David I. W. Levin

dblp:97/8315 · DBLP profile ↗
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48ranked-venue papers
2as first author
24since 2021 · last 2026
0000-0001-7079-1934ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 47 · 1 first-author · 24 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2026 Fluid Control with Localized Spacetime Windows
abstract
Abstract We present a physics‐based fluid control method utilizing localized spacetime windows, extending force‐based fluid control to substantially larger simulation scales. In many practical editing scenarios, user‐specified objectives affect only a small region of an otherwise satisfactory simulation, resulting in optimal control force distributions that are highly sparse in both space and time. However, existing optimization‐based fluid control methods typically solve for control forces over the entire spacetime domain, leading to unnecessarily high computational cost and poor scalability. Motivated by this observation, we restrict optimization to localized spacetime regions surrounding the edit of interest, significantly reducing the dimensionality of the control problem. Within this framework, control forces are parameterized on a coarse “floating” background grid, decoupling control degrees of freedom from simulation resolution and promoting smooth, physically plausible forces. We further analyze spacetime‐window selection as a joint spatial‐temporal problem. While the full problem can be formulated as a 2D search over spatial and temporal window extents, practical workflows can often leverage user‐specified spatial regions and lightweight temporal‐window selection strategies to reduce search cost. Our method enables a range of intuitive editing tasks, where sparse user inputs can induce coherent motion in surrounding fluid structures. We demonstrate the effectiveness and efficiency of our method with various 2D and 3D particle‐based free‐surface simulation examples.
Yixin Chen 0006, David I. W. Levin, Timothy R. Langlois
Comput. Graph. Forum2
2026 Differentiable variable fonts
abstract
Abstract Typography is an essential component of visual communication. Editing and animating text appearance for graphic designs, title sequences, commercials, and logos remain highly skilled tasks requiring detailed, hands‐on efforts from pro artists. Automating these challenging manual workflows requires balancing the competing goals of maintaining a text's legibility and aesthetics, while enabling creative expression. Variable fonts, recent parametric extensions to traditional fonts, offer the promise of new ways to ease and automate typographic design and animation. Variable fonts provide custom‐constructed parameters along which fonts can be smoothly varied. These parameterizations could then potentially serve as high‐value continuous design spaces, opening the door to modern automated design‐optimization tools. However, currently variable fonts are underutilized in creative applications, exactly because artists so far still need to manually tune font parameters. Our work provides intuitive and automated font design and animation workflows with differentiable variable fonts. To do so we distill the current variable font specification to a compact mathematical formulation that differentiably connects the highly non‐linear, non‐invertible mapping of variable font parameters to the underlying vector graphics representing the text. In turn, this enables us to construct a differentiable framework, with respect to variable font parameters, that allows us to perform gradient‐based optimization of energies defined on vector graphics control points, and likewise, via differentiable SVG rasterization, on target rasterized images. We demonstrate the utility of this framework with a range of applications, including direct shape manipulation, overlap aware modeling, physics‐based text animation, and automated font‐design optimization. Our work now enables leveraging the carefully designed affordances of variable fonts with differentiability to use modern design‐optimization technologies, and so opens new possibilities for easy, intuitive and expressive typographic design workflows.
Kinjal Parikh, Danny M. Kaufman, David I. W. Levin, Alec Jacobson
Comput. Graph. Forum3
2026 Local Surface Parameterizations via Smoothed Geodesic Splines
abstract
We present a general method for computing local parameterizations rooted at a point on a surface, where the surface is described only through a signed implicit function and a corresponding projection function. Using a two-stage process, we compute several points radially emanating from the map origin, and interpolate between them with a spline surface. The narrow interface of our method allows it to support several kinds of geometry such as signed distance functions, general analytic implicit functions, triangle meshes, neural implicits, and point clouds. We demonstrate the high quality of our generated parameterizations on a variety of examples, and show applications in local texturing and surface curve drawing.
Abhishek Madan, David I. W. Levin
ACM Trans. Graph.2
2025 Rigid Body Adversarial Attacks
abstract
Due to their performance and simplicity, rigid body simulators are often used in applications where the objects of interest can considered very stiff. However, no material has infinite stiffness, which means there are potentially cases where the non-zero compliance of the seemingly rigid object can cause a significant difference between its trajectories when simulated in a rigid body or deformable simulator. Similarly to how adversarial attacks are developed against image classifiers, we propose an adversarial attack against rigid body simulators. In this adversarial attack, we solve an optimization problem to construct perceptually rigid adversarial objects that have the same collision geometry and moments of mass to a reference object, so that they behave identically in rigid body simulations but maximally different in more accurate deformable simulations. We demonstrate the validity of our method by comparing simulations of several examples in commercially available simulators.
Aravind Ramakrishnan, David I. W. Levin, Alec Jacobson
3DV2
2025 Neurally Integrated Finite Elements for Differentiable Elasticity on Evolving Domains
abstract
We present an elastic simulator for domains defined as evolving implicit functions, which is efficient, robust, and differentiable with respect to both shape and material. This simulator is motivated by applications in 3D reconstruction: it is increasingly effective to recover geometry from observed images as implicit functions, but physical applications require accurately simulating and optimizing-for the behavior of such shapes under deformation, which has remained challenging. Our key technical innovation is to train a small neural network to fit quadrature points for robust numerical integration on implicit grid cells. When coupled with a Mixed Finite Element formulation, this yields a smooth, fully differentiable simulation model connecting the evolution of the underlying implicit surface to its elastic response. We demonstrate the efficacy of our approach on forward simulation of implicits, direct simulation of 3D shapes during editing, and novel physics-based shape and topology optimizations in conjunction with differentiable rendering.
