minimize the discrepancy between reality and simulation. This strategy offers good flexibility in test setups, but the associated optimization problem is computationally expensive to solve by numerical methods. Our solution is to train a regression-based neural network for inferring bending stiffness parameters, directly from drape features captured in the real world. Specifically, we choose the Cusick drape test method and treat multiple-view depth images as the feature vector. To effectively and efficiently train our network, we develop a highly expressive and physically validated bending stiffness model, and we use the traditional cantilever test to collect the parameters of this model for 618 real-world fabrics. Given the whole parameter data set, we then construct a parameter subspace, generate new samples within the sub-space, and finally simulate and augment synthetic data for training purposes. The experiment shows that our trained system can replace cantilever tests for quick, reliable and effective estimation of simulation-ready parameters. Thanks to the use of the system, our simulator can now faithfully simulate bending effects comparable to those in the real world. Xudong Feng, Weiwei Xu 0003, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2022 | A GPU-based multilevel additive schwarz preconditioner for cloth and deformable body simulationabstractIn this paper, we wish to push the limit of real-time cloth and deformable body simulation to a higher level with 50K to 500K vertices, based on the development of a novel GPU-based multilevel additive Schwarz (MAS) pre-conditioner. Similar to other preconditioners under the MAS framework, our preconditioner naturally adopts multilevel and domain decomposition concepts. But contrary to previous works, we advocate the use of small, non-overlapping domains that can well explore the parallel computing power on a GPU. Based on this idea, we investigate and invent a series of algorithms for our preconditioner, including multilevel domain construction using Morton codes, low-cost matrix precomputation by one-way Gauss-Jordan elimination, and conflict-free symmetric-matrix-vector multiplication in runtime preconditioning. The experiment shows that our preconditioner is effective, fast, cheap to precompute and scalable with respect to stiffness and problem size. It is compatible with many linear and nonlinear solvers used in cloth and deformable body simulation with dynamic contacts, such as PCG, accelerated gradient descent and L-BFGS. On a GPU, our preconditioner speeds up a PCG solver by approximately a factor of four, and its CPU version outperforms a number of competitors, including ILU0 and ILUT. Botao Wu, Zhendong Wang 0001, Huamin Wang 0001 |
ACM Trans. Graph. | 3 |
| 2021 | GPU-based simulation of cloth wrinkles at submillimeter levelsabstractIn this paper, we study physics-based cloth simulation in a very high resolution setting, presumably at submillimeter levels with millions of vertices, to meet perceptual precision of our human eyes. State-of-the-art simulation techniques, mostly developed for unstructured triangular meshes, can hardly meet this demand due to their large computational costs and memory footprints. We argue that in a very high resolution, it is more plausible to use regular meshes with an underlying grid structure, which can be highly compatible with GPU acceleration like high-resolution images. Based on this idea, we formulate and solve the nonlinear optimization problem for simulating high-resolution wrinkles, by a fast block-based descent method with reduced memory accesses. We also investigate the development of the collision handling component in our system, whose performance benefits greatly from the grid structure. Finally, we explore various issues related to the applications of our system, including initialization for fast convergence and temporal coherence, gathering effects, inflation and stuffing models, and mesh simplification. We can treat our system as a quasistatic wrinkle synthesis tool, run it as a standalone dynamic simulator, or integrate it into a multi-resolution solver as an additional component. The experiment demonstrates the capability, efficiency and flexibility of our system in producing a variety of high-resolution wrinkles effects. Huamin Wang 0001 |
ACM Trans. Graph. | 1 |
| 2021 | A Safe and Fast Repulsion Method for GPU-based Cloth Self CollisionsabstractCloth dynamics and collision handling are the two most challenging topics in cloth simulation. While researchers have substantially improved the performances of cloth dynamics solvers recently, their success in fast collision detection and handling is rather limited. In this article, we focus our research on the safety, efficiency, and realism of the repulsion-based collision handling approach, which has demonstrated its potential in existing GPU-based simulators. Our first discovery is the necessary vertex distance conditions for cloth to enter self intersections, the negations of which can be viewed as vertex distance constraints continuous in time for sufficiently avoiding self collisions. Continuous constraints, however, cannot be enforced with ease. Our solution is to convert continuous constraints into three types of constraints: discrete edge length constraints, discrete vertex distance constraints, and vertex displacement constraints. Based on this solution, we develop a fast and safe collision handling process for enforcing constraints, a novel splitting method for integrating collision handling with dynamics solvers, and static and adaptive remeshing schemes to further improve the runtime performance. In summary, our cloth simulator is efficient, safe, robust, and parallelizable on a GPU. The experiment shows that it runs at least one order of magnitude faster than existing simulators. Longhua Wu, Botao Wu, Yin Yang 0002, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2021 | Computational Design of Skinned Quad-RobotsabstractWe present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins. Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton, and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory. We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype. Xudong Feng, Jiafeng Liu, Huamin Wang 0001, Yin Yang 0002, Hujun Bao, Bernd Bickel, Weiwei Xu 0003 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis TransformabstractWe propose a framework for the interactive simulation of nonlinear deformable objects. The primary feature of our system is the seamless integration of deformable simulation and collision culling, which are often independently handled in existing animation systems. The bridge connecting them is the medial axis transform (MAT), a high-fidelity volumetric approximation of complex 3D shapes. From the physics simulation perspective, MAT leads to an expressive and compact reduced nonlinear model. We employ a semireduced projective dynamics formulation, which well captures high-frequency local deformations of high-resolution models while retaining a low computation cost. Our key observation is that the most compelling (nonlinear) deformable effects are enabled by the local constraints projection, which should not be aggressively reduced, and only apply model reduction at the global stage. From the collision detection (CD)/collision culling (CC) perspective, MAT is geometrically versatile using linear-interpolated spheres (i.e., the so-called medial primitives (MPs)) to approximate the boundary of the input model. The intersection test between two MPs is formulated as a quadratically constrained quadratic program problem. We give an algorithm to solve this problem exactly, which returns the deepest penetration between a pair of intersecting MPs. When coupled with spatial hashing, collision (including self-collision) can be efficiently identified on the GPU within a few milliseconds even for massive simulations. We have tested our system on a variety of geometrically complex and high-resolution deformable objects, and our system produces convincing animations with all of the collisions/self-collisions well handled at an interactive rate. Lei Lan, Ran Luo 0001, Marco Fratarcangeli, Weiwei Xu 0003, Huamin Wang 0001, Xiaohu Guo, Junfeng Yao, Yin Yang 0002 |
ACM Trans. Graph. | 5 |
| 2020 | Interactive liquid splash modeling by user sketchesabstractSplashing is one of the most fascinating liquid phenomena in the real world and it is favored by artists to create stunning visual effects, both statically and dynamically. Unfortunately, the generation of complex and specialized liquid splashes is a challenging task and often requires considerable time and effort. In this paper, we present a novel system that synthesizes realistic liquid splashes from simple user sketch input. Our system adopts a conditional generative adversarial network (cGAN) trained with physics-based simulation data to produce raw liquid splash models from input sketches, and then applies model refinement processes to further improve their small-scale details. The system considers not only the trajectory of every user stroke, but also its speed, which makes the splash model simulation-ready with its underlying 3D flow. Compared with simulation-based modeling techniques through trials and errors, our system offers flexibility, convenience and intuition in liquid splash design and editing. We evaluate the usability and the efficiency of our system in an immersive virtual reality environment. Thanks to this system, an amateur user can now generate a variety of realistic liquid splashes in just a few minutes. Guowei Yan, Jimei Yang, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2020 | NNWarp: Neural Network-Based Nonlinear DeformationabstractNNWarp is a highly re-usable and efficient neural network (NN) based nonlinear deformable simulation framework. Unlike other machine learning applications such as image recognition, where different inputs have a uniform and consistent format (e.g., an array of all the pixels in an image), the input for deformable simulation is quite variable, high-dimensional, and parametrization-unfriendly. Consequently, even though the neural network is known for its rich expressivity of nonlinear functions, directly using an NN to reconstruct the force-displacement relation for general deformable simulation is nearly impossible. NNWarp obviates this difficulty by partially restoring the force-displacement relation via warping the nodal displacement simulated using a simplistic constitutive model-the linear elasticity. In other words, NNWarp yields an incremental displacement fix per mesh node based on a simplified (therefore incorrect) simulation result other than synthesizing the unknown displacement directly. We introduce a compact yet effective feature vector including geodesic, potential and digression to sort training pairs of per-node linear and nonlinear displacement. NNWarp is robust under different model shapes and tessellations. With the assistance of deformation substructuring, one NN training is able to handle a wide range of 3D models of various geometries. Thanks to the linear elasticity and its constant system matrix, the underlying simulator only needs to perform one pre-factorized matrix solve at each time step, which allows NNWarp to simulate large models in real time. Ran Luo 0001, Tianjia Shao, Huamin Wang 0001, Weiwei Xu 0003, Xiang Chen 0001, Kun Zhou 0001, Yin Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | Parallel Multigrid for Nonlinear Cloth SimulationabstractAbstract Accurate high‐resolution simulation of cloth is a highly desired computational tool in graphics applications. As single‐resolution simulation starts to reach the limit of computational power, we believe the future of cloth simulation is in multi‐resolution simulation. In this paper, we explore nonlinearity, adaptive smoothing, and parallelization under a full multigrid (FMG) framework. The foundation of this research is a novel nonlinear FMG method for unstructured meshes. To introduce nonlinearity into FMG, we propose to formulate the smoothing process at each resolution level as the computation of a search direction for the original high‐resolution nonlinear optimization problem. We prove that our nonlinear FMG is guaranteed to converge under various conditions and we investigate the improvements to its performance. We present an adaptive smoother which is used to reduce the computational cost in the regions with low residuals already. Compared to normal iterative solvers, our nonlinear FMG method provides faster convergence and better performance for both Newton's method and Projective Dynamics. Our experiment shows our method is efficient, accurate, stable against large time steps, and friendly with GPU parallelization. The performance of the method has a good scalability to the mesh resolution, and the method has good potential to be combined with multi‐resolution collision handling for real‐time simulation in the future. Zhendong Wang 0001, Longhua Wu, Marco Fratarcangeli, Min Tang 0001, Huamin Wang 0001 |
Comput. Graph. Forum | 5 |
