Michal Piovarci

dblp:149/4057 · DBLP profile ↗
← Back
20ranked-venue papers
7as first author
14since 2021 · last 2025
0000-0002-5062-4474ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 7 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
2025 HyPINO: Multi-Physics Neural Operators via HyperPINNs and the Method of Manufactured Solutions
abstract
We present HyPINO, a multi-physics neural operator designed for zero-shot generalization across a broad class of PDEs without requiring task-specific fine-tuning. Our approach combines a Swin Transformer-based hypernetwork with mixed supervision: (i) labeled data from analytical solutions generated via the Method of Manufactured Solutions (MMS), and (ii) unlabeled samples optimized using physics-informed objectives. The model maps PDE parameterizations to target Physics-Informed Neural Networks (PINNs) and can handle linear elliptic, hyperbolic, and parabolic equations in two dimensions with varying source terms, geometries, and mixed Dirichlet/Neumann boundary conditions, including interior boundaries. HyPINO achieves strong zero-shot accuracy on seven benchmark problems from PINN literature, outperforming U-Nets, Poseidon, and Physics-Informed Neural Operators (PINO). Further, we introduce an iterative refinement procedure that treats the residual of the generated PINN as "delta PDE" and performs another forward pass to generate a corrective PINN. Summing their contributions and repeating this process forms an ensemble whose combined solution progressively reduces the error on six benchmarks and achieves a >100× lower $L_2$ loss in the best case, while retaining forward-only inference. Additionally, we evaluate the fine-tuning behavior of PINNs initialized by HyPINO and show that they converge faster and to lower final error than both randomly initialized and Reptile-meta-learned PINNs on five benchmarks, performing on par on the remaining two. Our results highlight the potential of this scalable approach as a foundation for extending neural operators toward solving increasingly complex, nonlinear, and high-dimensional PDE problems. The code and model weights are publicly available at https://github.com/rbischof/hypino.
Rafael Bischof, Michal Piovarci, Michael A. Kraus, Siddhartha Mishra, Bernd Bickel
NeurIPS2
2025 Designing with Tension: Nearly-Developable Patch Layouts
abstract
We propose a novel method to automatically approximate a free-form surface using a set of near developable patches that form a tensile-like structure when anchored at a sparse set of points. These structures are appealing for their ability to span large areas with low material cost and structural weight, while also offering strong aesthetic potential. Our algorithm strikes a balance between approximation accuracy, patch simplicity, and visual quality, while ensuring manufacturability and structural feasibility. The layout is guided by a curvature field and refined through a combinatorial process that incrementally adds patches until performance and fabrication constraints are met. Redundant elements are then removed to improve clarity and elegance.
Anna Maria Eggler, Nico Pietroni, Pengbin Tang, Michal Piovarci, Bernd Bickel
SIGGRAPH Asia4
2025 Fabricable Discretized Ruled Surfaces
abstract
We present a method to automatically approximate a given surface with a small set of patches, each being a developable ruled surface featuring long-ruling lines. These construction primitives are attractive for their inherent ease of fabrication by cutting and folding inextensible materials and for their favo rable structural properties. Our algorithm strikes a good tradeoff between the simplicity of produced designs (in terms of the number and shapes of the patches) and approximation quality. To this end, it is guided by a smooth curvature-aligned cross-field. Compared to traditional methods, we rely on final discretization steps to ensure the developability of the ruled surfaces and produce a fabricable layout, bypassing the need to enforce that the strips are strictly developable in continuous settings (which requires difficulty in enforcing geometric conditions). We demonstrate the effectiveness of the proposed algorithm by producing several viable designs and using them to physically fabricate various physical objects.