Gilles Daviet, Tianchang Shen, Nicholas Sharp, David I. W. Levin
ACM Trans. Graph.4
2025 Adaptive Algebraic Reuse of Reordering in Cholesky Factorizations with Dynamic Sparsity Patterns
abstract
We introduce Parth, a fill-reducing ordering method for sparse Cholesky solvers with dynamic sparsity patterns (e.g., in physics simulations with contact or geometry processing with local remeshing). Parth facilitates the selective reuse of fill-reducing orderings when sparsity patterns exhibit temporal coherence, avoiding full symbolic analysis by localizing the effect of dynamic sparsity changes on the ordering vector. We evaluated Parth on over 175,000 linear systems collected from both physics simulations and geometry processing applications, and show that for some of the most challenging physics simulations, it achieves up to 14x reordering runtime speedup, resulting in a 2x speedup in Cholesky solve time—even on top of well-optimized solvers such as Apple Accelerate and Intel MKL.
Behrooz Zarebavani, Danny M. Kaufman, David I. W. Levin, Maryam Mehri Dehnavi
ACM Trans. Graph.3
2025 A Differentiable Material Point Method Framework for Shape Morphing
abstract
We present a novel, physically-based morphing technique for elastic shapes, leveraging the differentiable material point method (MPM) with space-time control through per-particle deformation gradients to accommodate complex topology changes. This approach, grounded in MPM's natural handling of dynamic topologies, is enhanced by a chained iterative optimization technique, allowing for the creation of both succinct and extended morphing sequences that maintain coherence over time. Demonstrated across various challenging scenarios, our method is able to produce detailed elastic deformation and topology transitions, all grounded within our physics-based simulation framework.
Michael Xu, Chang-Yong Song, David I. W. Levin, David Hyde 0001
IEEE Trans. Vis. Comput. Graph.3
2024 Trust-Region Eigenvalue Filtering for Projected Newton
Hsueh-Ti Derek Liu, Alec Jacobson, David I. W. Levin, Changxi Zheng
SIGGRAPH Asia4
2024 Simplicits: Mesh-Free, Geometry-Agnostic Elastic Simulation
abstract
The proliferation of 3D representations, from explicit meshes to implicit neural fields and more, motivates the need for simulators agnostic to representation. We present a data-, mesh-, and grid-free solution for elastic simulation for any object in any geometric representation undergoing large, nonlinear deformations. We note that every standard geometric representation can be reduced to an occupancy function queried at any point in space, and we define a simulator atop this common interface. For each object, we fit a small implicit neural network encoding spatially varying weights that act as a reduced deformation basis. These weights are trained to learn physically significant motions in the object via random perturbations. Our loss ensures we find a weight-space basis that best minimizes deformation energy by stochastically evaluating elastic energies through Monte Carlo sampling of the deformation volume. At runtime, we simulate in the reduced basis and sample the deformations back to the original domain. Our experiments demonstrate the versatility, accuracy, and speed of this approach on data including signed distance functions, point clouds, neural primitives, tomography scans, radiance fields, Gaussian splats, surface meshes, and volume meshes, as well as showing a variety of material energies, contact models, and time integration schemes.
Vismay Modi, Nicholas Sharp, Or Perel, Shinjiro Sueda, David I. W. Levin
ACM Trans. Graph.5
2024 Trading Spaces: Adaptive Subspace Time Integration for Contacting Elastodynamics
abstract
We construct a subspace simulator that adaptively balances solution improvement against system size. The core components of our simulator are an adaptive subspace oracle, model, and parallel time-step solver algorithm. Our in-time-step adaptivity oracle continually assesses subspace solution quality and candidate update proposals while accounting for temporal variations in deformation and spatial variations in material. In turn our adaptivity model is subspace agnostic. It allows application across subspace representations and expresses unrestricted deformations independent of subspace choice. We couple our oracle and model with a custom-constructed parallel time-step solver for our enriched systems that exposes a pair of user tolerances which provide controllable simulation quality. As tolerances are tightened our model converges to full-space solutions (with expected cost increases). On the other hand, as tolerances are relaxed we obtain output-bound simulation costs. We demonstrate the efficacy of our approach across a wide range of challenging nonlinear materials models, material stiffnesses, heterogeneities, dynamic behaviors, and frictionally contacting conditions, obtaining scalable and efficient simulations of complex elastodynamic scenarios.
Ty Trusty, Yun Fei, David I. W. Levin, Danny M. Kaufman
ACM Trans. Graph.3
2023 Deformation Gradient Control of Physically Simulated Amorphous Solids
abstract
We present a method for controlling topology morphing physically simulated elastoplastic objects. Our method utilizes space-time control of differentiable material point method simulation via per-particle deformation gradients. We base our simulation environment on the material point method due to its natural ability to handle topology change. Our method can generate short animations or produce indefinitely long sequences via a novel chained optimization technique.
Michael Xu, David I. W. Levin
SCA2
2023 ViCMA: Visual Control of Multibody Animations
abstract
Motion control of large-scale, multibody physics animations with contact is difficult. Existing approaches, such as those based on optimization, are computationally daunting, and, as the number of interacting objects increases, can fail to find satisfactory solutions. We present a new, complementary method for the visual control of multibody animations that exploits object motion and visibility, and has overall cost comparable to a single simulation. Our method is highly practical, and is demonstrated on numerous large-scale, contact-rich examples involving both rigid and deformable bodies.
