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Ryoichi Ando

dblp:94/4917 · DBLP profile ↗
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20ranked-venue papers
9as first author
6since 2021 · last 2024
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 18 · 9 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 2 since 2021

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
9 papers
Computer animation and physical simulation · 77% Geometric modeling and processing · 18% Image and video processing · 4%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
1.882020
Simulating Liquids on Dynamically Warping Grids · IEEE Trans. Vis. Comput. Graph. 2020
A practical octree liquid simulator with adaptive surface resolution · ACM Trans. Graph. 2020
A hyperbolic geometric flow for evolving films and foams · ACM Trans. Graph. 2017
Computer animation and physical simulation › fluid simulation
liquid simulation
1.342020
Simulating Liquids on Dynamically Warping Grids · IEEE Trans. Vis. Comput. Graph. 2020
A practical octree liquid simulator with adaptive surface resolution · ACM Trans. Graph. 2020
A stream function solver for liquid simulations · ACM Trans. Graph. 2015
Computer animation and physical simulation › collision handling
contact resolution
0.812024
A Cubic Barrier with Elasticity-Inclusive Dynamic Stiffness · ACM Trans. Graph. 2024
Computer animation and physical simulation
adaptive simulation
0.412020
Simulating Liquids on Dynamically Warping Grids · IEEE Trans. Vis. Comput. Graph. 2020
Geometric modeling and processing › spatial data structures
octree
0.412020
A practical octree liquid simulator with adaptive surface resolution · ACM Trans. Graph. 2020
Geometric modeling and processing
spatial data structures
0.412020
A practical octree liquid simulator with adaptive surface resolution · ACM Trans. Graph. 2020
Computer animation and physical simulation › fluid simulation › multiphase fluid simulation
foam simulation
0.312017
A hyperbolic geometric flow for evolving films and foams · ACM Trans. Graph. 2017
Geometric modeling and processing › discrete geometry › discrete differential geometry
geometric flow
0.312017
A hyperbolic geometric flow for evolving films and foams · ACM Trans. Graph. 2017
Image and video processing › mathematical imaging › partial differential equations for image processing
mean curvature flow
0.312017
A hyperbolic geometric flow for evolving films and foams · ACM Trans. Graph. 2017
Computer animation and physical simulation › fluid simulation
two-phase flow simulation
0.212015
A stream function solver for liquid simulations · ACM Trans. Graph. 2015
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
FLIP method
0.222013
Highly adaptive liquid simulations on tetrahedral meshes · ACM Trans. Graph. 2013
Preserving Fluid Sheets with Adaptively Sampled Anisotropic Particles · IEEE Trans. Vis. Comput. Graph. 2012
Rendering
non-photorealistic rendering
0.112009
Vector fluid: a vector art representation of fluid · SIGGRAPH ASIA Sketches 2009
Computer animation and physical simulation
particle-based simulation
0.122012
Preserving Fluid Sheets with Adaptively Sampled Anisotropic Particles · IEEE Trans. Vis. Comput. Graph. 2012
High-frequency aware PIC/FLIP in liquid animation · SIGGRAPH ASIA (Sketches) 2010

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

elasticity-inclusive dynamic stiffness · 0.8cubic barrier · 0.8regular grid methods · 0.4octree poisson discretization · 0.4moving least squares · 0.4level set interpolation · 0.4dynamically warping grids · 0.4FLIP · 0.4surface area functional · 0.3hyperbolic mean curvature flow · 0.3
YearPublicationVenuePosition
2024 SeaHare: An omidirectional electric wheelchair integrating independent, remote and shared control modalities
abstract
Depending on one’s needs electric wheelchairs can feature different interfaces and driving paradigms with control handed to the user, a remote pilot, or shared. However, these systems have generally been implemented on separate wheelchairs, making comparison difficult. We present the design of an omnidirectional electric wheelchair that can be controlled using two sensing seats detecting changes in the centre of gravity. One of the sensing seats is used by the person on the wheelchair, whereas the other is used as a remote control by a second person. We explore the use of the wheelchair using different control paradigms (independent, remote, and shared) from both the wheelchair and the remote control seat with 5 dyads and 1 triad of participants, including wheelchair users and non. Results highlight key advantages and disadvantages of the SeaHare in different paradigms, with participants’ perceptions affected by their skills and lived experiences, and reflections on how different control modes might suit different scenarios.
