VLDB 2026 Research / reviewers in the wild / expert
Martin Wicke
dblp:98/4352
· DBLP profile ↗
22ranked-venue papers
5as first author
1since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 5 first-authorArtificial intelligence and machine learning · 4Computer networks · 4Software engineering, systems software and programming languages · 2 · 1 since 2021Databases, data management, data science and information retrieval · 2Systems, architecture and hardware · 1 · 1 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.
| Artificial intelligence
4 papers |
Efficient and distributed learning · 68% 3D vision · 32% | |
| Computer architecture, parallel and distributed computing, and storage systems
3 papers |
Hardware accelerators and domain-specific architectures · 82% Distributed systems · 16% Energy-efficient computing · 2% | |
| Computer graphics and multimedia
4 papers |
Computer animation and physical simulation · 74% Rendering · 16% Geometric modeling and processing · 10% | |
| Databases, data mining, and information retrieval
3 papers |
Machine learning and data management · 97% Data mining · 3% | |
| Computer networks
3 papers |
Internet of things and sensor networks · 58% Routing and switching · 27% Wireless sensing and localization · 15% |
Topics — the 27 heaviest of 29, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Efficient and distributed learning › automated machine learning
neural architecture search |
0.7 | 1 | 2023 | Hyperscale Hardware Optimized Neural Architecture Search · ASPLOS (3) 2023 |
Machine learning › Efficient and distributed learning › automated machine learning › neural architecture search
one-shot neural architecture search |
0.7 | 1 | 2023 | Hyperscale Hardware Optimized Neural Architecture Search · ASPLOS (3) 2023 |
Hardware accelerators and domain-specific architectures › neural architecture search
hardware-aware neural architecture search |
0.7 | 1 | 2023 | Hyperscale Hardware Optimized Neural Architecture Search · ASPLOS (3) 2023 |
Hardware accelerators and domain-specific architectures
neural architecture search |
0.7 | 1 | 2023 | Hyperscale Hardware Optimized Neural Architecture Search · ASPLOS (3) 2023 |
Computer vision › 3D vision
depth estimation |
0.3 | 1 | 2018 | Unsupervised Learning of Depth and Ego-Motion From Monocular Video Using 3D Geometric Constraints · CVPR 2018 |
Computer vision › 3D vision › motion estimation
ego-motion estimation |
0.3 | 1 | 2018 | Unsupervised Learning of Depth and Ego-Motion From Monocular Video Using 3D Geometric Constraints · CVPR 2018 |
Computer vision › 3D vision › depth estimation › self-supervised depth estimation
self-supervised monocular depth estimation |
0.3 | 1 | 2018 | Unsupervised Learning of Depth and Ego-Motion From Monocular Video Using 3D Geometric Constraints · CVPR 2018 |
Machine learning › Efficient and distributed learning
distributed training |
0.3 | 1 | 2017 | TensorFlow Estimators: Managing Simplicity vs. Flexibility in High-Level Machine Learning Frameworks · KDD 2017 |
Machine learning › Efficient and distributed learning
production machine learning |
0.3 | 1 | 2017 | TensorFlow Estimators: Managing Simplicity vs. Flexibility in High-Level Machine Learning Frameworks · KDD 2017 |
Machine learning and data management
machine learning lifecycle management |
0.3 | 1 | 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning Platform · KDD 2017 |
Machine learning and data management › machine learning systems
machine learning platform |
0.3 | 1 | 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning Platform · KDD 2017 |
Computer animation and physical simulation
fluid simulation |
0.3 | 2 | 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshes · ACM Trans. Graph. 2013 Modular bases for fluid dynamics · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
model reduction |
0.3 | 2 | 2013 | Non-polynomial Galerkin projection on deforming meshes · ACM Trans. Graph. 2013 Modular bases for fluid dynamics · ACM Trans. Graph. 2009 |
Machine learning › Efficient and distributed learning
large-scale learning |
0.2 | 1 | 2016 | TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016 |
Distributed systems
large-scale machine learning systems |
0.2 | 1 | 2016 | TensorFlow: A System for Large-Scale Machine Learning · OSDI 2016 |
Routing and switching
routing |
0.2 | 2 | 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory prediction · IPSN 2010 Predictive QoS routing to mobile sinks in wireless sensor networks · IPSN 2009 |
Computer animation and physical simulation › natural phenomena simulation
phase change simulation |
