Marek Teichmann

dblp:16/5571 · DBLP profile ↗
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13ranked-venue papers
5as first author
0since 2021 · last 2019
0000-0002-4380-4477ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorTheory of computation · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorSystems, architecture and hardware · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 70% Geometric modeling and processing · 30%
Artificial intelligence
3 papers
Robot manipulation · 100%

Topics — the 11 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
contact simulation
0.412019
Schur Complement-based Substructuring of Stiff Multibody Systems with Contact · ACM Trans. Graph. 2019
Geometric modeling and processing
domain decomposition
0.412019
Schur Complement-based Substructuring of Stiff Multibody Systems with Contact · ACM Trans. Graph. 2019
Computer animation and physical simulation
multibody dynamics simulation
0.412019
Schur Complement-based Substructuring of Stiff Multibody Systems with Contact · ACM Trans. Graph. 2019
Computer animation and physical simulation
model reduction
0.212016
Blended Linear Models for Reduced Compliant Mechanical Systems · IEEE Trans. Vis. Comput. Graph. 2016
Geometric modeling and processing
collision detection
0.012003
Non convex mesh penetration distance for rigid body dynamics · SIGGRAPH 2003
Computer animation and physical simulation
rigid body simulation
0.012003
Non convex mesh penetration distance for rigid body dynamics · SIGGRAPH 2003
Robotics › Robot manipulation
grasping
0.021996
A grasp metric invariant under rigid motions · ICRA 1996
Reactive Algorithms for Grasping Using a Modified Parallel Jaw Gripper · ICRA 1994
Robotics › Robot manipulation › grasping
grasp quality evaluation
0.011996
A grasp metric invariant under rigid motions · ICRA 1996
Computational geometry › geometric optimization
smallest enclosing cylinder
0.011996
Smallest Enclosing Cylinders · SCG 1996
Robotics › Robot manipulation › grasping › gripper design
parallel-jaw gripper
0.011994
Reactive Algorithms for Grasping Using a Modified Parallel Jaw Gripper · ICRA 1994
Robotics › Robot manipulation › grasping › grasp control
reactive grasping
0.011994
Reactive Algorithms for Grasping Using a Modified Parallel Jaw Gripper · ICRA 1994