Giulia Barbareschi, Ryoichi Ando, Midori Kawaguchi, Minato Takeda, Kouta Minamizawa
ASSETS2
2024 Brain Body Jockey project: Transcending Bodily Limitations in Live Performance via Human Augmentation
abstract
Musicians with significant mobility limitations, face unique challenges in being able to use their bodies to interact with fans during live performances. In this paper we present the results of a collaboration between a professional DJ with advanced Amyotrophic Lateral Sclerosis and a group of technologists and researchers culminating in two public live performances leveraging human augmentation technologies to enhance the artist’s stage presence. Our system combines Brain Machine Interface, and accelerometer based trigger, to select pre-programmed moves performed by robotic arms during a live event, as well as for facilitating direct physical interaction during a “Meet the DJ” event. Our evaluation includes ethnographic observations and interviews with the artist and members of the audience. Results show that the system allowed artist and audience to feel a sense of unity, expanded the imagination of creative possibilities, and challenged conventional perceptions of disability in the arts and beyond.
Giulia Barbareschi, Songchen Zhou, Ryoichi Ando, Midori Kawaguchi, Mark Armstrong, Mikito Ogino, Shunsuke Aoiki, Eisaku Ohta, Harunobu Taguchi, Yoichi Kamiyama, Masatane Muto, Kentaro Yoshifuji, Kouta Minamizawa
ASSETS3
2024 A Cubic Barrier with Elasticity-Inclusive Dynamic Stiffness
abstract
This paper presents a new cubic barrier with elasticity-inclusive dynamic stiffness for penetration-free contact resolution and strain limiting. We show that our method enlarges tight strain-limiting gaps where logarithmic barriers struggle and enables highly scalable contact-rich simulation.
Ryoichi Ando
ACM Trans. Graph.1
2023 A Conservative Semi-Implicit Scheme for Shallow Water Equations
abstract
This paper presents a new mass and (local) momentum conserving scheme for shallow water equations that are discretized in conservation form. In comparison to conventional techniques, such as the semi-Lagrangian scheme and its conservative variant, our approach offers noticeably improved visual animation of wave dynamics.
Haruka Hirae, Shigeo Morishima, Ryoichi Ando
SCA3
2022 Tiled Characteristic Maps for Tracking Detailed Liquid Surfaces
abstract
Abstract We introduce tiled characteristic maps for level set method that accurately preserves both thin sheets and sharp edges over a long period of time. Instead of resorting to high‐order differential schemes, we utilize the characteristics mapping method to minimize numerical diffusion induced by advection. We find that although a single characteristic map could be used to better preserve detailed geometry, it suffers from frequent global re‐initialization due to the strong distortions that are locally generated. We show that when multiple localized tiled characteristic maps are used, this limitation is constrained only within tiles; enabling long‐term preservation of detailed structures where little distortion is observed. When applied to liquid simulation, we demonstrate that at a reasonably amount of added computational cost, our method retains small‐scale high‐fidelity (e.g., splashes and waves) that is quickly smeared out or deleted with purely grid‐based or particle level set methods.
Fumiya Narita, Ryoichi Ando
Comput. Graph. Forum2
2021 A flux-interpolated advection scheme for fluid simulation
Naoyuki Hirasawa, Takashi Kanai, Ryoichi Ando
Vis. Comput.3
2020 Asynchronous Eulerian Liquid Simulation
abstract
Abstract We present a novel method for simulating liquid with asynchronous time steps on Eulerian grids. Previous approaches focus on Smoothed Particle Hydrodynamics (SPH), Material Point Method (MPM) or tetrahedral Finite Element Method (FEM) but the method for simulating liquid purely on Eulerian grids have not yet been investigated. We address several challenges specifically arising from the Eulerian asynchronous time integrator such as regional pressure solve, asynchronous advection, interpolation, regional volume preservation, and dedicated segregation of the simulation domain according to the liquid velocity. We demonstrate our method on top of staggered grids combined with the level set method and the semi‐Lagrangian scheme. We run several examples and show that our method considerably outperforms the global adaptive time step method with respect to the computational runtime on scenes where a large variance of velocity is present.
