Tobias Pfaff

dblp:67/7591 · DBLP profile ↗
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20ranked-venue papers
5as first author
12since 2021 · last 2026
0000-0002-9201-4949ORCID · corroborated

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

Artificial intelligence and machine learning · 13 · 1 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 1 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021
YearPublicationVenuePosition
2026 Recurrent U-Net-based Graph Neural Network (RUGNN) for accurate deformation predictions in sheet material forming
abstract
• A novel GNN-based surrogate model predicts material deformation with high accuracy. • Recurrent structures capture temporal dynamics in large material deformations. • Graph U-Net architecture efficiently processes large and complex geometries. • New contact representation method improves efficiency in large contact interactions. • The model facilitates manufacturability assessment in material forming. In recent years, various artificial intelligence-based surrogate models have been proposed to provide rapid manufacturability predictions of material forming processes. However, traditional AI-based surrogate models, typically built with scalar or image-based neural networks, are limited in their ability to capture complex 3D spatial relationships and to operate in a permutation-invariant manner. To overcome these issues, emerging graph-based surrogate models are developed using graph neural networks. This study developed a new graph neural network surrogate model named Recurrent U Net-based Graph Neural Network (RUGNN). The RUGNN model can achieve accurate predictions of sheet material deformation fields across multiple forming timesteps. The RUGNN model incorporates Gated Recurrent Units (GRUs) to model temporal dynamics and a U-Net inspired graph-based downsample/upsample mechanism to handle spatial long-range dependencies. A novel ’node-to-surface’ contact representation method was proposed, offering significant improvements in computational efficiency for large-scale contact interactions. The RUGNN model was validated using a cold forming case study and a more complex hot forming case study using aluminium alloys. Results demonstrate that the RUGNN model provides accurate deformation predictions closely matching ground truth FE simulations and outperforming several baseline GNN architectures. Model tuning was also performed to identify suitable hyperparameters, training strategies, and input feature representations. These results demonstrate that RUGNN is a reliable approach to support sheet material forming design by enabling accurate manufacturability predictions.
Yingxue Zhao, Qianyi Chen, Haosu Zhou, Hamid Reza Attar, Tobias Pfaff, Tailin Wu, Nan Li 0038
Adv. Eng. Informatics6
2025 Motion Prompting: Controlling Video Generation with Motion Trajectories
abstract
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatiotemporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance.
Daniel Geng, Charles Herrmann, Junhwa Hur, Forrester Cole, Serena Zhang, Tobias Pfaff, Tatiana Lopez-Guevara, Yusuf Aytar, Michael Rubinstein, Chen Sun 0002, Oliver Wang, Andrew Owens, Deqing Sun
CVPR6
2025 Learning Distributions of Complex Fluid Simulations with Diffusion Graph Networks
abstract
Physical systems with complex unsteady dynamics, such as fluid flows, are often poorly represented by a single mean solution. For many practical applications, it is crucial to access the full distribution of possible states, from which relevant statistics (e.g., RMS and two-point correlations) can be derived. Here, we propose a graph-based latent diffusion model that enables direct sampling of states from their equilibrium distribution, given a mesh discretization of the system and its physical parameters. This allows for the efficient computation of flow statistics without running long and expensive numerical simulations. The graph-based structure enables operations on unstructured meshes, which is critical for representing complex geometries with spatially localized high gradients, while latent-space diffusion modeling with a multi-scale GNN allows for efficient learning and inference of entire distributions of solutions. A key finding of our work is that the proposed networks can accurately learn full distributions even when trained on incomplete data from relatively short simulations. We apply this method to a range of fluid dynamics tasks, such as predicting pressure distributions on 3D wing models in turbulent flow, demonstrating both accuracy and computational efficiency in challenging scenarios. The ability to directly sample accurate solutions, and capturing their diversity from short ground-truth simulations, is highly promising for complex scientific modeling tasks.