0.2 | 1 | 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshes · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › deformable body simulation
elastoplasticity simulation |
0.1 | 1 | 2010 | Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010 |
Geometric modeling and processing
mesh processing |
0.1 | 1 | 2010 | Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010 |
Internet of things and sensor networks › wireless sensor network › mobile sink
mobile sink routing |
0.1 | 1 | 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory prediction · IPSN 2010 |
Wireless sensing and localization › location prediction
trajectory prediction |
0.1 | 1 | 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory prediction · IPSN 2010 |
Internet of things and sensor networks
wireless sensor network |
0.1 | 1 | 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory prediction · IPSN 2010 |
Internet of things and sensor networks › wireless sensor network
binary sensor networks |
0.1 | 1 | 2009 | Recovering network topology with binary sensors · SenSys 2009 |
Internet of things and sensor networks › wireless sensor network
sensor network topology |
0.1 | 1 | 2009 | Recovering network topology with binary sensors · SenSys 2009 |
Energy-efficient computing
energy-efficient communication |
0.0 | 1 | 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory prediction · IPSN 2010 |
Data mining › clustering › model-based clustering
mixture model clustering |
0.0 | 1 | 2009 | Recovering network topology with binary sensors · SenSys 2009 |
Internet of things and sensor networks › wireless sensor network
wireless sensor network routing |
0.0 | 1 | 2009 | Predictive QoS routing to mobile sinks in wireless sensor networks · IPSN 2009 |
Methods — techniques the papers use, named apart from their topics
weight sharing · 1.3multi-objective optimization · 1.3hyperparameter tuning · 0.6estimator interface · 0.6distributed training · 0.6photometric loss · 0.3backpropagation · 0.33d geometric consistency · 0.3data flow graphs · 0.2data flow graph · 0.2trajectory prediction · 0.2linear programming · 0.2time correlation analysis · 0.2gaussian mixture model · 0.2tensor product representation · 0.2surface tension model · 0.2remeshing · 0.2per-node pressure · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Hyperscale Hardware Optimized Neural Architecture SearchabstractRecent advances in machine learning have leveraged dramatic increases in computational power, a trend expected to continue in the future. This paper introduces the first Hyperscale Hardware Optimized Neural Architecture Search (H2O-NAS) to automatically design accurate and performant machine learning models tailored to the underlying hardware architecture. H2O-NAS consists of three key components: a new massively parallel “one-shot” search algorithm with intelligent weight sharing, which can scale to search spaces of O(10280) and handle large volumes of production traffic; hardware-optimized search spaces for diverse ML models on heterogeneous hardware; and a novel two-phase hybrid performance model and a multi-objective reward function optimized for large scale deployments. Sheng Li 0007, Garrett Andersen, Tao Chen 0003, Liqun Cheng, Julian Grady, Quoc V. Le, Andrew Li, Xin Li 0082, Yang Li 0005, Yifeng Lu, Yun Ni, Ruoming Pang, Mingxing Tan, Martin Wicke, Shengqi Zhu 0003, Parthasarathy Ranganathan, Norman P. Jouppi |
ASPLOS (3) | 16 |
| 2018 | Unsupervised Learning of Depth and Ego-Motion From Monocular Video Using 3D Geometric ConstraintsabstractWe present a novel approach for unsupervised learning of depth and ego-motion from monocular video. Unsupervised learning removes the need for separate supervisory signals (depth or ego-motion ground truth, or multi-view video). Prior work in unsupervised depth learning uses pixel-wise or gradient-based losses, which only consider pixels in small local neighborhoods. Our main contribution is to explicitly consider the inferred 3D geometry of the whole scene, and enforce consistency of the estimated 3D point clouds and ego-motion across consecutive frames. This is a challenging task and is solved by a novel (approximate) backpropagation algorithm for aligning 3D structures. We combine this novel 3D-based loss with 2D losses based on photometric quality of frame reconstructions using estimated depth and ego-motion from adjacent frames. We also incorporate validity masks to avoid penalizing areas in which no useful information exists. We test our algorithm on the KITTI dataset and on a video dataset captured on an uncalibrated mobile phone camera. Our proposed approach consistently improves depth estimates on both datasets, and outperforms the state-of-the-art for both depth and ego-motion. Because we only require a simple video, learning depth and ego-motion on large and varied datasets becomes possible. We demonstrate this by training on the low quality uncalibrated video dataset and evaluating on KITTI, ranking among top performing prior methods which are trained on KITTI itself. Reza Mahjourian, Martin Wicke, Anelia Angelova |
