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Witawat Rungjiratananon

dblp:63/2914 · DBLP profile ↗
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7ranked-venue papers
7as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 7 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

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

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 87% Geometric modeling and processing · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.112010
Elastic rod simulation by chain shape matching with twisting effect · SIGGRAPH ASIA (Sketches) 2010
Computer animation and physical simulation › deformable body simulation
elastic rod simulation
0.112010
Elastic rod simulation by chain shape matching with twisting effect · SIGGRAPH ASIA (Sketches) 2010
Geometric modeling and processing
shape matching
0.012010
Elastic rod simulation by chain shape matching with twisting effect · SIGGRAPH ASIA (Sketches) 2010

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

lattice shape matching · 0.1chain shape matching · 0.1
YearPublicationVenuePosition
2013 Fast hair collision handling using slice planes
abstract
In hair simulation, hair collision handling plays an important role to make hair look realistic; hair collision maintains the volume of hair. Without hair collision, hair would appear unnaturally flat.
Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
I3D1
2012 Wetting Effects in Hair Simulation
abstract
Abstract There is considerable recent progress in hair simulations, driven by the high demands in computer animated movies. However, capturing the complex interactions between hair and water is still relatively in its infancy. Such interactions are best modeled as those between water and an anisotropic permeable medium as water can flow into and out of the hair volume biased in hair fiber direction. Modeling the interaction is further challenged when the hair is allowed to move. In this paper, we introduce a simulation model that reproduces interactions between water and hair as a dynamic anisotropic permeable material. We utilize an Eulerian approach for capturing the microscopic porosity of hair and handle the wetting effects using a Cartesian bounding grid. A Lagrangian approach is used to simulate every single hair strand including interactions with each other, yielding fine‐detailed dynamic hair simulation. Our model and simulation generate many interesting effects of interactions between fine‐detailed dynamic hair and water, i.e., water absorption and diffusion, cohesion of wet hair strands, water flow within the hair volume, water dripping from the wet hair strands and morphological shape transformations of wet hair.
Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
Comput. Graph. Forum1
2012 Animating strings with twisting, tearing and flicking effects
abstract
ABSTRACT String‐like objects in our daily lives, for example shoelaces, threads, rubber cords, plastic fiber and spaghetti, have a wide variety of materials. Such string‐like objects also exhibit interesting behaviors such as twisting, tearing (by stretching or twisting), and bouncing back when pulled and released. In this paper, we present a method that enables these behaviors and simulates such materials in traditional string simulation methods that explicitly represent a string by particles and segments. Specifically, we offer the following three contributions. First, we introduce a method for handling twisting effects with both uniform and non‐uniform torsional rigidities. Second, we propose a method for estimating the tension acting on inextensible strings in order to reproduce tearing and flicking (bouncing back), whereas the tension for anextensibleobject can be computed via stretched length. The length of aninextensibleobject is maintained constant in general, and thus, we need a novel approach. Third, we introduce an optimized grid‐based collision detection for accelerating the computation. We demonstrate that our method can produce visually plausible animations of string‐like objects with various material properties, and it is a fast framework for interactive applications such as games. Copyright © 2012 John Wiley & Sons, Ltd.
Witawat Rungjiratananon, Yoshihiro Kanamori, Napaporn Metaaphanon, Yosuke Bando, Bing-Yu Chen 0004, Tomoyuki Nishita
Comput. Animat. Virtual Worlds1
2011 Twisting, Tearing and Flicking Effects in String Animations
Witawat Rungjiratananon, Yoshihiro Kanamori, Napaporn Metaaphanon, Yosuke Bando, Bing-Yu Chen 0004, Tomoyuki Nishita
MIG1
2010 Elastic rod simulation by chain shape matching with twisting effect
abstract
One-dimensional deformable objects or elastic rods are widely used to represent threads, hair strands and elastic ropes in computer graphics. Such an object has the bending, stretching and twisting behaviors which are difficult to handle. To simulate deformable objects, a simple method called Lattice Shape Matching (LSM) [Rivers and James 2007] was recently proposed. LSM can handle the deformable objects ranging from soft bodies to stiff objects with an unconditional stability. For one-dimensional deformable objects, [Rungjiratananon et al. 2010] introduced a simplified model of LSM called Chain Shape Matching (CSM), which represents the one-dimensional deformable object by a chain of particles connected by segments. However, LSM and CSM can capture only the bending and stretching behaviors, but cannot handle twisting.
Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
SIGGRAPH ASIA (Sketches)1
2010 Chain Shape Matching for Simulating Complex Hairstyles
abstract
Abstract Animations of hair dynamics greatly enrich the visual attractiveness of human characters. Traditional simulation techniques handle hair as clumps or continuum for efficiency; however, the visual quality is limited because they cannot represent the fine‐scale motion of individual hair strands. Although a recent mass‐spring approach tackled the problem of simulating the dynamics of every strand of hair, it required a complicated setting of springs and suffered from high computational cost. In this paper, we base the animation of hair on such a fine‐scale on Lattice Shape Matching (LSM), which has been successfully used for simulating deformable objects. Our method regards each strand of hair as a chain of particles, and computes geometrically derived forces for the chain based on shape matching. Each chain of particles is simulated as an individual strand of hair. Our method can easily handle complex hairstyles such as curly or afro styles in a numerically stable way. While our method is not physically based, our GPU‐based simulator achieves visually plausible animations consisting of several tens of thousands of hair strands at interactive rates.
Witawat Rungjiratananon, Yoshihiro Kanamori, Tomoyuki Nishita
Comput. Graph. Forum1
2008 Real-time Animation of Sand-Water Interaction
abstract
Abstract Recent advances in physically‐based simulations have made it possible to generate realistic animations. However, in the case of solid‐fluid coupling, wetting effects have rarely been noticed despite their visual importance especially in interactions between fluids and granular materials. This paper presents a simple particle‐based method to model the physical mechanism of wetness propagating through granular materials; Fluid particles are absorbed in the spaces between the granular particles and these wetted granular particles then stick together due toliquid bridgesthat are caused by surface tension and which will subsequently disappear when over‐wetting occurs. Our method can handle these phenomena by introducing awetness valuefor each granular particle and by integrating those aspects of behavior that are dependent on wetness into the simulation framework. Using this method, a GPU‐based simulator can achieve highly dynamic animations that include wetting effects in real time.
Witawat Rungjiratananon, Zoltan Szego, Yoshihiro Kanamori, Tomoyuki Nishita
Comput. Graph. Forum1