Hassan Baharami, Michal Piovarci, Marco Tarini, Bernd Bickel, Nico Pietroni
ACM Trans. Graph.2
2025 Acoustic Reliefs
abstract
We present a framework to optimize and generate Acoustic Reliefs : acoustic diffusers that not only perform well acoustically in scattering sound uniformly in all directions, but are also visually interesting and can approximate user-provided images. To this end, we develop a differentiable acoustics simulator based on the boundary element method, and integrate it with a differentiable renderer coupled with a vision model to jointly optimize for acoustics, appearance, and fabrication constraints at the same time. We generate various examples and fabricate two room-scale reliefs. The result is a validated simulation and optimization scheme for generating acoustic reliefs whose appearances can be guided by a provided image.
Wen Jie Jeremy Chew, Michal Piovarci, Kangrui Xue, Doug L. James, Bernd Bickel
ACM Trans. Graph.2
2025 Squishicalization: Exploring Elastic Volume Physicalization
abstract
We introduce Squishicalization, a pipeline for generating physicalizations of volumetric data that encode scalar information through their physical characteristics-specifically, by varying their "squishiness" or local elasticity. Data physicalization research is increasingly exploring multisensory information encoding, with a particular focus on enhancing direct interactivity. With Squishicalization, we leverage the tactile dimension of physicalization as a means of direct interactivity. Inspired by conventional volume rendering, we adapt the concept of transfer functions to encode scalar values from volumetric data into local elasticity levels. In this way, volumetric scalar data are transformed into sculptures, where the elasticity represents physical properties such as the material's density distribution within the volume. In our pipeline, scalar values guide the weighted sampling of the scalar field. The sampled data is then processed through Voronoi tessellation to create a sponge-like structure, which can be printed with consumer-grade 3D printers and readily available filament. To validate our pipeline, we conduct a computational and mechanical evaluation, as well as a two-stage perceptual study of the capabilities of our generated squishicalizations. To further investigate potential application scenarios, we interview experts across several domains. Finally, we summarize actionable insights and future avenues for the application of our Squishicalization.
Daniel Pahr, Michal Piovarci, Hsiang-Yun Wu, Renata G. Raidou
IEEE Trans. Vis. Comput. Graph.2
2023 Learning Deposition Policies for Fused Multi-Material 3D Printing
abstract
3D printing based on continuous deposition of materials, such as filament-based 3D printing, has seen widespread adoption thanks to its versatility in working with a wide range of materials. An important shortcoming of this type of technology is its limited multi-material capabilities. While there are simple hardware designs that enable multi-material printing in principle, the required software is heavily underdeveloped. A typical hardware design fuses together individual materials fed into a single chamber from multiple inlets before they are deposited. This design, however, introduces a time delay between the intended material mixture and its actual deposition. In this work, inspired by diverse path planning research in robotics, we show that this mechanical challenge can be addressed via improved printer control. We propose to formulate the search for optimal multi-material printing policies in a reinforcement learning setup. We put forward a simple numerical deposition model that takes into account the non-linear material mixing and delayed material deposition. To validate our system we focus on color fabrication, a problem known for its strict requirements for varying material mixtures at a high spatial frequency. We demonstrate that our learned control policy outperforms state-of-the-art hand-crafted algorithms.
Kang Liao, Thibault Tricard, Michal Piovarci, Hans-Peter Seidel, Vahid Babaei
ICRA3
2023 The effect of display capabilities on the gloss consistency between real and virtual objects
abstract
A faithful reproduction of gloss is inherently difficult because of the limited dynamic range, peak luminance, and 3D capabilities of display devices. This work investigates how the display capabilities affect gloss appearance with respect to a real-world reference object. To this end, we employ an accurate imaging pipeline to achieve a perceptual gloss match between a virtual and real object presented side-by-side on an augmented-reality high-dynamic-range (HDR) stereoscopic display, which has not been previously attained to this extent. Based on this precise gloss reproduction, we conduct a series of gloss matching experiments to study how gloss perception degrades based on individual factors: object albedo, display luminance, dynamic range, stereopsis, and tone mapping. We support the study with a detailed analysis of individual factors, followed by an in-depth discussion on the observed perceptual effects. Our experiments demonstrate that stereoscopic presentation has a limited effect on the gloss matching task on our HDR display. However, both reduced luminance and dynamic range of the display reduce the perceived gloss. This means that the visual system cannot compensate for the changes in gloss appearance across luminance (lack of gloss constancy), and the tone mapping operator should be carefully selected when reproducing gloss on a low dynamic range (LDR) display.