CVPR | 2 |
| 2017 | Geometry-based next frame prediction from monocular videoabstractWe consider the problem of next frame prediction from video input. A recurrent convolutional neural network is trained to predict depth from monocular video input, which, along with the current video image and the camera trajectory, can then be used to compute the next frame. Unlike prior next-frame prediction approaches, we take advantage of the scene geometry and use the predicted depth for generating the next frame prediction. Our approach can produce rich next frame predictions which include depth information attached to each pixel. Another novel aspect of our approach is that it predicts depth from a sequence of images (e.g. in a video), rather than from a single still image. We evaluate the proposed approach on the KITTI dataset, a standard dataset for benchmarking tasks relevant to autonomous driving. The proposed method produces results which are visually and numerically superior to existing methods that directly predict the next frame. We show that the accuracy of depth prediction improves as more prior frames are considered. Reza Mahjourian, Martin Wicke, Anelia Angelova |
Intelligent Vehicles Symposium | 2 |
| 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning PlatformabstractCreating and maintaining a platform for reliably producing and deploying machine learning models requires careful orchestration of many components---a learner for generating models based on training data, modules for analyzing and validating both data as well as models, and finally infrastructure for serving models in production. This becomes particularly challenging when data changes over time and fresh models need to be produced continuously. Unfortunately, such orchestration is often done ad hoc using glue code and custom scripts developed by individual teams for specific use cases, leading to duplicated effort and fragile systems with high technical debt. Denis Baylor, Eric Breck, Heng-Tze Cheng, Noah Fiedel, Chuan Yu Foo, Zakaria Haque, Salem Haykal, Mustafa Ispir, Vihan Jain, Levent Koc 0001, Chiu Yuen Koo, Lukasz Lew, Clemens Mewald, Akshay Naresh Modi, Neoklis Polyzotis, Sukriti Ramesh, Sudip Roy 0002, Steven Euijong Whang, Martin Wicke, Jarek Wilkiewicz, Martin Zinkevich |
KDD | 19 |
| 2017 | TensorFlow Estimators: Managing Simplicity vs. Flexibility in High-Level Machine Learning FrameworksabstractWe present a framework for specifying, training, evaluating, and deploying machine learning models. Our focus is on simplifying cutting edge machine learning for practitioners in order to bring such technologies into production. Recognizing the fast evolution of the field of deep learning, we make no attempt to capture the design space of all possible model architectures in a domain-specific language (DSL) or similar configuration language. We allow users to write code to define their models, but provide abstractions that guide developers to write models in ways conducive to productionization. We also provide a unifying Estimator interface, making it possible to write downstream infrastructure (e.g. distributed training, hyperparameter tuning) independent of the model implementation. Heng-Tze Cheng, Zakaria Haque, Lichan Hong, Mustafa Ispir, Clemens Mewald, Illia Polosukhin, George Roumpos, D. Sculley, Jamie Smith, David Soergel, Yuan Tang 0001, Philipp Tucker, Martin Wicke, Cassandra Xia, Jianwei Xie |
KDD | 13 |
| 2016 | TensorFlow: A System for Large-Scale Machine Learning
Martín Abadi, Paul Barham 0001, Jianmin Chen, Andy Davis, Jeffrey Dean, Matthieu Devin, Sanjay Ghemawat, Geoffrey Irving, Michael Isard, Manjunath Kudlur, Josh Levenberg, Rajat Monga, Sherry Moore, Derek Gordon Murray, Benoit Steiner, Paul A. Tucker, Vijay Vasudevan, Pete Warden, Martin Wicke, Xiaoqiang Zheng |
OSDI | 20 |
| 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshesabstractThis article describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning to each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh. With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating. Pascal Clausen, Martin Wicke, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 2 |