| 2018 | Rule-free sewing pattern adjustment with precision and efficiencyabstractBeing able to customize sewing patterns for different human bodies without using any pre-defined adjustment rule will not only improve the realism of virtual humans in the entertainment industry, but also deeply affect the fashion industry by making fast fashion and made-to-measure garments more accessible. To meet the requirement set by the fashion industry, a sewing pattern adjustment system must be both efficient and precise, which unfortunately cannot be achieved by existing techniques. In this paper, we propose to solve sewing pattern adjustment as a nonlinear optimization problem immediately, rather than in two phases: a garment shape optimization phase and an inverse pattern design phase as in previous systems. This allows us to directly minimize the objective function that evaluates the fitting quality of the garment sewn from a pattern, without any compromise caused by the nonexistence of the solution to inverse pattern design. To improve the efficiency of our system, we carry out systematic research on a variety of optimization topics, including pattern parametrization, initialization, an inexact strategy, acceleration, and CPU-GPU implementation. We verify the usability of our system through automatic grading tests and made-to-measure tests. Designers and pattern makers confirm that our pattern results are able to preserve design details and their fitting qualities are acceptable. In our computational experiment, the system further demonstrates its efficiency, reliability, and flexibility of handling various pattern designs. While our current system still needs to overcome certain limitations, we believe it is a crucial step toward fully automatic pattern design and adjustment in the future. Huamin Wang 0001 |
ACM Trans. Graph. | 1 |
| 2018 | Inexact descent methods for elastic parameter optimizationabstractElastic parameter optimization has revealed its importance in 3D modeling, virtual reality, and additive manufacturing in recent years. Unfortunately, it is known to be computationally expensive, especially if there are many parameters and data samples. To address this challenge, we propose to introduce the inexactness into descent methods, by iteratively solving a forward simulation step and a parameter update step in an inexact manner. The development of such inexact descent methods is centered at two questions: 1) how accurate/inaccurate can the two steps be; and 2) what is the optimal way to implement an inexact descent method. The answers to these questions are in our convergence analysis, which proves the existence of relative error thresholds for the two inexact steps to ensure the convergence. This means we can simply solve each step by a fixed number of iterations, if the iterative solver is at least linearly convergent. While the use of the inexact idea speeds up many descent methods, we specifically favor a GPU-based one powered by state-of-the-art simulation techniques. Based on this method, we study a variety of implementation issues, including backtracking line search, initialization, regularization, and multiple data samples. We demonstrate the use of our inexact method in elasticity measurement and design applications. Our experiment shows the method is fast, reliable, memory-efficient, GPU-friendly, flexible with different elastic models, scalable to a large parameter space, and parallelizable for multiple data samples. Wei Li 0111, Ruigang Yang, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2018 | Projective Peridynamics for Modeling Versatile Elastoplastic MaterialsabstractUnified simulation of versatile elastoplastic materials and different dimensions offers many advantages in animation production, contact handling, and hardware acceleration. The unstructured particle representation is particularly suitable for this task, thanks to its simplicity. However, previous meshless techniques either need too much computational cost for addressing stability issues, or lack physical meanings and fail to generate interesting deformation behaviors, such as the Poisson effect. In this paper, we study the development of an elastoplastic model under the state-based peridynamics framework, which uses integrals rather than partial derivatives in its formulation. To model elasticity, we propose a unique constitutive model and an efficient iterative simulator solved in a projective dynamics way. To handle plastic behaviors, we incorporate our simulator with the Drucker-Prager yield criterion and a reference position update scheme, both of which are implemented under peridynamics. Finally, we show how to strengthen the simulator by position-based constraints and spatially varying stiffness models, to achieve incompressibility, particle redistribution, cohesion, and friction effects in viscoelastic and granular flows. Our experiments demonstrate that our unified, meshless simulator is flexible, efficient, robust, and friendly with parallel computing. Xiaowei He 0004, Huamin Wang 0001, Enhua Wu |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | Physics-Based Quadratic Deformation Using Elastic WeightingabstractThis paper presents a spatial reduction framework for simulating nonlinear deformable objects interactively. This reduced model is built using a small number of overlapping quadratic domains as we notice that incorporating high-order degrees of freedom (DOFs) is important for the simulation quality. Departing from existing multi-domain methods in graphics, our method interprets deformed shapes as blended quadratic transformations from nearby domains. Doing so avoids expensive safeguards against the domain coupling and improves the numerical robustness under large deformations. We present an algorithm that efficiently computes weight functions for reduced DOFs in a physics-aware manner. Inspired by the well-known multi-weight enveloping technique, our framework also allows subspace tweaking based on a few representative deformation poses. Such elastic weighting mechanism significantly extends the expressivity of the reduced model with light-weight computational efforts. Our simulator is versatile and can be well interfaced with many existing techniques. It also supports local DOF adaption to incorporate novel deformations (i.e., induced by the collision). The proposed algorithm complements state-of-the-art model reduction and domain decomposition methods by seeking for good trade-offs among animation quality, numerical robustness, pre-computation complexity, and simulation efficiency