Bin Chen 0019, Akshay Jindal, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano, Rafal Mantiuk
SIGGRAPH Asia3
2023 Directionality-Aware Design of Embroidery Patterns
abstract
Abstract Embroidery is a long‐standing and high‐quality approach to making logos and images on textiles. Nowadays, it can also be performed via automated machines that weave threads with high spatial accuracy. A characteristic feature of the appearance of the threads is a high degree of anisotropy. The anisotropic behavior is caused by depositing thin but long strings of thread. As a result, the stitched patterns convey both color and direction. Artists leverage this anisotropic behavior to enhance pure color images with textures, illusions of motion, or depth cues. However, designing colorful embroidery patterns with prescribed directionality is a challenging task, one usually requiring an expert designer. In this work, we propose an interactive algorithm that generates machine‐fabricable embroidery patterns from multi‐chromatic images equipped with user‐specified directionality fields. We cast the problem of finding a stitching pattern into vector theory. To find a suitable stitching pattern, we extract sources and sinks from the divergence field of the vector field extracted from the input and use them to trace streamlines. We further optimize the streamlines to guarantee a smooth and connected stitching pattern. The generated patterns approximate the color distribution constrained by the directionality field. To allow for further artistic control, the trade‐off between color match and directionality match can be interactively explored via an intuitive slider. We showcase our approach by fabricating several embroidery paths.
Zhenyuan Liu 0001, Michal Piovarci, Christian Hafner 0002, Raphaël Charrondière, Bernd Bickel
Comput. Graph. Forum2
2023 Skin-Screen: A Computational Fabrication Framework for Color Tattoos
abstract
Tattoos are a highly popular medium, with both artistic and medical applications. Although the mechanical process of tattoo application has evolved historically, the results are reliant on the artisanal skill of the artist. This can be especially challenging for some skin tones, or in cases where artists lack experience. We provide the first systematic overview of tattooing as a computational fabrication technique. We built an automated tattooing rig and a recipe for the creation of silicone sheets mimicking realistic skin tones, which allowed us to create an accurate model predicting tattoo appearance. This enables several exciting applications including tattoo previewing, color retargeting, novel ink spectra optimization, color-accurate prosthetics, and more.
Michal Piovarci, Alexandre Chapiro, Bernd Bickel
ACM Trans. Graph.1
2022 Gloss management for consistent reproduction of real and virtual objects
abstract
A good match of material appearance between real-world objects and their digital on-screen representations is critical for many applications such as fabrication, design, and e-commerce. However, faithful appearance reproduction is challenging, especially for complex phenomena, such as gloss. In most cases, the view-dependent nature of gloss and the range of luminance values required for reproducing glossy materials exceeds the current capabilities of display devices. As a result, appearance reproduction poses significant problems even with accurately rendered images. This paper studies the gap between the gloss perceived from real-world objects and their digital counterparts. Based on our psychophysical experiments on a wide range of 3D printed samples and their corresponding photographs, we derive insights on the influence of geometry, illumination, and the display’s brightness and measure the change in gloss appearance due to the display limitations. Our evaluation experiments demonstrate that using the prediction to correct material parameters in a rendering system improves the match of gloss appearance between real objects and their visualization on a display device.