Doug L. James, David I. W. Levin
SIGGRAPH Asia2
2023 Subspace Mixed Finite Elements for Real-Time Heterogeneous Elastodynamics
abstract
Real-time elastodynamic solvers are well-suited for the rapid simulation of homogeneous elastic materials, with high-rates generally enabled by aggressive early termination of timestep solves. Unfortunately, the introduction of strong domain heterogeneities can make these solvers slow to converge. Stopping the solve short creates visible damping artifacts and rotational errors. To address these challenges we develop a reduced mixed finite element solver that preserves rich rotational motion, even at low-iteration regimes. Specifically, this solver augments time-step solve optimizations with auxillary stretch degrees of freedom at mesh elements, and maintains consistency with the primary positional degrees of freedoms at mesh nodes via explicit constraints. We make use of a Skinning Eigenmode subspace for our positional degrees of freedom. We accelerate integration of non-linear elastic energies with a cubature approximation, placing stretch degrees of freedom at cubature points. Across a wide range of examples we demonstrate that this subspace is particularly well suited for heterogeneous material simulation. Our resulting method is a subspace mixed finite element method completely decoupled from the resolution of the mesh that is well-suited for real-time simulation of heterogeneous domains.
Ty Trusty, Otman Benchekroun, Eitan Grinspun, Danny M. Kaufman, David I. W. Levin
SIGGRAPH Asia5
2023 Neural Collision Fields for Triangle Primitives
abstract
We present neural collision fields as an alternative to contact point sampling in physics simulations. Our approach is built on top of a novel smoothed integral formulation for the contact surface patches between two triangle meshes. By reformulating collisions as an integral, we avoid issues of sampling common to many collision-handling algorithms. Because the resulting integral is difficult to evaluate numerically, we store its solution in an integrated neural collision field — a 6D neural field in the space of triangle pair vertex coordinates. Our network generalizes well to new triangle meshes without retraining. We demonstrate the effectiveness of our method by implementing it as a constraint in a position-based dynamics framework and show that our neural formulation successfully handles collisions in practical simulations involving both volumetric and thin-shell geometries.
Ryan S. Zesch, Vismay Modi, Shinjiro Sueda, David I. W. Levin
SIGGRAPH Asia4
2023 Multi-agent Path Planning with Heterogenous Interactions in Tight Spaces
abstract
Abstract By starting with the assumption that motion is fundamentally a decision making problem, we use the world‐line concept from Special Relativity as the inspiration for a novel multi‐agent path planning method. We have identified a particular set of problems that have so far been overlooked by previous works. We present our solution for the global path planning problem for each agent and ensure smooth local collision avoidance for each pair of agents in the scene. We accomplish this by modelling the collision‐free trajectories of the agents through 2D space and time as rods in 3D. We obtain smooth trajectories by solving a non‐linear optimization problem with a quasi‐Newton interior point solver, initializing the solver with a non‐intersecting configuration from a modified Dijkstra's algorithm. This space–time formulation allows us to simulate previously ignored phenomena such as highly heterogeneous interactions in very constrained environments. It also provides a solution for scenes with unnaturally symmetric agent alignments without the need for jittering agent positions or velocities.
Vismay Modi, Yixin Chen 0006, Abhishek Madan, Shinjiro Sueda, David I. W. Levin
Comput. Graph. Forum5
2023 PolyStokes: A Polynomial Model Reduction Method for Viscous Fluid Simulation
abstract
Standard liquid simulators apply operator splitting to independently solve for pressure and viscous stresses, a decoupling that induces incorrect free surface boundary conditions. Such methods are unable to simulate fluid phenomena reliant on the balance of pressure and viscous stresses, such as the liquid rope coil instability exhibited by honey. By contrast, unsteady Stokes solvers retain coupling between pressure and viscosity, thus resolving these phenomena, albeit using a much larger and thus more computationally expensive linear system compared to the decoupled approach. To accelerate solving the unsteady Stokes problem, we propose a reduced fluid model wherein interior regions are represented with incompressible polynomial vector fields. Sets of standard grid cells are consolidated into super-cells, each of which are modelled using a quadratic field of 26 degrees of freedom. We demonstrate that the reduced field must necessarily be at least quadratic, with the affine model being unable to correctly capture viscous forces. We reproduce the liquid rope coiling instability, as well as other simulated examples, to show that our reduced model is able to reproduce the same fluid phenomena at a smaller computational cost. Futhermore, we performed a crowdsourced user survey to verify that our method produces imperceptible differences compared to the full unsteady Stokes method.
Jonathan Panuelos, Ryan Goldade, Eitan Grinspun, David I. W. Levin, Christopher Batty
ACM Trans. Graph.4
2022 Mixed Variational Finite Elements for Implicit Simulation of Deformables
abstract
We propose and explore a new method for the implicit time integration of elastica. Key to our approach is the use of a mixed variational principle. In turn, its finite element discretization leads to an efficient and accurate sequential quadratic programming solver with a superset of the desirable properties of many previous integration strategies. This framework fits a range of elastic constitutive models and remains stable across a wide span of time step sizes and material parameters (including problems that are approximately rigid). Our method exhibits convergence on par with full Newton type solvers and also generates visually plausible results in just a few iterations comparable to recent fast simulation methods that do not converge. These properties make it suitable for both offline accurate simulation and performant applications with expressive physics. We demonstrate the efficacy of our approach on a number of simulated examples.
Ty Trusty, Danny M. Kaufman, David I. W. Levin
SIGGRAPH Asia3
2022 Fast evaluation of smooth distance constraints on co-dimensional geometry
abstract
We present a new method for computing a smooth minimum distance function based on the LogSumExp function for point clouds, edge meshes, triangle meshes, and combinations of all three. We derive blending weights and a modified Barnes-Hut acceleration approach that ensure our method approximates the true distance, and is conservative (points outside the zero isosurface are guaranteed to be outside the surface) and efficient to evaluate for all the above data types. This, in combination with its ability to smooth sparsely sampled and noisy data, like point clouds, shortens the gap between data acquisition and simulation, and thereby enables new applications such as direct, co-dimensional rigid body simulation using unprocessed lidar data.