from an alternative perspective. Ran Luo 0001, Weiwei Xu 0003, Huamin Wang 0001, Kun Zhou 0001, Yin Yang 0002 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Modeling, Evaluation and Optimization of Interlocking Shell PiecesabstractAbstract While the 3D printing technology has become increasingly popular in recent years, it suffers from two critical limitations: expensive printing material and long printing time. An effective solution is to hollow the 3D model into a shell and print the shell by parts. Unfortunately, making shell pieces tightly assembled and easy to disassemble seem to be two contradictory conditions, and there exists no easy way to satisfy them at the same time yet. In this paper, we present a computational system to design an interlocking structure of a partitioned shell model, which uses only male and female connectors to lock shell pieces in the assembled configuration. Given a mesh segmentation input, our system automatically finds an optimal installation plan specifying both the installation order and the installation directions of the pieces, and then builds the models of the shell pieces using optimized shell thickness and connector sizes. To find the optimal installation plan, we develop simulation‐based and data‐driven metrics, and we incorporate them into an optimal plan search algorithm with fast pruning and local optimization strategies. The whole system is automatic, except for the shape design of the key piece. The interlocking structure does not introduce new gaps on the outer surface, which would become noticeable inevitably due to limited printer precision. Our experiment shows that the assembled object is strong against separation, yet still easy to disassemble. Miaojun Yao, Weiwei Xu 0003, Huamin Wang 0001 |
Comput. Graph. Forum | 4 |
| 2016 | Incremental Deformation Subspace ReconstructionabstractAbstract Recalculating the subspace basis of a deformable body is a mandatory procedure for subspace simulation, after the body gets modified by interactive applications. However, using linear modal analysis to calculate the basis from scratch is known to be computationally expensive. In the paper, we show that the subspace of a modified body can be efficiently obtained from the subspace of its original version, if mesh changes are small. Our basic idea is to approximate the stiffness matrix by its low‐frequency component, so we can calculate new linear deformation modes by solving an incremental eigenvalue decomposition problem. To further handle nonlinear deformations in the subspace, we present a hybrid approach to calculate modal derivatives from both new and original linear modes. Finally, we demonstrate that the cubature samples trained for the original mesh can be reused in fast reduced force and stiffness matrix evaluation, and we explore the use of our techniques in various simulation problems. Our experiment shows that the updated subspace basis still allows a simulator to generate visual plausible deformation effects. The whole system is efficient and it is compatible with other subspace construction approaches. R. Mukherjee, Huamin Wang 0001 |
Comput. Graph. Forum | 3 |
| 2016 | CAMA: Contact-Aware Matrix Assembly with Unified Collision Handling for GPU-based Cloth SimulationabstractAbstract We present a novel GPU‐based approach to robustly and efficiently simulate high‐resolution and complexly layered cloth. The key component of our formulation is a parallelized matrix assembly algorithm that can quickly build a large and sparse matrix in a compressed format and accurately solve linear systems on GPUs. We also present a fast and integrated solution for parallel collision handling, including collision detection and response computations, which utilizes spatio‐temporal coherence. We combine these algorithms as part of a new cloth simulation pipeline that incorporates contact forces into implicit time integration for collision avoidance. The entire pipeline is implemented on GPUs, and we evaluate its performance on complex benchmarks consisting of 100 – 300K triangles. In practice, our system takes a few seconds to simulate one frame of a complex cloth scene, which represents significant speedups over prior CPU and GPU‐based cloth simulation systems. Min Tang 0001, Huamin Wang 0001, Le Tang, Ruofeng Tong 0001, Dinesh Manocha |
Comput. Graph. Forum | 2 |
| 2016 | Descent methods for elastic body simulation on the GPUabstractWe show that many existing elastic body simulation approaches can be interpreted as descent methods, under a nonlinear optimization framework derived from implicit time integration. The key question is how to find an effective descent direction with a low computational cost. Based on this concept, we propose a new gradient descent method using Jacobi preconditioning and Chebyshev acceleration. The convergence rate of this method is comparable to that of L-BFGS or nonlinear conjugate gradient. But unlike other methods, it requires no dot product operation, making it suitable for GPU implementation. To further improve its convergence and performance, we develop a series of step length adjustment, initialization, and invertible model conversion techniques, all of which are compatible with GPU acceleration. Our experiment shows that the resulting simulator is simple, fast, scalable, memory-efficient, and robust against very large time steps and deformations. It can correctly simulate the deformation behaviors of many elastic materials, as long as their energy functions are second-order differentiable and their Hessian matrices can be quickly evaluated. For additional speedups, the method can also serve as a complement to other techniques, such as multi-grid. Huamin Wang 0001, Yin Yang 0002 |
ACM Trans. Graph. | 1 |
| 2015 | Automatic posing of a meshed human model using point clouds
Tamal K. Dey, Huamin Wang 0001 |
Comput. Graph. | 3 |