| 2013 | Non-polynomial Galerkin projection on deforming meshesabstractThis paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: fluid simulation and radiosity rendering, both using deforming meshes. Standard Galerkin projection cannot efficiently approximate these phenomena. Our approach, by contrast, enables the compact representation and approximation of these complex non-polynomial systems, including quotients and roots of polynomials. We rely on representing each function to be model-reduced as a composition of tensor products, matrix inversions, and matrix roots. Once a function has been represented in this form, it can be easily model-reduced, and its reduced form can be evaluated with time and memory costs dependent only on the dimension of the reduced space. Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa G. Narasimhan, Adrien Treuille |
ACM Trans. Graph. | 3 |
| 2011 | Inferring mobile trajectories using a network of binary proximity sensorsabstractUnderstanding human mobility in an environment can be approached in many forms, one of which is to recover the underlying structure of user movement. In our work, we show that we can use a network of binary proximity sensors to detect paths between nodes and also extract highly popular trajectories users take. We show that with sufficient amount of these binary data, even with no prior knowledge of the location of these sensors, we can capture a correlation between the detection timestamps in the case where a physical path exists between any two nodes. Our algorithm also generates characteristics of the path, such as the distribution of transition times and volume. We further show that with sampling techniques we can estimate the underlying trajectories that generated the time stamps. We have tested our algorithm on a simulator and two sensor network deployments. We found that, despite the lack of position information about the sensor nodes, with timestamps alone our algorithm can accurately detect the trajectories and is robust enough to use in a real-world office building. Eunjoon Cho, Omprakash Gnawali, Martin Wicke, Leonidas J. Guibas |
SECON | 4 |
| 2010 | Data stashing: energy-efficient information delivery to mobile sinks through trajectory predictionabstractIn this paper, we present a routing scheme that exploits knowledge about the behavior of mobile sinks within a network of data sources to minimize energy consumption and network congestion. For delay-tolerant network applications, we propose to route data not to the sink directly, but to send it instead to a relay node along an announced or predicted path of the mobile node that is close to the data source. The relay node will stash the information until the mobile node passes by and picks up the data. We use linear programming to find optimal relay nodes that minimize the number of necessary transmissions while guaranteeing robustness against link and node failures, as well as trajectory uncertainty. HyungJune Lee, Martin Wicke, Branislav Kusy, Omprakash Gnawali, Leonidas J. Guibas |
IPSN | 2 |
| 2010 | Meshless Shape and Motion Design for Multiple Deformable ObjectsabstractAbstract We present physically based algorithms for interactive deformable shape and motion modelling. We coarsely sample the objects with simulation nodes, and apply a meshless finite element method to obtain realistic deformations at interactive frame rates. This shape deformation algorithm is then used to specify keyframe poses and a smooth interpolating motion is obtained by solving for an energy‐minimizing trajectory. We show how to handle collisions between different deformable objects as well as with static or moving scene objects. Secondary motion is added as a post‐process by running a meshless elastic solid simulation. We enforce precomputed trajectories using control forces computed using shape matching. Key to the efficiency of our method is a sparse deformation representation and an adaptive optimization algorithm that automatically introduces new degrees of freedom in problematic regions. An accurate temporal interpolation scheme that exactly recovers rigid motions keeps the number of unknowns low and achieves realistic deformations with very few keyframes. We also show how the algorithm allows combining purely physical simulation with keyframe‐based scripted animation. The presented results illustrate that our framework can handle complex shapes at interactive rates, making it a valuable tool for animators to realistically model deformable 3D shapes and their motion. Bart Adams, Martin Wicke, Maks Ovsjanikov, Michael Wand 0001, Hans-Peter Seidel, Leonidas J. Guibas |
Comput. Graph. Forum | 2 |
