EDBT 2026 Demo / reviewers in the wild / expert
Kui Wu 0003
dblp:181/2711-3
· DBLP profile ↗
49ranked-venue papers
9as first author
39since 2021 · last 2026
0000-0003-3326-7943ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 41 · 9 first-author · 31 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 4 since 2021Systems, architecture and hardware · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Interactive Yarn-level Knitwear with Nested Douglas-Rachford SplittingabstractWhile yarn-level garments offer rich dynamic details and compelling visual realism compared to triangle-based models, their wide adoption is hindered by the immense computational cost due to the presence of a large number of degrees of freedom (DOFs). This paper proposes a novel simulation framework designed to enhance the performance and stability for numerical simulation of nonlinear, non-convex, and high-resolution knitwear. Our method generalizes the Douglas-Rachford Splitting (DRS) scheme to resolve the non-convex coupling between stretching, shearing, bending, twisting, and contacting at each yarn thread. A key contribution is a nested decomposition strategy that decouples the non-convex variational energy into independent and convex sub-problems. Such convexification improves solver robustness and removes the necessity for frequent line searches. We provide a theoretically grounded strategy for metric selection for each sub-problem, derived from an analysis of the convergence guarantee of DRS. Consequently, our method achieves close-to-optimal convergence along the nonlinear iterations rather than relying on ad-hoc parameter tuning. The paper also clarifies a formal connection between our generalized DRS and the ADMM (Alternating Direction Method of Multipliers) framework, extending the applicability of our analysis to a broader set of constrained dynamics problems. Experimental results demonstrate that our method robustly handles complex knitwear simulation scenes with superior efficiency, stability, and physical fidelity compared to existing methods. With a matrix-free GPU parallelization, our method allows an interactive simulation rate of knitwear of multi-million DOFs. Chun Yuan 0001, Haoyang Shi, Dewen Guo, Huamin Wang 0001, Chenfanfu Jiang, Zherong Pan, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 8 |
| 2026 | SDRS: Shape-Differentiable Robot SimulatorabstractRobot simulators are indispensable tools across many fields, and recent research has significantly improved their functionality by incorporating additional gradient information. However, existing differentiable robot simulators suffer from non-differentiable singularities, when robots undergo substantial shape changes. To address this, we present the Shape-Differentiable Robot Simulator (SDRS), designed to be differentiable under significant robot shape changes. The core innovation of SDRS lies in its representation of robot shapes using a set of convex polyhedrons. This approach allows us to generalize smooth, penalty-based contact mechanics for interactions between any pair of convex polyhedrons. Using the separating hyperplane theorem, SDRS introduces a separating plane for each pair of contacting convex polyhedrons. This separating plane functions as a zero-mass auxiliary entity, with its state determined by the principle of least action. This setup ensures global differentiability, even as robot shapes undergo significant geometric and topological changes. To demonstrate the practical value of SDRS, we provide examples of robot co-design scenarios, where both robot shapes and control movements are optimized simultaneously. Xiaohan Ye, Xifeng Gao, Kui Wu 0003, Zherong Pan, Taku Komura |
IEEE Trans. Robotics | 3 |
| 2026 | Practical Occluder Generation for Mobile GamesabstractOcclusion culling is a cornerstone of real-time rendering, particularly in mobile games where limited GPU bandwidth demands highly efficient scene management. At the heart of occlusion culling lies the use of simplified proxy geometry-called occluders-that approximate scene geometry for rapid visibility testing. However, producing high-quality occluders that are low in polygon count, conservative in coverage, and tightly aligned with the original geometry remains a manual and labor-intensive process. In this paper, we present a fast and fully automated two-stage approach for robust occluder generation tailored to real-world game assets. Our method begins with a novel strategy for inward offset mesh computation, followed by a conservative simplification step leveraging a new variant of Quadric Error Metrics (QEM). This approach effectively handles noisy and topologically complex inputs, generating production-ready occluders in seconds. Extensive experiments on a wide range of asset types demonstrate that our technique achieves aggressive triangle reduction while preserving critical occlusion fidelity. By offering a practical and scalable solution, our method bridges the gap between academic research and demanding needs for game development. Hongyi Cao, Zhenghai Chen, Xingyi Du, Zherong Pan, Kui Wu 0003, Gang Xu 0001, Xifeng Gao |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2026 | Handle-Based Mesh Deformation Guided by Vision Language ModelabstractMesh deformation is a fundamental tool in 3D content manipulation. Despite extensive prior research, existing approaches often suffer from low output quality, require significant manual tuning, or depend on data-intensive training. To address these limitations, we introduce a training-free, handle-based mesh deformation method. Our core idea is to leverage a Vision-Language