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

twist blending · 0.5matrix interpolation · 0.5linearization · 0.5schur complement method · 0.4linear complementarity problem · 0.4direct solvers · 0.4non-convex mesh penetration distance · 0.0wrench space analysis · 0.0ellipsoid · 0.0light-beam sensor · 0.0competitive analysis · 0.0
YearPublicationVenuePosition
2019 Schur Complement-based Substructuring of Stiff Multibody Systems with Contact
abstract
Substructuring permits parallelization of physics simulation on multi-core CPUs. We present a new substructuring approach for solving stiff multibody systems containing both bilateral and unilateral constraints. Our approach is based on non-overlapping domain decomposition with the Schur complement method, which we extend to systems involving contact formulated as a mixed bounds linear complementarity problem. At each time step, we alternate between solving the subsystem and interface constraint impulses, which leads to the identification of the active constraints. By using the active constraints to compute the effective mass of subsystems within the interface solve, we obtain an exact solution. We demonstrate that our simulations have preferable behavior compared to standard iterative solvers and substructuring techniques based on the exchange of forces at interface bodies. We observe considerable speedups for structured simulations where a user-defined partitioning can be applied, and moderate speedups for unstructured simulations, such as piles of bodies. In the latter case, we propose an automatic partitioning strategy based on the degree of bodies in the constraint graph. Because our method makes use of direct solvers, we are able to achieve interactive and real-time frame rates for a number of challenging scenarios involving large mass ratios, redundant constraints, and ill-conditioned systems.
Albert Peiret, Sheldon Andrews, József Kövecses, Paul G. Kry, Marek Teichmann
ACM Trans. Graph.5
2017 Geometric Stiffness for Real-time Constrained Multibody Dynamics
abstract
This paper focuses on the stable and efficient simulation of articulated rigid body systems for real-time applications. Specifically, we focus on the use of geometric stiffness which can dramatically increase simulation stability. We examine several numerical problems with the inclusion of geometric stiffness in the equations of motion, as proposed by previous work, and address these issues by introducing a novel method for efficiently building the linear system. This offers improved tractability and numerical efficiency. Furthermore, geometric stiffness tends to significantly dissipate kinetic energy. We propose an adaptive damping scheme, inspired by the geometric stiffness, that uses a stability criterion based on the numerical integrator to determine the amount of non-constitutive damping required to stabilize the simulation. With this approach, not only is the dynamical behavior better preserved, but the simulation remains stable for mass ratios of 1,000,000-to-1 at time steps up to 0.1 s. We present a number of challenging scenarios to demonstrate that our method improves efficiency, and that it increases stability by orders of magnitude compared to previous work.
Sheldon Andrews, Marek Teichmann, Paul G. Kry
Comput. Graph. Forum2
2016 Blended Linear Models for Reduced Compliant Mechanical Systems
abstract
We present a method for the simulation of compliant, articulated structures using a plausible approximate model that focuses on modeling endpoint interaction. We approximate the structure's behavior about a reference configuration, resulting in a first order reduced compliant system, or FORK (-1) S. Several levels of approximation are available depending on which parts and surfaces we would like to have interactive contact forces, allowing various levels of detail to be selected. Our approach is fast and computation of the full structure's state may be parallelized. Furthermore, we present a method for reducing error by combining multiple FORK (-1)S models at different linearization points, through twist blending and matrix interpolation. Our approach is suitable for stiff, articulate grippers, such as those used in robotic simulation, or physics-based characters under static proportional derivative control. We demonstrate that simulations with our method can deal with kinematic chains and loops with non-uniform stiffness across joints, and that it produces plausible effects due to stiffness, damping, and inertia.
Sheldon Andrews, Marek Teichmann, Paul G. Kry
IEEE Trans. Vis. Comput. Graph.2
2014 FORK-1S: interactive compliant mechanisms with parallel state computation
abstract
We present a method for the simulation of compliant, articulated structures using a plausible approximate model that focuses on modeling endpoint interaction. We approximate the structure's behavior about a reference configuration, resulting in a first order reduced compliant system, or FORK-1S. Several levels of approximation are available depending on which parts and surfaces we would like to have interactive contact forces, allowing various levels of detail to be selected. Our approach is fast and computation of the full structure's state may be parallelized. Our approach is suitable for stiff, articulate grippers, such as those used in robotic simulation, or physics based characters under static proportional derivative control. We demonstrate that simulations with our method can deal with kinematic chains and loops with non-uniform stiffness across joints, and that it produces plausible effects due to stiffness, damping, and inertia.
Sheldon Andrews, Marek Teichmann, Paul G. Kry
I3D2
2003 Non convex mesh penetration distance for rigid body dynamics
abstract
No abstract available.
Marek Teichmann, Zhaoheng Liu
SIGGRAPH1
2002 Visibility Queries and Maintenance in Simple Polygons
Boris Aronov, Leonidas J. Guibas, Marek Teichmann, Li Zhang 0001
Discret. Comput. Geom.3
2000 Smallest Enclosing Cylinders
Elmar Schömer, Jürgen Sellen, Marek Teichmann, Chee-Keng Yap
Algorithmica3
2000 Probabilistic Algorithms for Efficient Grasping and Fixturing
Marek Teichmann, Bud Mishra
Algorithmica1
1998 Visibility Queries in Simple Polygons and Applications
Boris Aronov, Leonidas J. Guibas, Marek Teichmann, Li Zhang 0001
ISAAC3
1998 Surface reconstruction with anisotropic density-scaled alpha shapes
abstract
Generation of a three-dimensional model from an unorganized set of points is an active area of research in computer graphics. Alpha shapes can be employed to construct a surface which most closely reflects the object described by the points. However, no /spl alpha/-shape, for any value of /spl alpha/, can properly detail discontinuous regions of a model. We introduce herein two methods of improving the results of reconstruction using /spl alpha/-shapes: density-scaling, which modulates the value of a depending on the density of points in a region; and anisotropic shaping, which modulates the form of the /spl alpha/-ball based on point normals. We give experimental results that show the successes and limitations of our method.
Marek Teichmann, Michael V. Capps
IEEE Visualization1
1996 Smallest Enclosing Cylinders
abstract
No abstract available.
Elmar Schömer, Jürgen Sellen, Marek Teichmann, Chee-Keng Yap
SCG3
1996 A grasp metric invariant under rigid motions
abstract
Consider the problem of quantifying the quality of a multifinger grasp. The "traditional" grasp quality measures, which are based on inscribing a sphere in the set of wrenches which a grasp can resist, suffer from being dependent on the coordinate system of the object being grasped. In fact, we show that by changing the coordinate system, one can make these measures arbitrarily small. In this paper we generalize these measures in a natural way, and propose a new measure which is invariant under rigid motions of the object coordinate system. It is based on a certain class of ellipsoids which captures the changes in wrench space that occur.
Marek Teichmann
ICRA1
1994 Reactive Algorithms for Grasping Using a Modified Parallel Jaw Gripper
abstract
Considers the problem of grasping an unknown polygonal flat object using a parallel jaw gripper. The authors propose to equip a standard gripper with several light-beam sensors (close to each jaw) and describe a reactive grasping algorithm. This is done by probing the object to locate a good grasp position, and then grasping, without moving the object significantly. The goal is to do as little motion as possible to find a grasp. This algorithm can be viewed in, a competitive framework, where the authors' algorithm is competing against any algorithm which already knows the object.>
Marek Teichmann, Bud Mishra
ICRA1