Abhishek Madan, David I. W. Levin
ACM Trans. Graph.2
2022 Adaptive rigidification of elastic solids
abstract
We present a method for reducing the computational cost of elastic solid simulation by treating connected sets of non-deforming elements as rigid bodies. Non-deforming elements are identified as those where the strain rate squared Frobenius norm falls below a threshold for several frames. Rigidification uses a breadth first search to identify connected components while avoiding connections that would form hinges between rigid components. Rigid elements become elastic again when their approximate strain velocity rises above a threshold, which is fast to compute using a single iteration of conjugate gradient with a fixed Laplacian-based incomplete Cholesky preconditioner. With rigidification, the system size to solve at each time step can be greatly reduced, and if all elastic element become rigid, it reduces to solving the rigid body system. We demonstrate our results on a variety of 2D and 3D examples, and show that our method is likewise especially beneficial in contact rich examples.
Alexandre Mercier-Aubin, Paul G. Kry, Alexandre Winter, David I. W. Levin
ACM Trans. Graph.4
2022 VEMPIC: particle-in-polyhedron fluid simulation for intricate solid boundaries
abstract
The comprehensive visual modeling of fluid motion has historically been a challenging task, due in no small part to the difficulties inherent in geometries that are non-manifold, open, or thin. Modern geometric cut-cell mesh generators have been shown to produce, both robustly and quickly, workable volumetric elements in the presence of these problematic geometries, and the resulting volumetric representation would seem to offer an ideal infrastructure with which to perform fluid simulations. However, cut-cell mesh elements are general polyhedra that often contain holes and are non-convex; it is therefore difficult to construct the explicit function spaces required to employ standard functional discretizations, such as the Finite Element Method. The Virtual Element Method (VEM) has recently emerged as a functional discretization that successfully operates with complex polyhedral elements through a weak formulation of its function spaces. We present a novel cut-cell fluid simulation framework that exactly represents boundary geometry during the simulation. Our approach enables, for the first time, detailed fluid simulation with "in-the-wild" obstacles, including ones that contain non-manifold parts, self-intersections, and extremely thin features. Our key technical contribution is the generalization of the Particle-In-Cell fluid simulation methodology to arbitrary polyhedra using VEM. Coupled with a robust cut-cell generation scheme, this produces a fluid simulation algorithm that can operate on previously infeasible geometries without requiring any additional mesh modification or repair.
Michael Tao 0001, Christopher Batty, Mirela Ben-Chen, Eugene Fiume, David I. W. Levin
ACM Trans. Graph.5
2021 Levitating Rigid Objects with Hidden Rods and Wires
abstract
Abstract We propose a novel algorithm to efficiently generate hidden structures to support arrangements of floating rigid objects. Our optimization finds a small set of rods and wires between objects and each other or a supporting surface (e.g., wall or ceiling) that hold all objects in force and torque equilibrium. Our objective function includes a sparsity inducing total volume term and a linear visibility term based on efficiently pre‐computed Monte‐Carlo integration, to encourage solutions that are as‐hidden‐as‐possible. The resulting optimization is convex and the global optimum can be efficiently recovered via a linear program. Our representation allows for a user‐controllable mixture of tension‐, compression‐, and shear‐resistant rods or tension‐only wires. We explore applications to theatre set design, museum exhibit curation, and other artistic endeavours.
Sarah Anne Kushner, Risa Ulinski, Karan Singh 0004, David I. W. Levin, Alec Jacobson
Comput. Graph. Forum4
2021 EMU: Efficient Muscle Simulation in Deformation Space
abstract
Abstract EMU is an efficient and scalable model to simulate bulk musculoskeletal motion with heterogenous materials. First, EMU requires no model reductions, or geometric coarsening, thereby producing results visually accurate when compared to an FEM simulation. Second, EMU is efficient and scales much better than state‐of‐the‐art FEM with the number of elements in the mesh, and is more easily parallelizable. Third, EMU can handle heterogeneously stiff meshes with an arbitrary constitutive model, thus allowing it to simulate soft muscles, stiff tendons and even stiffer bones all within one unified system. These three key characteristics of EMU enable us to efficiently orchestrate muscle activated skeletal movements. We demonstrate the efficacy of our approach via a number of examples with tendons, muscles, bones and joints.
Vismay Modi, Lawson Fulton, Alec Jacobson, Shinjiro Sueda, David I. W. Levin
Comput. Graph. Forum5
2021 Interactive modelling of volumetric musculoskeletal anatomy
abstract
We present a new approach for modelling musculoskeletal anatomy. Unlike previous methods, we do not model individual muscle shapes as geometric primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric segmentation approach where every point in our volume is assigned to a muscle, fat, or bone tissue. We provide an interactive modelling tool where the user controls the segmentation via muscle curves and we visualize the muscle shapes using volumetric rendering. Muscle curves enable intuitive yet powerful control over the muscle shapes. This representation allows us to automatically handle intersections between different tissues (muscle-muscle, muscle-bone, and muscle-skin) during the modelling and automates computation of muscle fiber fields. We further introduce a novel algorithm for converting the volumetric muscle representation into tetrahedral or surface geometry for use in downstream tasks. Additionally, we introduce an interactive skeleton authoring tool that allows the users to create skeletal anatomy starting from only a skin mesh using a library of bone parts.
Rinat Abdrashitov, Seungbae Bang, David I. W. Levin, Karan Singh 0004, Alec Jacobson
ACM Trans. Graph.3
2021 The shape matching element method: direct animation of curved surface models
abstract
We introduce a new method for direct physics-based animation of volumetric curved models, represented using NURBS surfaces. Our technical contribution is the Shape Matching Element Method (SEM). SEM is a completely meshless algorithm, the first to simultaneously be robust to gaps and overlaps in geometry, be compatible with standard constitutive models and time integration schemes, support contact and frictional interactions and to preserve feature correspondence during simulation which enables editable simulated output. We demonstrate the efficacy of our algorithm by producing compelling physics-based animations from a variety of curved input models.