Model (VLM) to interpret and manipulate a handle-based interface. We begin by applying cone singularity detection to identify a sparse set of potential handles. The VLM is then prompted to select both the deformable sub-parts of the mesh and the handles that best align with user instructions. Subsequently, we query the desired deformed positions of the selected handles in screen space. To reduce uncertainty inherent in VLM predictions, we aggregate the results from multiple camera views using a novel multi-view voting scheme. Across a suite of benchmarks, our method produces deformations that align more closely with user intent, as measured by CLIP and GPTEval3D scores, while introducing low distortion-quantified via membrane energy. In summary, our approach is highly automated and consistently delivers high-quality mesh deformations. Xingpeng Sun, Shiyang Jia, Zherong Pan, Kui Wu 0003, Aniket Bera |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Learning to Control Free-Form Soft SwimmersabstractSwimming in nature achieves remarkable performance through diverse morphological adaptations and intricate solid-fluid interaction, yet exploring this capability in artificial soft swimmers remains challenging due to the high-dimensional control complexity and the computational cost of resolving hydrodynamic details. Traditional approaches often rely on morphology-dependent heuristics and simplified fluid models, which constrain exploration and preclude advanced strategies like vortex exploitation. To address this, we propose an automated framework that combines a unified, reduced-mode control space with a high-fidelity GPU-accelerated simulator. Our control space naturally captures deformation patterns for diverse morphologies, minimizing manual design, while our simulator efficiently resolves the crucial fluid-structure interactions required for learning. We evaluate our method on a wide range of morphologies, from bio-inspired to unconventional. From this general framework, high-performance swimming patterns emerge that qualitatively reproduce canonical gaits observed in nature without requiring domain-specific priors, where state-of-the-art baselines often fail, particularly on complex topologies like a torus. Our work lays a foundation for future opportunities in automated co-design of soft robots in complex hydrodynamic environments. The code is available at https://github.com/changyu-hu/FreeFlow. Yanke Qu, Qiuan Yang, Xiaoyu Xiong, Kui Wu 0003, Tao Du 0001 |
NeurIPS | 5 |
| 2025 | Real-time Level-of-detail Strand-based RenderingabstractAbstract We present a real‐time strand‐based rendering framework that ensures seamless transitions between different level‐of‐detail (LoD) while maintaining a consistent appearance. We first introduce an aggregated BCSDF model to accurately capture both single and multiple scattering within the cluster for hairs and fibers. Building upon this, we further introduce a LoD framework for hair rendering that dynamically, adaptively, and independently replaces clusters of individual hairs with thick strands based on their projected screen widths. Through tests on diverse hairstyles with various hair colors and animation, as well as knit patches, our framework closely replicates the appearance of multiple‐scattered full geometries at various viewing distances, achieving up to a 13× speedup. Tao Huang 0026, Daqi Lin, Junqiu Zhu, Lingqi Yan 0001, Kui Wu 0003 |
Comput. Graph. Forum | 6 |
| 2025 | Real-Time Knit Deformation and RenderingabstractThe knit structure consists of interlocked yarns, with each yarn comprising multiple plies comprising tens to hundreds of twisted fibers. This intricate geometry and the large number of geometric primitives present substantial challenges for achieving high-fidelity simulation and rendering in real-time applications. In this work, we introduce the first real-time framework that takes an animated stitch mesh as input and enhances it with yarn-level simulation and fiber-level rendering. Our approach relies on a knot-based representation to model interlocked yarn contacts. The knot positions are interpolated from the underlying mesh, and associated yarn control points are optimized using a physically inspired energy formulation, which is solved through a GPU-based Gauss-Newton scheme for real-time performance. The optimized control points are sent to the GPU rasterization pipeline and rendered as yarns with fiber-level details. In real-time rendering, we introduce several decomposition strategies to enable realistic lighting effects on complex knit structures, even under environmental lighting, while maintaining computational and memory efficiency. Our simulation faithfully reproduces yarn-level structures under deformations, e.g., stretching and shearing, capturing interlocked yarn behaviors. The rendering pipeline achieves near-ground-truth visual quality while being 120,000× faster than path tracing reference with fiber-level geometries. The whole system provides real-time performance and has been evaluated through various application scenarios, including knit simulation for small patches and full garments and yarn-level relaxation in the design pipeline. Tao Huang 0026, Haoyang Shi, Mengdi Wang 0003, Yuxing Qiu, Yin Yang 0002, Kui Wu 0003 |
ACM Trans. Graph. | 6 |