Tatsuya Koike, Shigeo Morishima, Ryoichi Ando
Comput. Graph. Forum3
2020 A practical octree liquid simulator with adaptive surface resolution
abstract
We propose a new adaptive liquid simulation framework that achieves highly detailed behavior with reduced implementation complexity. Prior work has shown that spatially adaptive grids are efficient for simulating large-scale liquid scenarios, but in order to enable adaptivity along the liquid surface these methods require either expensive boundary-conforming (re-)meshing or elaborate treatments for second order accurate interface conditions. This complexity greatly increases the difficulty of implementation and maintainability, potentially making it infeasible for practitioners. We therefore present new algorithms for adaptive simulation that are comparatively easy to implement yet efficiently yield high quality results. First, we develop a novel staggered octree Poisson discretization for free surfaces that is second order in pressure and gives smooth surface motions even across octree T-junctions, without a power/Voronoi diagram construction. We augment this discretization with an adaptivity-compatible surface tension force that likewise supports T-junctions. Second, we propose a moving least squares strategy for level set and velocity interpolation that requires minimal knowledge of the local tree structure while blending near-seamlessly with standard trilinear interpolation in uniform regions. Finally, to maximally exploit the flexibility of our new surface-adaptive solver, we propose several novel extensions to sizing function design that enhance its effectiveness and flexibility. We perform a range of rigorous numerical experiments to evaluate the reliability and limitations of our method, as well as demonstrating it on several complex high-resolution liquid animation scenarios.
Ryoichi Ando, Christopher Batty
ACM Trans. Graph.1
2020 Simulating Liquids on Dynamically Warping Grids
abstract
We introduce dynamically warping grids for adaptive liquid simulation. Our primary contributions are a strategy for dynamically deforming regular grids over the course of a simulation and a method for efficiently utilizing these deforming grids for liquid simulation. Prior work has shown that unstructured grids are very effective for adaptive fluid simulations. However, unstructured grids often lead to complicated implementations and a poor cache hit rate due to inconsistent memory access. Regular grids, on the other hand, provide a fast, fixed memory access pattern and straightforward implementation. Our method combines the advantages of both: we leverage the simplicity of regular grids while still achieving practical and controllable spatial adaptivity. We demonstrate that our method enables adaptive simulations that are fast, flexible, and robust to null-space issues. At the same time, our method is simple to implement and takes advantage of existing highly-tuned algorithms.
Hikaru Ibayashi, Christopher Wojtan, Nils Thürey, Takeo Igarashi, Ryoichi Ando
IEEE Trans. Vis. Comput. Graph.5
2018 Extended Narrow Band FLIP for Liquid Simulations
abstract
Abstract The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB‐FLIP) uses a FLIP‐based fluid simulation only near the liquid surface and a traditional grid‐based fluid simulation away from the surface. This spatially‐limited FLIP simulation significantly reduces the number of particles and alleviates a computational bottleneck. In this paper, we extend the NB‐FLIP idea even further, by allowing a simulation to transition between a FLIP‐like fluid simulation and a grid‐based simulation in arbitrary locations, not just near the surface. This approach leads to even more savings in memory and computation, because we can concentrate the particles only in areas where they are needed. More importantly, this new method allows us to seamlessly transition to smooth implicit surface geometry wherever the particle‐based simulation is unnecessary. Consequently, our method leads to a practical algorithm for avoiding the noisy surface artifacts associated with particle‐based liquid simulations, while simultaneously maintaining the benefits of a FLIP simulation in regions of dynamic motion.
Christopher Wojtan, Nils Thürey, Takeo Igarashi, Ryoichi Ando
Comput. Graph. Forum5
2018 Spatially adaptive long-term semi-Lagrangian method for accurate velocity advection
abstract
We introduce a new advection scheme for fluid animation. Our main contribution is the use of long-term temporal changes in pressure to extend the commonly used semi-Lagrangian scheme further back along the time axis. Our algorithm starts by tracing sample points along a trajectory following the velocity field backwards in time for many steps. During this backtracing process, the pressure gradient along the path is integrated to correct the velocity of the current time step. We show that our method effectively suppresses numerical diffusion, retains small-scale vorticity, and provides better long-term kinetic energy preservation.