Ty Trusty, David I. W. Levin
ACM Trans. Graph.3
2020 Chordal decomposition for spectral coarsening
abstract
We introduce a novel solver to significantly reduce the size of a geometric operator while preserving its spectral properties at the lowest frequencies. We use chordal decomposition to formulate a convex optimization problem which allows the user to control the operator sparsity pattern. This allows for a trade-off between the spectral accuracy of the operator and the cost of its application. We efficiently minimize the energy with a change of variables and achieve state-of-the-art results on spectral coarsening. Our solver further enables novel applications including volume-to-surface approximation and detaching the operator from the mesh, i.e., one can produce a mesh tailor-made for visualization and optimize an operator separately for computation.
Hsueh-Ti Derek Liu, Alec Jacobson, David I. W. Levin
ACM Trans. Graph.4
2020 Fabrication-in-the-loop co-optimization of surfaces and styli for drawing haptics
abstract
Digital drawing tools are now standard in art and design workflows. These tools offer comfort, portability, and precision as well as native integration with digital-art workflows, software, and tools. At the same time, artists continue to work with long-standing, traditional drawing tools. One feature of traditional tools, well-appreciated by many artists and lacking in digital tools, is the specific and diverse range of haptic responses provided by them. Haptic feedback in traditional drawing tools provides unique, per-tool responses that help determine the precision and character of individual strokes. In this work, we address the problem of fabricating digital drawing tools that closely match the haptic feedback of their traditional counterparts. This requires the formulation and solution of a complex, co-optimization of both digital styli and the drawing surfaces they move upon. Here, a potentially direct formulation of this optimization with numerical simulation-in-the-loop is not yet viable. As in many complex design tasks, state-of-the-art methods do not currently offer predictive modeling at rates and scales that can account for the numerous, coupled, physical behaviors governing the haptics of styli and surfaces, nor for the limitations and uncertainties inherent in their fabrication processes. To address these challenges, we propose fabrication-in-the-loop optimization. Critical to making this strategy practical we construct our objective via a Gaussian Process that does not require computing derivatives with respect to design parameters. Our Gaussian Process surrogate model then provides both function estimates and confidence intervals that guide the efficient sampling of our design space. In turn, this sampling critically reduces the numbers of fabricated examples during exploration and automatically handles exploration-exploitation trade-offs. We apply our method to fabricate drawing tools that provide a wide range of haptic feedback, and demonstrate that they are often hard for users to distinguish from their traditional drawing-tool analogs.
Michal Piovarci, Danny M. Kaufman, David I. W. Levin, Piotr Didyk
ACM Trans. Graph.3
2020 Complementary dynamics
abstract
We present a novel approach to enrich arbitrary rig animations with elastodynamic secondary effects. Unlike previous methods which pit rig displacements and physical forces as adversaries against each other, we advocate that physics should complement artists' intentions. We propose optimizing for elastodynamic displacements in the subspace orthogonal to displacements that can be created by the rig. This ensures that the additional dynamic motions do not undo the rig animation. The complementary space is high-dimensional, algebraically constructed without manual oversight, and capable of rich high-frequency dynamics. Unlike prior tracking methods, we do not require extra painted weights, segmentation into fixed and free regions or tracking clusters. Our method is agnostic to the physical model and plugs into non-linear FEM simulations, geometric as-rigid-as-possible energies, or mass-spring models. Our method does not require a particular type of rig and adds secondary effects to skeletal animations, cage-based deformations, wire deformers, motion capture data, and rigid-body simulations.
Jiayi Eris Zhang, Seungbae Bang, David I. W. Levin, Alec Jacobson
ACM Trans. Graph.3
2019 Latent-space Dynamics for Reduced Deformable Simulation
abstract
Abstract We propose the first reduced model simulation framework for deformable solid dynamics using autoencoder neural networks. We provide a data‐driven approach to generating nonlinear reduced spaces for deformation dynamics. In contrast to previous methods using machine learning which accelerate simulation by approximating the time‐stepping function, we solve the true equations of motion in the latent‐space using a variational formulation of implicit integration. Our approach produces drastically smaller reduced spaces than conventional linear model reduction, improving performance and robustness. Furthermore, our method works well with existing force‐approximation cubature methods.
Lawson Fulton, Vismay Modi, David Duvenaud, David I. W. Levin, Alec Jacobson
Comput. Graph. Forum4
2019 Mandoline: robust cut-cell generation for arbitrary triangle meshes
abstract
Although geometry arising "in the wild" most often comes in the form of a surface representation, a plethora of geometrical and physical applications require the construction of volumetric embeddings either of the geometry itself or the domain surrounding it. Cartesian cut-cell-based mesh generation provides an attractive solution in which volumetric elements are constructed from the intersection of the input surface geometry with a uniform or adaptive hexahedral grid. This choice, especially common in computational fluid dynamics, has the potential to efficiently generate accurate, surface-conforming cells; unfortunately, current solutions are often slow, fragile, or cannot handle many common topological situations. We therefore propose a novel, robust cut-cell construction technique for triangle surface meshes that explicitly computes the precise geometry of the intersection cells, even on meshes that are open or non-manifold. Its fundamental geometric primitive is the intersection of an arbitrary segment with an axis-aligned plane. Beginning from the set of intersection points between triangle mesh edges and grid planes, our bottom-up approach robustly determines cut-edges, cut-faces, and finally cut-cells, in a manner designed to guarantee topological correctness. We demonstrate its effectiveness and speed on a wide range of input meshes and grid resolutions, and make the code available as open source.