Bin Chen 0019, Michal Piovarci, Chao Wang 0037, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano
SIGGRAPH Asia2
2022 Closed-loop control of direct ink writing via reinforcement learning
abstract
Enabling additive manufacturing to employ a wide range of novel, functional materials can be a major boost to this technology. However, making such materials printable requires painstaking trial-and-error by an expert operator, as they typically tend to exhibit peculiar rheological or hysteresis properties. Even in the case of successfully finding the process parameters, there is no guarantee of print-to-print consistency due to material differences between batches. These challenges make closed-loop feedback an attractive option where the process parameters are adjusted on-the-fly. There are several challenges for designing an efficient controller: the deposition parameters are complex and highly coupled, artifacts occur after long time horizons, simulating the deposition is computationally costly, and learning on hardware is intractable. In this work, we demonstrate the feasibility of learning a closed-loop control policy for additive manufacturing using reinforcement learning. We show that approximate, but efficient, numerical simulation is sufficient as long as it allows learning the behavioral patterns of deposition that translate to real-world experiences. In combination with reinforcement learning, our model can be used to discover control policies that outperform baseline controllers. Furthermore, the recovered policies have a minimal sim-to-real gap. We showcase this by applying our control policy in-vivo on a single-layer printer using low and high viscosity materials.
Michal Piovarci, Michael Foshey, Jie Xu 0028, Timothy Erps, Vahid Babaei, Piotr Didyk, Szymon Rusinkiewicz, Wojciech Matusik, Bernd Bickel
ACM Trans. Graph.1
2021 Capturing Tactile Properties of Real Surfaces for Haptic Reproduction
abstract
Tactile feedback of an object’s surface enables us to discern its material properties and affordances. This understanding is used in digital fabrication processes by creating objects with high-resolution surface variations to influence a user’s tactile perception. As the design of such surface haptics commonly relies on knowledge from real-life experiences, it is unclear how to adapt this information for digital design methods. In this work, we investigate replicating the haptics of real materials. Using an existing process for capturing an object’s microgeometry, we digitize and reproduce the stable surface information of a set of 15 fabric samples. In a psychophysical experiment, we evaluate the tactile qualities of our set of original samples and their replicas. From our results, we see that direct reproduction of surface variations is able to influence different psychophysical dimensions of the tactile perception of surface textures. While the fabrication process did not preserve all properties, our approach underlines that replication of surface microgeometries benefits fabrication methods in terms of haptic perception by covering a large range of tactile variations. Moreover, by changing the surface structure of a single fabricated material, its material perception can be influenced. We conclude by proposing strategies for capturing and reproducing digitized textures to better resemble the perceived haptics of the originals.
Donald Degraen, Michal Piovarci, Bernd Bickel, Antonio Krüger
UIST2
2021 The effect of shape and illumination on material perception: model and applications
abstract
Material appearance hinges on material reflectance properties but also surface geometry and illumination. The unlimited number of potential combinations between these factors makes understanding and predicting material appearance a very challenging task. In this work, we collect a large-scale dataset of perceptual ratings of appearance attributes with more than 215,680 responses for 42,120 distinct combinations of material, shape, and illumination. The goal of this dataset is twofold. First, we analyze for the first time the effects of illumination and geometry in material perception across such a large collection of varied appearances. We connect our findings to those of the literature, discussing how previous knowledge generalizes across very diverse materials, shapes, and illuminations. Second, we use the collected dataset to train a deep learning architecture for predicting perceptual attributes that correlate with human judgments. We demonstrate the consistent and robust behavior of our predictor in various challenging scenarios, which, for the first time, enables estimating perceived material attributes from general 2D images. Since our predictor relies on the final appearance in an image, it can compare appearance properties across different geometries and illumination conditions. Finally, we demonstrate several applications that use our predictor, including appearance reproduction using 3D printing, BRDF editing by integrating our predictor in a differentiable renderer, illumination design, or material recommendations for scene design.