Mario Lino Valencia, Tobias Pfaff, Nils Thürey
ICLR2
2025 A multi-level graph-based surrogate model for real-time high-fidelity sheet forming simulations
abstract
Surrogate models with structured data representations, mainly images and graphs, have been widely investigated in various domains, including automotive manufacturing. Despite advances, existing approaches still face significant challenges in terms of accuracy, efficiency, and generalisability. To address these challenges, a promising direction is to combine the advantages of both images and graphs. This study proposes a graph-based surrogate model, which has a multi-level architecture with enhanced graph convolutional operations using image-inspired spatial edge weights. To evaluate its performance, three additional graph-based surrogate models are developed for comparison, each differing in the formulation of spatial edge weights. All four models are assessed on a real-world hot-stamping B-pillar case study, which involves variations in blank shapes under multiple parameterisations and post-stamped thickness distributions exhibiting complicated local patterns. The proposed architecture significantly outperforms the three comparison models, achieving high accuracy with a relatively low computational burden during training and deployment. Furthermore, it demonstrates strong robustness in hyperparameter calibration and shows the potential for generalisation to other manufacturability-related real-time simulation problems. This study presents an effective methodology for future surrogate model development by integrating the advantages of different structured data representations.
Haosu Zhou, Yingxue Zhao, Tobias Pfaff
Adv. Eng. Informatics4
2024 Learning 3D Particle-based Simulators from RGB-D Videos
abstract
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
William F. Whitney, Tatiana Lopez-Guevara, Tobias Pfaff, Yulia Rubanova, Thomas Kipf, Kimberly L. Stachenfeld, Kelsey R. Allen
ICLR3
2024 Learning rigid-body simulators over implicit shapes for large-scale scenes and vision
abstract
Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and Bullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection. For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1.1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images.
Yulia Rubanova, Tatiana Lopez-Guevara, Kelsey R. Allen, William F. Whitney, Kimberly L. Stachenfeld, Tobias Pfaff
NeurIPS6
2023 Learning rigid dynamics with face interaction graph networks
Kelsey R. Allen, Yulia Rubanova, Tatiana Lopez-Guevara, William F. Whitney, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Tobias Pfaff
ICLR7
2022 Predicting Physics in Mesh-reduced Space with Temporal Attention
Xu Han 0012, Han Gao 0005, Tobias Pfaff, Jian-Xun Wang 0001, Liping Liu 0001
ICLR3
2022 Learned Simulators for Turbulence
Kimberly L. Stachenfeld, Drummond B. Fielding, Dmitrii Kochkov, Miles D. Cranmer, Tobias Pfaff, Jonathan Godwin, Shirley Ho, Peter W. Battaglia, Alvaro Sanchez-Gonzalez
ICLR5
2022 Constraint-based graph network simulator
abstract
In the area of physical simulations, nearly all neural-network-based methods directly predict future states from the input states. However, many traditional simulation engines instead model the constraints of the system and select the state which satisfies them. Here we present a framework for constraint-based learned simulation, where a scalar constraint function is implemented as a graph neural network, and future predictions are computed by solving the optimization problem defined by the learned constraint. Our model achieves comparable or better accuracy to top learned simulators on a variety of challenging physical domains, and offers several unique advantages. We can improve the simulation accuracy on a larger system by applying more solver iterations at test time. We also can incorporate novel hand-designed constraints at test time and simulate new dynamics which were not present in the training data. Our constraint-based framework shows how key techniques from traditional simulation and numerical methods can be leveraged as inductive biases in machine learning simulators.
Yulia Rubanova, Alvaro Sanchez-Gonzalez, Tobias Pfaff, Peter W. Battaglia
ICML3
2022 Inverse Design for Fluid-Structure Interactions using Graph Network Simulators
abstract
Designing physical artifacts that serve a purpose---such as tools and other functional structures---is central to engineering as well as everyday human behavior. Though automating design using machine learning has tremendous promise, existing methods are often limited by the task-dependent distributions they were exposed to during training. Here we showcase a task-agnostic approach to inverse design, by combining general-purpose graph network simulators with gradient-based design optimization. This constitutes a simple, fast, and reusable approach that solves high-dimensional problems with complex physical dynamics, including designing surfaces and tools to manipulate fluid flows and optimizing the shape of an airfoil to minimize drag. This framework produces high-quality designs by propagating gradients through trajectories of hundreds of steps, even when using models that were pre-trained for single-step predictions on data substantially different from the design tasks. In our fluid manipulation tasks, the resulting designs outperformed those found by sampling-based optimization techniques. In airfoil design, they matched the quality of those obtained with a specialized solver. Our results suggest that despite some remaining challenges, machine learning-based simulators are maturing to the point where they can support general-purpose design optimization across a variety of fluid-structure interaction domains.