Michael Tao 0001, Christopher Batty, Eugene Fiume, David I. W. Levin
ACM Trans. Graph.4
2018 Collision-Aware and Online Compression of Rigid Body Simulations via Integrated Error Minimization
abstract
Abstract Methods to compress simulation data are invaluable as they facilitate efficient transmission along the visual effects pipeline, fast and efficient replay of simulations for visualization and enable storage of scientific data. However, all current approaches to compressing simulation data require access to the entire dynamic simulation, leading to large memory requirements and additional computational burden. In this paper we perform compression of contact‐dominated, rigid body simulations in an online, error‐bounded fashion. This has the advantage of requiring access to only a narrow window of simulation data at a time while still achieving good agreement with the original simulation. Our approach is simulator agnostic allowing us to compress data from a variety of sources. We demonstrate the efficacy of our algorithm by compressing contact‐dominated rigid body simulations from a number of sources, achieving compression rates of up to 360 times over raw data size.
Timothy Jeruzalski, John Kanji, Alec Jacobson, David I. W. Levin
Comput. Graph. Forum4
2018 Fast winding numbers for soups and clouds
abstract
Inside-outside determination is a basic building block for higher-level geometry processing operations. Generalized winding numbers provide a robust answer for triangle meshes, regardless of defects such as self-intersections, holes or degeneracies. In this paper, we further generalize the winding number to point clouds. Previous methods for evaluating the winding number are slow for completely disconnected surfaces, such as triangle soups or-in the extreme case- point clouds. We propose a tree-based algorithm to reduce the asymptotic complexity of generalized winding number computation, while closely approximating the exact value. Armed with a fast evaluation, we demonstrate the winding number in a variety of new applications: voxelization, signing distances, generating 3D printer paths, defect-tolerant mesh booleans and point set surfaces.
Gavin Barill, Neil G. Dickson, Ryan M. Schmidt, David I. W. Levin, Alec Jacobson
ACM Trans. Graph.4
2018 Perception-aware modeling and fabrication of digital drawing tools
abstract
Digital drawing is becoming a favorite technique for many artists. It allows for quick swaps between different materials, reverting changes, and applying selective modifications to finished artwork. These features enable artists to be more efficient and creative. A significant disadvantage of digital drawing is poor haptic feedback. Artists are usually limited to one surface and a few different stylus nibs, and while they try to find a combination that suits their needs, this is typically challenging. In this work, we address this problem and propose a method for designing, evaluating, and optimizing different stylus designs. We begin with collecting a representative set of traditional drawing tools. We measure their physical properties and conduct a user experiment to build a perceptual space that encodes perceptually-relevant attributes of drawing materials. The space is optimized to both explain our experimental data and correlate it with measurable physical properties. To embed new drawing tool designs into the space without conducting additional experiments and measurements, we propose a new, data-driven simulation technique for characterizing stylus-surface interaction. We finally leverage the perceptual space, our simulation, and recent advancements in multi-material 3D printing to demonstrate the application of our system in the design of new digital drawing tools that mimic traditional drawing materials.
Michal Piovarci, David I. W. Levin, Danny M. Kaufman, Piotr Didyk
ACM Trans. Graph.2
2018 Eulerian-on-lagrangian cloth simulation
abstract
We resolve the longstanding problem of simulating the contact-mediated interaction of cloth and sharp geometric features by introducing an Eulerian-on-Lagrangian (EOL) approach to cloth simulation. Unlike traditional Lagrangian approaches to cloth simulation, our EOL approach permits bending exactly at and sliding over sharp edges, avoiding parasitic locking caused by over-constraining contact constraints. Wherever the cloth is in contact with sharp features, we insert EOL vertices into the cloth, while the rest of the cloth is simulated in the standard Lagrangian fashion. Our algorithm manifests as new equations of motion for EOL vertices, a contact-conforming remesher, and a set of simple constraint assignment rules, all of which can be incorporated into existing state-of-the-art cloth simulators to enable smooth, inequality-constrained contact between cloth and objects in the world.
Nicholas J. Weidner, Kyle Piddington, David I. W. Levin, Shinjiro Sueda
ACM Trans. Graph.3
2017 Dynamics-aware numerical coarsening for fabrication design
abstract
The realistic simulation of highly-dynamic elastic objects is important for a broad range of applications in computer graphics, engineering and computational fabrication. However, whether simulating flipping toys, jumping robots, prosthetics or quickly moving creatures, performing such simulations in the presence of contact, impact and friction is both time consuming and inaccurate. In this paper we present Dynamics-Aware Coarsening (DAC) and the Boundary Balanced Impact (BBI) model which allow for the accurate simulation of dynamic, elastic objects undergoing both large scale deformation and frictional contact, at rates up to 79 times faster than state-of-the-art methods. DAC and BBI produce simulations that are accurate and fast enough to be used (for the first time) for the computational design of 3D-printable compliant dynamic mechanisms. Thus we demonstrate the efficacy of DAC and BBI by designing and fabricating mechanisms which flip, throw and jump over and onto obstacles as requested.
Desai Chen, David I. W. Levin, Wojciech Matusik, Danny M. Kaufman
ACM Trans. Graph.2
2017 Retrieval on Parametric Shape Collections
abstract
While collections of parametric shapes are growing in size and use, little progress has been made on the fundamental problem of shape-based matching and retrieval for parametric shapes in a collection. The search space for such collections is both discrete (number of shapes) and continuous (parameter values). In this work, we propose representing this space using descriptors that have shown to be effective for single shape retrieval. While single shapes can be represented as points in a descriptor space, parametric shapes are mapped into larger continuous regions. For smooth descriptors, we can assume that these regions are bounded low-dimensional manifolds where the dimensionality is given by the number of shape parameters. We propose representing these manifolds with a set of primitives, namely, points and bounded tangent spaces. Our algorithm describes how to define these primitives and how to use them to construct a manifold approximation that allows accurate and fast retrieval. We perform an analysis based on curvature, boundary evaluation, and the allowed approximation error to select between primitive types. We show how to compute decision variables with no need for empirical parameter adjustments and discuss theoretical guarantees on retrieval accuracy. We validate our approach with experiments that use different types of descriptors on a collection of shapes from multiple categories.