| 2015 | Wetbrush: GPU-based 3D painting simulation at the bristle levelabstractWe present a real-time painting system that simulates the interactions among brush, paint, and canvas at the bristle level. The key challenge is how to model and simulate sub-pixel paint details, given the limited computational resource in each time step. To achieve this goal, we propose to define paint liquid in a hybrid fashion: the liquid close to the brush is modeled by particles, and the liquid away from the brush is modeled by a density field. Based on this representation, we develop a variety of techniques to ensure the performance and robustness of our simulator under large time steps, including brush and particle simulations in non-inertial frames, a fixed-point method for accelerating Jacobi iterations, and a new Eulerian-Lagrangian approach for simulating detailed liquid effects. The resulting system can realistically simulate not only the motions of brush bristles and paint liquid, but also the liquid transfer processes among different representations. We implement the whole system on GPU by CUDA. Our experiment shows that artists can use the system to draw realistic and vivid digital paintings, by applying the painting techniques that they are familiar with but not offered by many existing systems. Daichi Ito, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2015 | A chebyshev semi-iterative approach for accelerating projective and position-based dynamicsabstractIn this paper, we study the use of the Chebyshev semi-iterative approach in projective and position-based dynamics. Although projective dynamics is fundamentally nonlinear, its convergence behavior is similar to that of an iterative method solving a linear system. Because of that, we can estimate the "spectral radius" and use it in the Chebyshev approach to accelerate the convergence by at least one order of magnitude, when the global step is handled by the direct solver, the Jacobi solver, or even the Gauss-Seidel solver. Our experiment shows that the combination of the Chebyshev approach and the direct solver runs fastest on CPU, while the combination of the Chebyshev approach and the Jacobi solver outperforms any other combination on GPU, as it is highly compatible with parallel computing. Our experiment further shows position-based dynamics can be accelerated by the Chebyshev approach as well, although the effect is less obvious for tetrahedral meshes. The whole approach is simple, fast, effective, GPU-friendly, and has a small memory cost. Huamin Wang 0001 |
ACM Trans. Graph. | 1 |
| 2015 | A unified approach for subspace simulation of deformable bodies in multiple domainsabstractMulti-domain subspace simulation can efficiently and conveniently simulate the deformation of a large deformable body, by constraining the deformation of each domain into a different subspace. The key challenge in implementing this method is how to handle the coupling among multiple deformable domains, so that the overall effect is free of gap or locking issues. In this paper, we present a new domain decomposition framework that connects two disjoint domains through coupling elements. Under this framework, we present a unified simulation system that solves subspace deformations and rigid motions of all of the domains by a single linear solve. Since the coupling elements are part of the deformable body, their elastic properties are the same as the rest of the body and our system does not need stiffness parameter tuning. To quickly evaluate the reduced elastic forces and their Jacobian matrices caused by the coupling elements, we further develop two cubature optimization schemes using uniform and non-uniform cubature weights. Our experiment shows that the whole system can efficiently handle large and complex scenes, many of which cannot be easily simulated by previous techniques without limitations. Rajaditya Mukherjee, Huamin Wang 0001 |
ACM Trans. Graph. | 3 |
| 2015 | Level-set-based partitioning and packing optimization of a printable modelabstractAs the 3D printing technology starts to revolutionize our daily life and the manufacturing industries, a critical problem is about to e-merge: how can we find an automatic way to divide a 3D model into multiple printable pieces, so as to save the space, to reduce the printing time, or to make a large model printable by small printers. In this paper, we present a systematic study on the partitioning and packing of 3D models under the multi-phase level set framework. We first construct analysis tools to evaluate the qualities of a partitioning using six metrics: stress load, surface details, interface area, packed size, printability, and assembling. Based on this analysis, we then formulate level set methods to improve the qualities of the partitioning according to the metrics. These methods are integrated into an automatic system, which repetitively and locally optimizes the partitioning. Given the optimized partitioning result, we further provide a container structure modeling algorithm to facilitate the packing process of the printed pieces. Our experiment shows that the system can generate quality partitioning of various 3D models for space saving and fast production purposes. Miaojun Yao, Linjie Luo, Rui Wang 0004, Huamin Wang 0001 |
ACM Trans. Graph. | 5 |
| 2014 | Physics-inspired adaptive fracture refinementabstractPhysically based animation of detailed fracture effects is not only computationally expensive, but also difficult to implement due to numerical instability. In this paper, we propose a physics-inspired approach to enrich low-resolution fracture animation by realistic fracture details. Given a custom-designed material strength field, we adaptively refine a coarse fracture surface into a detailed one, based on a discrete gradient descent flow. Using the new fracture surface, we then generate a high-resolution fracture animation with details on both the fracture surface and the exterior surface. Our experiment shows that this approach is simple, fast, and friendly to user design and control. It can generate realistic fracture animations within a few seconds. Miaojun Yao, Renguo Feng, Huamin Wang 0001 |
ACM Trans. Graph. | 4 |
| 2014 | Robust Simulation of Sparsely Sampled Thin Features in SPH-Based Free Surface FlowsabstractSmoothed particle hydrodynamics (SPH) is efficient, mass preserving, and flexible in handling topological changes. However, sparsely sampled thin features are difficult to simulate in SPH-based free surface flows, due to a number of robustness and stability issues. In this article, we address this problem from two perspectives: the robustness of surface forces and the numerical instability of thin features. We present a new surface tension force scheme based on a free surface energy functional, under the diffuse interface model. We develop an efficient way to calculate the air pressure force for free surface flows, without using air particles. Compared with previous surface force formulae, our formulae are more robust against particle sparsity in thin feature cases. To avoid numerical instability on thin features, we propose to adjust the internal pressure force by estimating the internal pressure at two scales and filtering the force using