Kelsey R. Allen, Tatiana Lopez-Guevara, Kimberly L. Stachenfeld, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Jessica B. Hamrick, Tobias Pfaff
NeurIPS7
2021 Learning Mesh-Based Simulation with Graph Networks
Tobias Pfaff, Meire Fortunato, Alvaro Sanchez-Gonzalez, Peter W. Battaglia
ICLR1
2020 Combining Q-Learning and Search with Amortized Value Estimates
Jessica B. Hamrick, Victor Bapst, Alvaro Sanchez-Gonzalez, Tobias Pfaff, Theophane Weber, Lars Buesing, Peter W. Battaglia
ICLR4
2020 Learning to Simulate Complex Physics with Graph Networks
abstract
Here we present a machine learning framework and model implementation that can learn to simulate a wide variety of challenging physical domains, involving fluids, rigid solids, and deformable materials interacting with one another. Our framework—which we term "Graph Network-based Simulators" (GNS)—represents the state of a physical system with particles, expressed as nodes in a graph, and computes dynamics via learned message-passing. Our results show that our model can generalize from single-timestep predictions with thousands of particles during training, to different initial conditions, thousands of timesteps, and at least an order of magnitude more particles at test time. Our model was robust to hyperparameter choices across various evaluation metrics: the main determinants of long-term performance were the number of message-passing steps, and mitigating the accumulation of error by corrupting the training data with noise. Our GNS framework advances the state-of-the-art in learned physical simulation, and holds promise for solving a wide range of complex forward and inverse problems.
Alvaro Sanchez-Gonzalez, Jonathan Godwin, Tobias Pfaff, Rex Ying, Jure Leskovec, Peter W. Battaglia
ICML3
2018 Playing hard exploration games by watching YouTube
abstract
Deep reinforcement learning methods traditionally struggle with tasks where environment rewards are particularly sparse. One successful method of guiding exploration in these domains is to imitate trajectories provided by a human demonstrator. However, these demonstrations are typically collected under artificial conditions, i.e. with access to the agent’s exact environment setup and the demonstrator’s action and reward trajectories. Here we propose a method that overcomes these limitations in two stages. First, we learn to map unaligned videos from multiple sources to a common representation using self-supervised objectives constructed over both time and modality (i.e. vision and sound). Second, we embed a single YouTube video in this representation to learn a reward function that encourages an agent to imitate human gameplay. This method of one-shot imitation allows our agent to convincingly exceed human-level performance on the infamously hard exploration games Montezuma’s Revenge, Pitfall! and Private Eye for the first time, even if the agent is not presented with any environment rewards.
Yusuf Aytar, Tobias Pfaff, David Budden, Tom Le Paine, Ziyu Wang 0001, Nando de Freitas
NeurIPS2
2014 Adaptive tearing and cracking of thin sheets
abstract
This paper presents a method for adaptive fracture propagation in thin sheets. A high-quality triangle mesh is dynamically restructured to adaptively maintain detail wherever it is required by the simulation. These requirements include refining where cracks are likely to either start or advance. Refinement ensures that the stress distribution around the crack tip is well resolved, which is vital for creating highly detailed, realistic crack paths. The dynamic meshing framework allows subsequent coarsening once areas are no longer likely to produce cracking. This coarsening allows efficient simulation by reducing the total number of active nodes and by preventing the formation of thin slivers around the crack path. A local reprojection scheme and a substepping fracture process help to ensure stability and prevent a loss of plasticity during remeshing. By including bending and stretching plasticity models, the method is able to simulate a large range of materials with very different fracture behaviors.