| 2010 | Dynamic local remeshing for elastoplastic simulationabstractWe propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the non-embeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture. Martin Wicke, Daniel Ritchie 0001, Bryan Matthew Klingner, Sebastian Burke, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 1 |
| 2009 | Predictive QoS routing to mobile sinks in wireless sensor networks
Branislav Kusy, HyungJune Lee, Martin Wicke, Nikola Milosavljevic, Leonidas J. Guibas |
IPSN | 3 |
| 2009 | Recovering network topology with binary sensorsabstractWe present a method to extract topology information from detection events of mobile entities moving through a network of binary sensors. We extract the topological structure of possible paths in the network by analyzing the time correlation of events at different sensors. The histograms of time delays between any two sensors contain the necessary information to reconstruct the network topology. This data is heavily corrupted by noise due to multiple agents in the network. We therefore use a mixture model of multiple Gaussian and a uniform distribution to explicitly isolate the noise. Our algorithm yields a graph representing the topology of our sensor network along with average travel time between nodes. Eunjoon Cho, Ian Downes, Martin Wicke, Branislav Kusy, Leonidas J. Guibas |
SenSys | 3 |
| 2009 | Shape Decomposition using Modal AnalysisabstractAbstract We introduce a novel algorithm that decomposes a deformable shape into meaningful parts requiring only a single input pose. Using modal analysis, we are able to identify parts of the shape that tend to move rigidly. We define a deformation energy on the shape, enabling modal analysis to find the typical deformations of the shape. We then find a decomposition of the shape such that the typical deformations can be well approximated with deformation fields that are rigid in each part of the decomposition. We optimize for the best decomposition, which captures how the shape deforms. A hierarchical refinement scheme makes it possible to compute more detailed decompositions for some parts of the shape. Although our algorithm does not require user intervention, it is possible to control the process by directly changing the deformation energy, or interactively refining the decomposition as necessary. Due to the construction of the energy function and the properties of modal analysis, the computed decompositions are robust to changes in pose as well as meshing, noise, and even imperfections such as small holes in the surface. Qixing Huang, Martin Wicke, Bart Adams, Leonidas J. Guibas |
Comput. Graph. Forum | 2 |
| 2009 | Modular bases for fluid dynamicsabstractWe present a new approach to fluid simulation that balances the speed of model reduction with the flexibility of grid-based methods. We construct a set of composable reduced models, or tiles , which capture spatially localized fluid behavior. We then precompute coupling terms so that these models can be rearranged at runtime. To enforce consistency between tiles, we introduce constraint reduction . This technique modifies a reduced model so that a given set of linear constraints can be fulfilled. Because dynamics and constraints can be solved entirely in the reduced space, our method is extremely fast and scales to large domains. Martin Wicke, Matt Stanton, Adrien Treuille |
ACM Trans. Graph. | 1 |
| 2008 | Non-Rigid Registration Under Isometric DeformationsabstractAbstract We present a robust and efficient algorithm for the pairwise non‐rigid registration of partially overlapping 3D surfaces. Our approach treats non‐rigid registration as an optimization problem and solves it by alternating between correspondence and deformation optimization. Assuming approximately isometric deformations, robust correspondences are generated using a pruning mechanism based on geodesic consistency. We iteratively learn an appropriate deformation discretization from the current set of correspondences and use it to update the correspondences in the next iteration. Our algorithm is able to register partially similar point clouds that undergo large deformations, in just a few seconds. We demonstrate the potential of our algorithm in various applications such as example based articulated segmentation, and shape interpolation. Qixing Huang, Bart Adams, Martin Wicke, Leonidas J. Guibas |
Comput. Graph. Forum | 3 |