Adriana Schulz, Ariel Shamir, Ilya Baran, David I. W. Levin, Pitchaya Sitthi-amorn, Wojciech Matusik
ACM Trans. Graph.4
2016 Simit: A Language for Physical Simulation
abstract
With existing programming tools, writing high-performance simulation code is labor intensive and requires sacrificing readability and portability. The alternative is to prototype simulations in a high-level language like Matlab, thereby sacrificing performance. The Matlab programming model naturally describes the behavior of an entire physical system using the language of linear algebra. However, simulations also manipulate individual geometric elements, which are best represented using linked data structures like meshes. Translating between the linked data structures and linear algebra comes at significant cost, both to the programmer and to the machine. High-performance implementations avoid the cost by rephrasing the computation in terms of linked or index data structures, leaving the code complicated and monolithic, often increasing its size by an order of magnitude. In this article, we present Simit, a new language for physical simulations that lets the programmer view the system both as a linked data structure in the form of a hypergraph and as a set of global vectors, matrices, and tensors depending on what is convenient at any given time. Simit provides a novel assembly construct that makes it conceptually easy and computationally efficient to move between the two abstractions. Using the information provided by the assembly construct, the compiler generates efficient in-place computation on the graph. We demonstrate that Simit is easy to use: a Simit program is typically shorter than a Matlab program; that it is high performance: a Simit program running sequentially on a CPU performs comparably to hand-optimized simulations; and that it is portable: Simit programs can be compiled for GPUs with no change to the program, delivering 4 to 20× speedups over our optimized CPU code.
Fredrik Kjolstad, Shoaib Kamil 0001, Jonathan Ragan-Kelley, David I. W. Levin, Shinjiro Sueda, Desai Chen, Etienne Vouga, Danny M. Kaufman, Gurtej Kanwar, Wojciech Matusik, Saman P. Amarasinghe
ACM Trans. Graph.4
2016 Acoustic voxels: computational optimization of modular acoustic filters
abstract
Acoustic filters have a wide range of applications, yet customizing them with desired properties is difficult. Motivated by recent progress in additive manufacturing that allows for fast prototyping of complex shapes, we present a computational approach that automates the design of acoustic filters with complex geometries. In our approach, we construct an acoustic filter comprised of a set of parameterized shape primitives, whose transmission matrices can be precomputed. Using an efficient method of simulating the transmission matrix of an assembly built from these underlying primitives, our method is able to optimize both the arrangement and the parameters of the acoustic shape primitives in order to satisfy target acoustic properties of the filter. We validate our results against industrial laboratory measurements and high-quality off-line simulations. We demonstrate that our method enables a wide range of applications including muffler design, musical wind instrument prototyping, and encoding imperceptible acoustic information into everyday objects.
Dingzeyu Li, David I. W. Levin, Wojciech Matusik, Changxi Zheng
ACM Trans. Graph.2
2016 Stochastic structural analysis for context-aware design and fabrication
abstract
In this paper we propose failure probabilities as a semantically and mechanically meaningful measure of object fragility. We present a stochastic finite element method which exploits fast rigid body simulation and reduced-space approaches to compute spatially varying failure probabilities. We use an explicit rigid body simulation to emulate the real-world loading conditions an object might experience, including persistent and transient frictional contact, while allowing us to combine several such scenarios together. Thus, our estimates better reflect real-world failure modes than previous methods. We validate our results using a series of real-world tests. Finally, we show how to embed failure probabilities into a stress constrained topology optimization which we use to design objects such as weight bearing brackets and robust 3D printable objects.
Timothy R. Langlois, Ariel Shamir, Daniel Dror, Wojciech Matusik, David I. W. Levin
ACM Trans. Graph.5
2016 An interaction-aware, perceptual model for non-linear elastic objects
abstract
Everyone, from a shopper buying shoes to a doctor palpating a growth, uses their sense of touch to learn about the world. 3D printing is a powerful technology because it gives us the ability to control the haptic impression an object creates. This is critical for both replicating existing, real-world constructs and designing novel ones. However, each 3D printer has different capabilities and supports different materials, leaving us to ask: How can we best replicate a given haptic result on a particular output device? In this work, we address the problem of mapping a real-world material to its nearest 3D printable counterpart by constructing a perceptual model for the compliance of nonlinearly elastic objects. We begin by building a perceptual space from experimentally obtained user comparisons of twelve 3D-printed metamaterials. By comparing this space to a number of hypothetical computational models, we identify those that can be used to accurately and efficiently evaluate human-perceived differences in nonlinear stiffness. Furthermore, we demonstrate how such models can be applied to complex geometries in an interaction-aware way where the compliance is influenced not only by the material properties from which the object is made but also its geometry. We demonstrate several applications of our method in the context of fabrication and evaluate them in a series of user experiments.
Michal Piovarci, David I. W. Levin, Jason Rebello, Desai Chen, Roman Durikovic, Hanspeter Pfister, Wojciech Matusik, Piotr Didyk
ACM Trans. Graph.2
2016 Eulerian solid-fluid coupling
abstract
We present a new method that achieves a two-way coupling between deformable solids and an incompressible fluid where the underlying geometric representation is entirely Eulerian. Using the recently developed Eulerian Solids approach [Levin et al. 2011], we are able to simulate multiple solids undergoing complex, frictional contact while simultaneously interacting with a fluid. The complexity of the scenarios we are able to simulate surpasses those that we have seen from any previous method. Eulerian Solids have previously been integrated using explicit schemes, but we develop an implicit scheme that allows large time steps to be taken. The in-compressibility condition is satisfied in both the solid and the fluid, which has the added benefit of simplifying collision handling.