Tobias Pfaff, Rahul Narain, Juan Miguel de Joya, James F. O'Brien
ACM Trans. Graph.1
2013 Folding and crumpling adaptive sheets
abstract
We present a technique for simulating plastic deformation in sheets of thin materials, such as crumpled paper, dented metal, and wrinkled cloth. Our simulation uses a framework of adaptive mesh refinement to dynamically align mesh edges with folds and creases. This framework allows efficient modeling of sharp features and avoids bend locking that would be otherwise caused by stiff in-plane behavior. By using an explicit plastic embedding space we prevent remeshing from causing shape diffusion. We include several examples demonstrating that the resulting method realistically simulates the behavior of thin sheets as they fold and crumple.
Rahul Narain, Tobias Pfaff, James F. O'Brien
ACM Trans. Graph.2
2012 Lagrangian vortex sheets for animating fluids
abstract
Buoyant turbulent smoke plumes with a sharp smoke-air interface, such as volcanic plumes, are notoriously hard to simulate. The surface clearly shows small-scale turbulent structures which are costly to resolve. In addition, the turbulence onset is directly visible at the interface, and is not captured by commonly used turbulence models. We present a novel approach that employs a triangle mesh as a high-resolution surface representation combined with a coarse Eulerian solver. On the mesh, we solve the interfacial vortex sheet equations, which allows us to accurately simulate buoyancy induced turbulence. For complex boundary conditions we propose an orthogonal turbulence model that handles vortices caused by obstacle interaction. In addition, we demonstrate a re-sampling scheme to remove surfaces that are hidden inside the bulk volume. In this way we are able to achieve highly detailed simulations of turbulent plumes efficiently.
Tobias Pfaff, Nils Thürey, Markus Gross 0001
ACM Trans. Graph.1
2010 Scalable fluid simulation using anisotropic turbulence particles
abstract
It is usually difficult to resolve the fine details of turbulent flows, especially when targeting real-time applications. We present a novel, scalable turbulence method that uses a realistic energy model and an efficient particle representation that allows for the accurate and robust simulation of small-scale detail. We compute transport of turbulent energy using a complete two-equation k -ε model with accurate production terms that allows us to capture anisotropic turbulence effects, which integrate smoothly into the base flow. We only require a very low grid resolution to resolve the underlying base flow. As we offload complexity from the fluid solver to the particle system, we can control the detail of the simulation easily by adjusting the number of particles, without changing the large scale behavior. In addition, no computations are wasted on areas that are not visible. We demonstrate that due to the design of our algorithm it is highly suitable for massively parallel architectures, and is able to generate detailed turbulent simulations with millions of particles at high framerates.
Tobias Pfaff, Nils Thürey, Jonathan M. Cohen, Sarah Tariq, Markus Gross 0001
ACM Trans. Graph.1
2009 Synthetic turbulence using artificial boundary layers
abstract
Turbulent vortices in fluid flows are crucial for a visually interesting appearance. Although there has been a significant amount of work on turbulence in graphics recently, these algorithms rely on the underlying simulation to resolve the flow around objects. We build upon work from classical fluid mechanics to design an algorithm that allows us to accurately precompute the turbulence being generated around an object immersed in a flow. This is made possible by modeling turbulence formation based on an averaged flow field, and relying on universal laws describing the flow near a wall. We precompute the confined vorticity in the boundary layer around an object, and simulate the boundary layer separation during a fluid simulation. Then, a turbulence model is used to identify areas where this separated layer will transition into actual turbulence. We sample these regions with vortex particles, and simulate the further dynamics of the vortices based on these particles. We will show how our method complements previous work on synthetic turbulence, and yields physically plausible results. In addition, we demonstrate that our method can efficiently compute turbulent flows around a variety of objects including cars, whisks, as well as boulders in a river flow. We can even apply our model to precomputed static flow fields, yielding turbulent dynamics without a costly simulation.
Tobias Pfaff, Nils Thürey, Andrew Selle, Markus Gross 0001
ACM Trans. Graph.1