a geometry-aware anisotropic kernel. Our result demonstrates the effectiveness of our algorithms in handling a variety of sparsely sampled thin liquid features, including thin sheets, thin jets, and water splashes. Xiaowei He 0004, Huamin Wang 0001, Fengjun Zhang, Hongan Wang, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Defending continuous collision detection against errorsabstractNumerical errors and rounding errors in continuous collision detection (CCD) can easily cause collision detection failures if they are not handled properly. A simple and effective approach is to use error tolerances, as shown in many existing CCD systems. Unfortunately, finding the optimal tolerance values is a difficult problem for users. Larger tolerance values will introduce false positive artifacts, while smaller tolerance values may cause collisions to be undetected. The biggest issue here is that we do not know whether or when CCD will fail, even though failures are extremely rare. In this paper, we demonstrate a set of simple modifications to make a basic CCD implementation failure-proof. Using error analysis, we prove the safety of this method and we formulate suggested tolerance values to reduce false positives. The resulting algorithms are safe, automatic, efficient, and easy to implement. Huamin Wang 0001 |
ACM Trans. Graph. | 1 |
| 2014 | Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth CameraabstractWe present a system that allows the user to virtually try on new clothes. It uses a single commodity depth camera to capture the user in 3D. Both the pose and the shape of the user are estimated with a novel real-time template-based approach that performs tracking and shape adaptation jointly. The result is then used to drive realistic cloth simulation, in which the synthesized clothes are overlayed on the input image. The main challenge is to handle missing data and pose ambiguities due to the monocular setup, which captures less than 50 percent of the full body. Our solution is to incorporate automatic shape adaptation and novel constraints in pose tracking. The effectiveness of our system is demonstrated with a number of examples. Mao Ye 0005, Huamin Wang 0001, Nianchen Deng, Xubo Yang, Ruigang Yang |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Adaptive fracture simulation of multi-layered thin platesabstractThe fractures of thin plates often exhibit complex physical behaviors in the real world. In particular, fractures caused by tearing are different from fractures caused by in-plane motions. In this paper, we study how to make thin-plate fracture animations more realistic from three perspectives. We propose a stress relaxation method, which is applied to avoid shattering artifacts after generating each fracture cut. We formulate a fracture-aware remeshing scheme based on constrained Delaunay triangulation, to adaptively provide more fracture details. Finally, we use our multi-layered model to simulate complex fracture behaviors across thin layers. Our experiment shows that the system can efficiently and realistically simulate the fractures of multi-layered thin plates. Oleksiy Busaryev, Tamal K. Dey, Huamin Wang 0001 |
ACM Trans. Graph. | 3 |
| 2013 | Modeling friction and air effects between cloth and deformable bodiesabstractReal-world cloth exhibits complex behaviors when it contacts deformable bodies. In this paper, we study how to improve the simulation of cloth-body interactions from three perspectives: collision, friction, and air pressure. We propose an efficient and robust algorithm to detect the collisions between cloth and deformable bodies, using the surface traversal technique. We develop a friction measurement device and we use it to capture frictional data from real-world experiments. The derived friction model can realistically handle complex friction properties of cloth, including anisotropy and nonlinearity. To produce pressure effects caused by the air between cloth and deformable bodies, we define an air mass field on the cloth layer and we use real-world air permeability data to animate it over time. Our results demonstrate the efficiency and accuracy of our system in simulating objects with a three-layer structure (i.e., a cloth layer, an air layer, and an inner body layer), such as pillows, comforters, down jackets, and stuffed toys. Renguo Feng, Huamin Wang 0001 |
ACM Trans. Graph. | 3 |
| 2013 | Bilateral blue noise samplingabstractBlue noise sampling is an important component in many graphics applications, but existing techniques consider mainly the spatial positions of samples, making them less effective when handling problems with non-spatial features. Examples include biological distribution in which plant spacing is influenced by non-positional factors such as tree type and size, photon mapping in which photon flux and direction are not a direct function of the attached surface, and point cloud sampling in which the underlying surface is unknown a priori. These scenarios can benefit from blue noise sample distributions, but cannot be adequately handled by prior art. Inspired by bilateral filtering, we propose a bilateral blue noise sampling strategy. Our key idea is a general formulation to modulate the traditional sample distance measures, which are determined by sample position in spatial domain, with a similarity measure that considers arbitrary per sample attributes. This modulation leads to the notion of bilateral blue noise whose properties are influenced by not only the uniformity of the sample positions but also the similarity of the sample attributes. We describe how to incorporate our modulation into various sample analysis and synthesis methods, and demonstrate applications in object distribution, photon density estimation, and point cloud sub-sampling. Jiating Chen, Xiaoyin Ge, Li-Yi Wei, Bin Wang 0021, Yusu Wang 0001, Huamin Wang 0001, Yun Fei, Kang-Lai Qian, Jun-Hai Yong, Wenping Wang 0001 |
ACM Trans. Graph. | 6 |
| 2012 | Simulation Guided Hair Dynamics Modeling from VideoabstractAbstract In this paper we present a hybrid approach to reconstruct hair dynamics from multi‐view video sequences, captured under uncontrolled lighting conditions. The key of this method is a refinement approach that combines image‐based reconstruction techniques with physically based hair simulation. Given an initially reconstructed sequence of hair fiber models, we develop a hair dynamics refinement system using particle‐based simulation and incompressible fluid simulation. The system allows us to improve reconstructed hair fiber motions and complete missing fibers caused by occlusion or tracking failure. The refined space‐time hair dynamics are consistent with video inputs and can be also used to generate novel hair animations of different hair styles. We validate this method through various real hair examples. Qing Zhang 0017, Jing Tong, Huamin Wang 0001, Ruigang Yang |