| 2008 | Polyhedral Finite Elements Using Harmonic Basis FunctionsabstractAbstract Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but in turn requires complicated remeshing in case of topological changes or adaptive refinement. We propose a flexible finite element method for arbitrary polyhedral elements, thereby effectively avoiding the need for remeshing. Our polyhedral finite elements are based on harmonic basis functions, which satisfy all necessary conditions for FEM simulations and seamlessly generalize both linear tetrahedral and trilinear hexahedral elements. We discretize harmonic basis functions using the method of fundamental solutions, which enables their flexible computation and efficient evaluation. The versatility of our approach is demonstrated on cutting and adaptive refinement within a simulation framework for corotated linear elasticity. Sebastian Martin, Peter Kaufmann 0001, Mario Botsch, Martin Wicke, Markus Gross 0001 |
Comput. Graph. Forum | 4 |
| 2007 | Adaptive Space Deformations Based on Rigid CellsabstractAbstract We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver for the resulting nonlinear optimization problem. Scalability is achieved using an adaptive spatial discretization that is decoupled from the resolution of the embedded object. Our approach is versatile and easy to implement, supports thin‐shell and solid deformations of 2D and 3D objects, and is applicable to arbitrary sample‐based representations, such as meshes, triangle soups, or point clouds. Mario Botsch, Mark Pauly, Martin Wicke, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2007 | A Finite Element Method on Convex PolyhedraabstractAbstract We present a method for animating deformable objects using a novel finite element discretization on convex polyhedra. Our finite element approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. Our method is a natural extension to linear interpolants on tetrahedra: for tetrahedral elements, the methods are identical. For fast and robust computations, we use an elasticity model based on Cauchy strain and stiffness warping. This more flexible discretization is particularly useful for simulations that involve topological changes, such as cutting or fracture. Since splitting convex elements along a plane produces convex elements, remeshing or subdivision schemes used in simulations based on tetrahedra are not necessary, leading to less elements after such operations. We propose various operators for cutting the polyhedral discretization. Our method can handle arbitrary cut trajectories, and there is no limit on how often elements can be split. Martin Wicke, Mario Botsch, Markus Gross 0001 |
Comput. Graph. Forum | 1 |
| 2005 | Efficient Animation of Point-Sampled Thin ShellsabstractWe present a novel framework for the efficient simulation and animation of discrete thin shells.Our method takes a point sampled surface as input and performs all necessary computations without intermediate triangulation.We discretize the thin shell functional using so-called fibers.Such fibers are locally embedded parametric curves crisscrossing individual point samples.In combination, they create a dense mesh representing the surface structure and connectivity for the shell computations.In particular, we utilize the fibers to approximate the differential surface operators of the thin shell functional.The polynomials underlying the fiber representation allow for a robust and fast simulation of thin shell behavior.Our method supports both elastic and plastic deformations as well as fracturing and tearing of the material.To compute surfaces with rich surface detail, we designed a multiresolution representation which maps a high-resolution surface onto a fiber network of lower resolution.This makes it possible to animate densely sampled models of very high surface complexity.While being tuned for point sampled objects, the presented framework is versatile and can also take triangle meshes or triangle soups as input. Martin Wicke, Denis Steinemann, Markus Gross 0001 |
Comput. Graph. Forum | 1 |
| 2004 | CSG Tree Rendering for Point-Sampled ObjectsabstractThis paper presents an algorithm for rendering of point-sampled CSG models. The approach works with arbitrary CSG trees of surfel models with arbitrary sampling densities. Edges and corners are rendered by reconstructing the involved surfaces separately. The reconstructed surfaces are clipped at intersections. This way, blurring at any magnification is avoided. As opposed to existing methods, which resample surfaces close to object intersections, the proposed approach preserves the original object representation. Since no resampling is needed, dynamic scenes can be handled very flexible. Complex intersections involving any number of objects can be rendered. Martin Wicke, Matthias Teschner, Markus Gross 0001 |
PG | 1 |