Christopher Batty, Takeo Igarashi, Ryoichi Ando
Comput. Vis. Media4
2017 A hyperbolic geometric flow for evolving films and foams
abstract
Simulating the behavior of soap films and foams is a challenging task. A direct numerical simulation of films and foams via the Navier-Stokes equations is still computationally too expensive. We propose an alternative formulation inspired by geometric flow. Our model exploits the fact, according to Plateau's laws, that the steady state of a film is a union of constant mean curvature surfaces and minimal surfaces. Such surfaces are also well known as the steady state solutions of certain curvature flows. We show a link between the Navier-Stokes equations and a recent variant of mean curvature flow, called hyperbolic mean curvature flow , under the assumption of constant air pressure per enclosed region. Instead of using hyperbolic mean curvature flow as is, we propose to replace curvature by the gradient of the surface area functional. This formulation enables us to robustly handle non-manifold configurations; such junctions connecting multiple films are intractable with the traditional formulation using curvature. We also add explicit volume preservation to hyperbolic mean curvature flow, which in fact corresponds to the pressure term of the Navier-Stokes equations. Our method is simple, fast, robust, and consistent with Plateau's laws, which are all due to our reformulation of film dynamics as a geometric flow.
Sadashige Ishida, Masafumi Yamamoto, Ryoichi Ando, Toshiya Hachisuka
ACM Trans. Graph.3
2016 Narrow Band FLIP for Liquid Simulations
abstract
Abstract The Fluid Implicit Particle method (FLIP) for liquid simulations uses particles to reduce numerical dissipation and provide important visual cues for events like complex splashes and small‐scale features near the liquid surface. Unfortunately, FLIP simulations can be computationally expensive, because they require a dense sampling of particles to fill the entire liquid volume. Furthermore, the vast majority of these FLIP particles contribute nothing to the fluid's visual appearance, especially for larger volumes of liquid. We present a method that only uses FLIP particles within a narrow band of the liquid surface, while efficiently representing the remaining inner volume on a regular grid. We show that a naïve realization of this idea introduces unstable and uncontrollable energy fluctuations, and we propose a novel coupling scheme between FLIP particles and regular grid which overcomes this problem. Our method drastically reduces the particle count and simulation times while yielding results that are nearly indistinguishable from regular FLIP simulations. Our approach is easy to integrate into any existing FLIP implementation.
Florian Ferstl, Ryoichi Ando, Christopher Wojtan, Rüdiger Westermann, Nils Thürey
Comput. Graph. Forum2
2015 A Dimension-reduced Pressure Solver for Liquid Simulations
abstract
Abstract This work presents a method for efficiently simplifying the pressure projection step in a liquid simulation. We first devise a straightforward dimension reduction technique that dramatically reduces the cost of solving the pressure projection. Next, we introduce a novel change of basis that satisfies free‐surface boundary conditions exactly, regardless of the accuracy of the pressure solve. When combined, these ideas greatly reduce the computational complexity of the pressure solve without compromising free surface boundary conditions at the highest level of detail. Our techniques are easy to parallelize, and they effectively eliminate the computational bottleneck for large liquid simulations.
Ryoichi Ando, Nils Thürey, Christopher Wojtan
Comput. Graph. Forum1
2015 A stream function solver for liquid simulations
abstract
This paper presents a liquid simulation technique that enforces the incompressibility condition using a stream function solve instead of a pressure projection. Previous methods have used stream function techniques for the simulation of detailed single-phase flows, but a formulation for liquid simulation has proved elusive in part due to the free surface boundary conditions. In this paper, we introduce a stream function approach to liquid simulations with novel boundary conditions for free surfaces, solid obstacles, and solid-fluid coupling. Although our approach increases the dimension of the linear system necessary to enforce incompressibility, it provides interesting and surprising benefits. First, the resulting flow is guaranteed to be divergence-free regardless of the accuracy of the solve. Second, our free-surface boundary conditions guarantee divergence-free motion even in the un-simulated air phase, which enables two-phase flow simulation by only computing a single phase. We implemented this method using a variant of FLIP simulation which only samples particles within a narrow band of the liquid surface, and we illustrate the effectiveness of our method for detailed two-phase flow simulations with complex boundaries, detailed bubble interactions, and two-way solid-fluid coupling.