Comput. Graph. Forum | 3 |
| 2012 | Animating bubble interactions in a liquid foamabstractBubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter <1cm) in a dense foam are highly affected by surface tension, so their shapes are much less deformable compared with larger bubbles. Under this small bubble assumption, we propose a more accurate and efficient particle-based algorithm to simulate bubble dynamics and interactions. The key component of this algorithm is an approximation of foam geometry, by treating bubble particles as the sites of a weighted Voronoi diagram. The connectivity information provided by the Voronoi diagram allows us to accurately model various interaction effects among bubbles. Using Voronoi cells and weights, we can also explicitly address the volume loss issue in foam simulation, which is a common problem in previous approaches. Under this framework, we present a set of bubble interaction forces to handle miscellaneous foam behaviors, including foam structure under Plateau's laws, clusters formed by liquid surface bubbles, bubble-liquid and bubble-solid coupling, bursting and coalescing. Our experiment shows that this method can be straightforwardly incorporated into existing liquid simulators, and it can efficiently generate realistic foam animations, some of which have never been produced in graphics before. Oleksiy Busaryev, Tamal K. Dey, Huamin Wang 0001, Zhong Ren 0001 |
ACM Trans. Graph. | 3 |
| 2012 | A Deformable Surface Model for Real-Time Water Drop AnimationabstractA water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity makes the interior of a water drop less relevant to its motion, as the smooth velocity field can be well approximated by an interpolation of the velocity on the boundary. Consequently, we propose a fast deformable surface model to realistically animate water drops and their flowing behaviors on solid surfaces. Our system efficiently simulates water drop motions in a Lagrangian fashion, by reducing 3D fluid dynamics over the whole liquid volume to a deformable surface model. In each time step, the model uses an implicit mean curvature flow operator to produce surface tension effects, a contact angle operator to change droplet shapes on solid surfaces, and a set of mesh connectivity updates to handle topological changes and improve mesh quality over time. Our numerical experiments demonstrate a variety of physically plausible water drop phenomena at a real-time rate, including capillary waves when water drops collide, pinch-off of water jets, and droplets flowing over solid materials. The whole system performs orders-of-magnitude faster than existing simulation approaches that generate comparable water drop effects. Huamin Wang 0001, Shuai Wang 0016, Yiying Tong, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Compressing repeated content within large-scale remote sensing images
Wei Hua 0002, Rui Wang 0004, Xusheng Zeng, Ying Tang 0004, Huamin Wang 0001, Hujun Bao |
Vis. Comput. | 5 |
| 2011 | Data-driven elastic models for cloth: modeling and measurementabstractCloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples. Our setup is easy and inexpensive to construct, and the parameters of our model can be fit to observed data with a well-posed optimization procedure. We have measured a database of ten different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in most cloth simulation systems to create natural and realistic clothing wrinkles and shapes, for a range of different materials. Huamin Wang 0001, James F. O'Brien, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 2010 | Example-based wrinkle synthesis for clothing animationabstractThis paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figure's body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figure's kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates. Huamin Wang 0001, Florian Hecht, Ravi Ramamoorthi, James F. O'Brien |
ACM Trans. Graph. | 1 |
| 2010 | Multi-resolution isotropic strain limitingabstractIn this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both two-and three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2x2 or 3x3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials. Huamin Wang 0001, James F. O'Brien, Ravi Ramamoorthi |
ACM Trans. Graph. | 1 |
| 2009 | Modeling deformable objects from a single depth cameraabstractWe propose a novel approach to reconstruct complete 3D deformable models over time by a single depth camera, provided that most parts of the models are observed by the camera at least once. The core of this algorithm is based on the assumption that the deformation is continuous and predictable in a short temporal interval. While the camera can only capture part of a whole surface at any time instant, partial surfaces reconstructed from different times are assembled together to form a complete 3D surface for each time instant, even when the shape is under severe deformation. A mesh warping algorithm based on linear mesh deformation is used to align different partial surfaces. A volumetric method is then used to combine partial surfaces, fix missing holes, and smooth alignment errors. Our experiment shows that this approach is able to reconstruct visually plausible 3D surface deformation results with a single camera. Miao Liao, Qing Zhang 0017, Huamin Wang 0001, Ruigang Yang, Minglun Gong |
ICCV | 3 |
| 2009 | Material Space TexturingabstractAbstract Many objects have patterns that vary in appearance at different surface locations. We say that these are differences in materials, and we present a material‐space approach for interactively designing such textures. At the heart of our approach is a new method to pre‐calculate and use a 3D texture tile that is periodic in the spatial dimensions (s, t) and that also has a material axis along which the materials change smoothly. Given two textures and their feature masks, our algorithm produces such a tile in two steps. The first step resolves the features morphing by a level set advection approach, improved to ensure convergence. The second step performs the texture synthesis at each slice in material‐space, constrained by the morphed feature masks. With such tiles, our system lets a user interactively place and edit textures on a surface, and in particular, allows the user to specify which material appears at given positions on the object. Additional operations include changing the scale and orientation of the texture. We support these operations by using a global surface parameterization that is closely related to quad re‐meshing. Re‐parameterization is performed on‐the‐fly whenever the user's constraints are modified. Nicolas Ray, Bruno Lévy 0001, Huamin Wang 0001, Greg Turk, Bruno Vallet |