David I. W. Levin, Theodore Kim
ACM Trans. Graph.2
2015 Computational design of metallophone contact sounds
abstract
Metallophones such as glockenspiels produce sounds in response to contact. Building these instruments is a complicated process, limiting their shapes to well-understood designs such as bars. We automatically optimize the shape of arbitrary 2D and 3D objects through deformation and perforation to produce sounds when struck which match user-supplied frequency and amplitude spectra. This optimization requires navigating a complex energy landscape, for which we develop Latin Complement Sampling to both speed up finding minima and provide probabilistic bounds on landscape exploration. Our method produces instruments which perform similarly to those that have been professionally-manufactured, while also expanding the scope of shape and sound that can be realized, e.g., single object chords. Furthermore, we can optimize sound spectra to create overtones and to dampen specific frequencies. Thus our technique allows even novices to design metallophones with unique sound and appearance.
Gaurav Bharaj, David I. W. Levin, James Tompkin 0001, Yun Fei, Hanspeter Pfister, Wojciech Matusik, Changxi Zheng
ACM Trans. Graph.2
2015 Data-driven finite elements for geometry and material design
abstract
Crafting the behavior of a deformable object is difficult---whether it is a biomechanically accurate character model or a new multimaterial 3D printable design. Getting it right requires constant iteration, performed either manually or driven by an automated system. Unfortunately, Previous algorithms for accelerating three-dimensional finite element analysis of elastic objects suffer from expensive precomputation stages that rely on a priori knowledge of the object's geometry and material composition. In this paper we introduce Data-Driven Finite Elements as a solution to this problem. Given a material palette, our method constructs a metamaterial library which is reusable for subsequent simulations, regardless of object geometry and/or material composition. At runtime, we perform fast coarsening of a simulation mesh using a simple table lookup to select the appropriate metamaterial model for the coarsened elements. When the object's material distribution or geometry changes, we do not need to update the metamaterial library---we simply need to update the metamaterial assignments to the coarsened elements. An important advantage of our approach is that it is applicable to non-linear material models. This is important for designing objects that undergo finite deformation (such as those produced by multimaterial 3D printing). Our method yields speed gains of up to two orders of magnitude while maintaining good accuracy. We demonstrate the effectiveness of the method on both virtual and 3D printed examples in order to show its utility as a tool for deformable object design.
Desai Chen, David I. W. Levin, Shinjiro Sueda, Wojciech Matusik
ACM Trans. Graph.2
2014 Design and fabrication by example
abstract
We propose a data-driven method for designing 3D models that can be fabricated. First, our approach converts a collection of expert-created designs to a dataset of parameterized design templates that includes all information necessary for fabrication. The templates are then used in an interactive design system to create new fabri-cable models in a design-by-example manner. A simple interface allows novice users to choose template parts from the database, change their parameters, and combine them to create new models. Using the information in the template database, the system can automatically position, align, and connect parts: the system accomplishes this by adjusting parameters, adding appropriate constraints, and assigning connectors. This process ensures that the created models can be fabricated, saves the user from many tedious but necessary tasks, and makes it possible for non-experts to design and create actual physical objects. To demonstrate our data-driven method, we present several examples of complex functional objects that we designed and manufactured using our system.
Adriana Schulz, Ariel Shamir, David I. W. Levin, Pitchaya Sitthi-amorn, Wojciech Matusik
ACM Trans. Graph.3
2013 Spec2Fab: a reducer-tuner model for translating specifications to 3D prints
abstract
Multi-material 3D printing allows objects to be composed of complex, heterogenous arrangements of materials. It is often more natural to define a functional goal than to define the material composition of an object. Translating these functional requirements to fabri-cable 3D prints is still an open research problem. Recently, several specific instances of this problem have been explored (e.g., appearance or elastic deformation), but they exist as isolated, monolithic algorithms. In this paper, we propose an abstraction mechanism that simplifies the design, development, implementation, and reuse of these algorithms. Our solution relies on two new data structures: a reducer tree that efficiently parameterizes the space of material assignments and a tuner network that describes the optimization process used to compute material arrangement. We provide an application programming interface for specifying the desired object and for defining parameters for the reducer tree and tuner network . We illustrate the utility of our framework by implementing several fabrication algorithms as well as demonstrating the manufactured results.
Desai Chen, David I. W. Levin, Piotr Didyk, Pitchaya Sitthi-amorn, Wojciech Matusik
ACM Trans. Graph.2
2013 Eulerian-on-lagrangian simulation
abstract
We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains their advantages. Our method does not require the construction of an explicit object discretization and the fixed nature of the simulation mesh avoids tangling during large deformations. By introducing Lagrangian modes to the simulation we enable unbounded simulation domains and reduce the time-step restrictions which can plague Eulerian simulations. Our method features a new solver that can resolve contact between multiple objects while simultaneously distributing motion between the Lagrangian and Eulerian modes in a least-squares fashion. Our method successfully bridges the gap between Lagrangian and Eulerian simulation methodologies without having to abandon either one.
Joshua Litven, David I. W. Levin, Dinesh K. Pai
ACM Trans. Graph.3
2011 Extracting skeletal muscle fiber fields from noisy diffusion tensor data
David I. W. Levin, Benjamin Gilles, Burkhard Mädler, Dinesh K. Pai
Medical Image Anal.1
2011 Eulerian solid simulation with contact
abstract
Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI.
David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai
ACM Trans. Graph.1
2011 Large-scale dynamic simulation of highly constrained strands
abstract
A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node , whose degrees of freedom precisely match the constraint, and the Eulerian node , which allows constraint handling that is independent of the initial discretization of the strand. The resulting system generates robust, efficient, and accurate simulations of massively constrained systems of rigid bodies and strands.
Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai
ACM Trans. Graph.3