Ryoichi Ando, Nils Thürey, Christopher Wojtan
ACM Trans. Graph.1
2013 Highly adaptive liquid simulations on tetrahedral meshes
abstract
We introduce a new method for efficiently simulating liquid with extreme amounts of spatial adaptivity. Our method combines several key components to drastically speed up the simulation of large-scale fluid phenomena: We leverage an alternative Eulerian tetrahedral mesh discretization to significantly reduce the complexity of the pressure solve while increasing the robustness with respect to element quality and removing the possibility of locking. Next, we enable subtle free-surface phenomena by deriving novel second-order boundary conditions consistent with our discretization. We couple this discretization with a spatially adaptive Fluid-Implicit Particle (FLIP) method, enabling efficient, robust, minimally-dissipative simulations that can undergo sharp changes in spatial resolution while minimizing artifacts. Along the way, we provide a new method for generating a smooth and detailed surface from a set of particles with variable sizes. Finally, we explore several new sizing functions for determining spatially adaptive simulation resolutions, and we show how to couple them to our simulator. We combine each of these elements to produce a simulation algorithm that is capable of creating animations at high maximum resolutions while avoiding common pitfalls like inaccurate boundary conditions and inefficient computation.
Ryoichi Ando, Nils Thürey, Christopher Wojtan
ACM Trans. Graph.1
2012 Preserving Fluid Sheets with Adaptively Sampled Anisotropic Particles
abstract
This paper presents a particle-based model for preserving fluid sheets of animated liquids with an adaptively sampled Fluid-Implicit-Particle (FLIP) method. In our method, we preserve fluid sheets by filling the breaking sheets with particle splitting in the thin regions, and by collapsing them in the deep water. To identify the critically thin parts, we compute the anisotropy of the particle neighborhoods, and use this information as a resampling criterion to reconstruct thin liquid surfaces. Unlike previous approaches, our method does not suffer from diffusive surfaces or complex remeshing operations, and robustly handles topology changes with the use of a meshless representation. We extend the underlying FLIP model with an anisotropic position correction to improve the particle spacing, and adaptive sampling to efficiently perform simulations of larger volumes. Due to the Lagrangian nature of our method, it can be easily implemented and efficiently parallelized. The results show that our method can produce visually complex liquid animations with thin structures and vivid motions.
Ryoichi Ando, Nils Thürey, Reiji Tsuruno
IEEE Trans. Vis. Comput. Graph.1
2011 Vector graphics depicting marbling flow
Ryoichi Ando, Reiji Tsuruno
Comput. Graph.1
2010 High-frequency aware PIC/FLIP in liquid animation
abstract
We present a simple extension to PIC/FLIP(Particle-in-Cell/Fluid-Implicit-Particle) for animating liquid with enhanced behaviors such as pushing or eddying (Figure 1), which we call HFA/PIC/FLIP (High-frequency aware PIC/FLIP). As a fundamental approach we use PIC/FLIP [Brackbill and Ruppel 1986] and compute approximate low-frequency part and high-frequency part of particles velocities. Low-frequency velocities are entirely projected onto divergence free and high-frequency field is partially projected onto divergence free to achieve realistic liquid animations. In contrast to the PIC/FLIP proposed by Zhu and Bridson [Zhu and Bridson 2005]; our approach facilitates "pushing" or "curly" features whereas their approach disperses the momentum towards noisy directions, resulting in dispersion. Recently similar approach has been done with coarse to fine mesh grid [Lentine et al. 2010], we refined directly with particles. We produced several footage of liquid animation and compared with competitive alternatives to show the benefits of the proposed algorithm.
Ryoichi Ando, Reiji Tsuruno
SIGGRAPH ASIA (Sketches)1
2009 Vector fluid: a vector art representation of fluid
abstract
We present a new approach for rendering fluid with a style of vector graphics. The proposed method of vector art rendering of fluid exhibits a curly, beautiful and clear silhouette which deserves artistic expression. (See Figure 1) In computer vision, fluid has been mainly focused on capturing realistic behavior. Thanks to the much contribution of seminal works, large knowledge of photorealistic rendering of fluid have been amassed. On the other hand, although some approaches of the artistic rendering of fluid proposed [Selle et al. 2004; Eden et al. 2007], it seems that the area is not researched intensively and this kind of rendering technique still remains untouched. In order to achieve vector art rendering, we have to track the target region in fluid. However, popular methods of tracking interface model fluid with density field or collection of particles which introduce sudden topological changes and it is challenging to track them precisely. Instead, we consider the velocity field is infinitely continuous so that none of the part of fluid contour intersects each other at any state. Even though such consideration is questionable in physically derived model, this concept of non-intersection of contour leads a very simple algorithm and exhibits nice results. In this paper we first briefly describe the algorithm for vector fluid rendering and secondly we show some artworks created by our method to demonstrate the potential of our algorithm.
Ryoichi Ando, Reiji Tsuruno
SIGGRAPH ASIA Sketches1