Ana Serrano, Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski
ACM Trans. Graph.4
2021 The effect of geometry and illumination on appearance perception of different material categories
abstract
Abstract The understanding of material appearance perception is a complex problem due to interactions between material reflectance, surface geometry, and illumination. Recently, Serrano et al. collected the largest dataset to date with subjective ratings of material appearance attributes, including glossiness, metallicness, sharpness and contrast of reflections. In this work, we make use of their dataset to investigate for the first time the impact of the interactions between illumination, geometry, and eight different material categories in perceived appearance attributes. After an initial analysis, we select for further analysis the four material categories that cover the largest range for all perceptual attributes: fabric, plastic, ceramic, and metal. Using a cumulative link mixed model (CLMM) for robust regression, we discover interactions between these material categories and four representative illuminations and object geometries. We believe that our findings contribute to expanding the knowledge on material appearance perception and can be useful for many applications, such as scene design, where any particular material in a given shape can be aligned with dominant classes of illumination, so that a desired strength of appearance attributes can be achieved.
Bin Chen 0019, Chao Wang 0037, Michal Piovarci, Hans-Peter Seidel, Piotr Didyk, Karol Myszkowski, Ana Serrano
Vis. Comput.3
2020 Towards spatially varying gloss reproduction for 3D printing
abstract
3D printing technology is a powerful tool for manufacturing complex shapes with high-quality textures. Gloss, next to color and shape, is one of the most salient visual aspects of an object. Unfortunately, printing a wide range of spatially-varying gloss properties using state-of-the-art 3D printers is challenging as it relies on geometrical modifications to achieve the desired appearance. A common post-processing step is to apply off-the-shelf varnishes that modify the final gloss. The main difficulty in automating this process lies in the physical properties of the varnishes which owe their appearance to a high concentration of large particles and as such, they cannot be easily deposited with current 3D color printers. As a result, fine-grained control of gloss properties using today's 3D printing technologies is limited in terms of both spatial resolution and the range of achievable gloss. We address the above limitations and propose new printing hardware based on piezo-actuated needle valves capable of jetting highly viscous varnishes. Based on the new hardware setup, we present the complete pipeline for controlling the gloss of a given 2.5 D object, from printer calibration, through material selection, to the manufacturing of models with spatially-varying reflectance. Furthermore, we discuss the potential integration with current 3D printing technology. Apart from being a viable solution for 3D printing, our method offers an additional and essential benefit of separating color and gloss fabrication which makes the process more flexible and enables high-quality color and gloss reproduction.
Michal Piovarci, Michael Foshey, Vahid Babaei, Szymon Rusinkiewicz, Wojciech Matusik, Piotr Didyk
ACM Trans. Graph.1
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.1
2018 Design and analysis of directional front projection screens
Michal Piovarci, Michael Wessely, Michal Jagielski, Marc Alexa, Wojciech Matusik, Piotr Didyk
Comput. Graph.1
2018 Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions
abstract
Abstract Mesh processing algorithms depend on quick access to the local neighborhood, which requires costly memory queries. Moreover, even having access to the local neighborhood is not enough to efficiently perform many geometry processing algorithms in an automatic or semi‐automatic way. As humans, we often imagine mesh editing at the level of topological information, e.g., altering surface features, adding limbs, etc., which is not supported by current data structures. These limitations come from the widely used mesh representations because the needed information is not implicitly defined by the structure. We propose a novel model representation called Skeletex . Each 3D model is decomposed into two elements: a skeletal structure that encodes the model topology and a vector displacement map to capture fine details of the geometry. Such a co‐representation contains the topology information, as well as the information about the local vertex neighborhood at each texel. Additionally, our data structure facilitates an automatic skeleton‐based cross‐parameterization. This allows us to implement the mesh manipulation tasks in parallel, using a unified streamlined pipeline that directly maps to the GPU. We demonstrate the capabilities of our data structure by implementing surface region transfer and mesh morphing of 3D models.
Martin Madaras, Adam Riecický, Michal Mesáros, Martin Stuchlík, Michal Piovarci
Comput. Graph. Forum5
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.1
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.1