Comput. Graph. Forum | 3 |
| 2009 | Physically guided liquid surface modeling from videosabstractWe present an image-based reconstruction framework to model real water scenes captured by stereoscopic video. In contrast to many image-based modeling techniques that rely on user interaction to obtain high-quality 3D models, we instead apply automatically calculated physically-based constraints to refine the initial model. The combination of image-based reconstruction with physically-based simulation allows us to model complex and dynamic objects such as fluid. Using a depth map sequence as initial conditions, we use a physically based approach that automatically fills in missing regions, removes outliers, and refines the geometric shape so that the final 3D model is consistent to both the input video data and the laws of physics. Physically-guided modeling also makes interpolation or extrapolation in the space-time domain possible, and even allows the fusion of depth maps that were taken at different times or viewpoints. We demonstrated the effectiveness of our framework with a number of real scenes, all captured using only a single pair of cameras. Huamin Wang 0001, Miao Liao, Qing Zhang 0017, Ruigang Yang, Greg Turk |
ACM Trans. Graph. | 1 |
| 2008 | Factoring repeated content within and among imagesabstractWe reduce transmission bandwidth and memory space for images by factoring their repeated content. A transform map and a condensed epitome are created such that all image blocks can be reconstructed from transformed epitome patches. The transforms may include affine deformation and color scaling to account for perspective and tonal variations across the image. The factored representation allows efficient random-access through a simple indirection, and can therefore be used for real-time texture mapping without expansion in memory. Our scheme is orthogonal to traditional image compression, in the sense that the epitome is amenable to further compression such as DXT. Moreover it allows a new mode of progressivity, whereby generic features appear before unique detail. Factoring is also effective across a collection of images, particularly in the context of image-based rendering. Eliminating redundant content lets us include textures that are several times as large in the same memory space. Huamin Wang 0001, Yonatan Wexler, Eyal Ofek, Hugues Hoppe |
ACM Trans. Graph. | 1 |
| 2007 | Space-Time Light Field RenderingabstractIn this paper, we propose a novel framework called space-time light field rendering, which allows continuous exploration of a dynamic scene in both space and time. Compared to existing light field capture/rendering systems, it offers the capability of using unsynchronized video inputs and the added freedom of controlling the visualization in the temporal domain, such as smooth slow motion and temporal integration. In order to synthesize novel views from any viewpoint at any time instant, we develop a two-stage rendering algorithm. We first interpolate in the temporal domain to generate globally synchronized images using a robust spatial-temporal image registration algorithm followed by edge-preserving image morphing. We then interpolate these software-synchronized images in the spatial domain to synthesize the final view. In addition, we introduce a very accurate and robust algorithm to estimate subframe temporal offsets among input video sequences. Experimental results from unsynchronized videos with or without time stamps show that our approach is capable of maintaining photorealistic quality from a variety of real scenes. Huamin Wang 0001, Mingxuan Sun 0001, Ruigang Yang |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | Towards space: time light field renderingabstractSo far extending light field rendering to dynamic scenes has been trivially treated as the rendering of static light fields stacked in time. This type of approaches requires input video sequences in strict synchronization and allows only discrete exploration in the temporal domain determined by the capture rate. In this paper we propose a novel framework, space-time light field rendering, which allows continuous exploration of a dynamic scene in both spatial and temporal domain with unsynchronized input video sequences.In order to synthesize novel views from any viewpoint at any time instant, we develop a two-stage rendering algorithm. We first interpolate in the temporal domain to generate globally synchronized images using a robust spatial-temporal image registration algorithm followed by edge-preserving image morphing. We then interpolate those software-synchronized images in the spatial domain to synthesize the final view. Our experimental results show that our approach is robust and capable of maintaining photo-realistic results. Huamin Wang 0001, Ruigang Yang |
SI3D | 1 |
| 2005 | Water drops on surfacesabstractWe present a physically-based method to enforce contact angles at the intersection of fluid free surfaces and solid objects, allowing us to simulate a variety of small-scale fluid phenomena including water drops on surfaces. The heart of this technique is a virtual surface method, which modifies the level set distance field representing the fluid surface in order to maintain an appropriate contact angle. The surface tension that is calculated on the contact line between the solid surface and liquid surface can then capture all interfacial tensions, including liquid-solid, liquid-air and solid-air tensions. We use a simple dynamic contact angle model to select contact angles according to the solid material property, water history, and the fluid front's motion. Our algorithm robustly and accurately treats various drop shape deformations, and handles both flat and curved solid surfaces. Our results show that our algorithm is capable of realistically simulating several small-scale liquid phenomena such as beading and flattened drops, stretched and separating drops, suspended drops on curved surfaces, and capillary action. Huamin Wang 0001, Peter J. Mucha, Greg Turk |
ACM Trans. Graph. | 1 |