| 2025 | High-performance CPU Cloth Simulation Using Domain-decomposed Projective DynamicsabstractWhenever the concept of high-performance cloth simulation is brought up, GPU acceleration is almost always the first that comes to mind. Leveraging immense parallelization, GPU algorithms have demonstrated significant success recently, whereas CPU methods are somewhat overlooked. Indeed, the need for an efficient CPU simulator is evident and pressing. In many scenarios, high-end GPUs may be unavailable or are already allocated to other tasks, such as rendering and shading. A high-performance CPU alternative can greatly boost the overall system capability and user experience. Inspired by this demand, this paper proposes a CPU algorithm for high-resolution cloth simulation. By partitioning the garment model into multiple (but not massive) sub-meshes or domains, we assign per-domain computations to individual CPU processors. Borrowing the idea of projective dynamics that breaks the computation into global and local steps, our key contribution is a new parallelization paradigm at domains for both global and local steps so that domain-level calculations are sequential and lightweight. The CPU has much fewer processing units than a GPU. Our algorithm mitigates this disadvantage by wisely balancing the scale of the parallelization and convergence. We validate our method in a wide range of simulation problems involving high-resolution garment models. Performance-wise, our method is at least one order faster than existing CPU methods, and it delivers a similar performance compared with the state-of-the-art GPU algorithms in many examples, but without using a GPU. Lei Lan, Huamin Wang 0001, Yuko Ishiwaka, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 7 |
| 2025 | RL-ACD: Reinforcement Learning-based Approximate Convex DecompositionabstractApproximate Convex Decomposition (ACD) aims to approximate complex 3D shapes with convex components, which is widely applied to create compact collision representations for real-time applications, including VR/AR, interactive games, and robotic simulations. Efficiency and optimality are critical for ACD algorithms in approximating large-scale, complex 3D shapes, enabling high-quality decompositions with minimal components. Unfortunately, existing methods either employ sub-optimal greedy strategies or rely on computationally intensive multi-step searches. In this work, we propose RL-ACD, a data-driven, reinforcement learning-based approach for efficient and near-optimal convex shape decomposition. We formulate ACD as a Markov Decision Process (MDP), where cutting planes are iteratively applied based on the current stage's mesh fragments rather than the entire fine-grained mesh, leading to a novel, efficient geometric encoding. To train near-optimal policies for ACD, we propose a novel dual-state Bellman loss and analyze its convergence using a Q-learning algorithm. Comprehensive evaluations across diverse datasets validate the efficiency and accuracy of RL-ACD for convex decomposition tasks. Our method outperforms the multi-step tree search by 15× in terms of computational speed, while reducing the number of resulting components by 16% compared to the current state-of-the-art greedy algorithms, significantly narrowing the sub-optimality gap and enhancing downstream task performance. Yuzhe Luo, Zherong Pan, Kui Wu 0003, Xingyi Du, Xiangjun Tang, Xiaogang Jin 0001, Xifeng Gao |
ACM Trans. Graph. | 3 |
| 2025 | Kinetic Free-Surface Flows and Foams with Sharp InterfacesabstractKinetic multiphase flow solvers have recently demonstrated exquisitely complex and turbulent fluid phenomena involving splashing and bubbling. However, they require full simulation of both the liquid phase and the air to capture a large spectrum of fluid behaviors. Moreover, they rely on diffuse interface tracking to properly account for the interfacial forces involved in fluid-air interactions. Consequently, simulating visually appealing fluids is extremely compute intensive given the required resolution to capture small bubbles, and foam simulation is unattainable with this family of methods. While water simulation involves density and viscosity differences between the two phases so large that one can safely ignore the dynamics of air, so-called kinetic free-surface solvers that only consider the liquid motion have been unable to reproduce the full gamut of turbulent fluid behaviors, being often unstable for even moderately complex scenarios. By revisiting kinetic solvers using sharp interfaces and incorporating recent advances in single-phase and multiphase LBM solvers, we propose a free-surface kinetic solver, which we call HOME-FREE LBM, that not only handles turbulence, glugging, and bubbling, but even foam where bubbles stick to each other through surface tension. We demonstrate that our fluid simulator allows for fast and robust bubble growth, breakup, and coalescence, at a fraction of the computational time that existing CG fluid solvers require. Haoxiang Wang 0006, Kui Wu 0003, Mathieu Desbrun, Wei Li 0112 |
ACM Trans. Graph. | 2 |
| 2025 | Auto Hair Card Extraction for Smooth Hair with Differentiable RenderingabstractHair cards remain a widely used representation for hair modeling in real-time applications, offering a practical trade-off between visual fidelity, memory usage, and performance. However, generating high-quality hair card models remains a challenging and labor-intensive task. This work presents an automated pipeline for converting strand-based hair models into hair card models with a limited number of cards and textures while preserving the hairstyle appearance. Our key idea is a novel differentiable representation where each strand is encoded as a projected 2D curve in the texture space, which enables end-to-end optimization with differentiable rendering while respecting the structures of the hair geometry. Based on this representation, we develop a novel algorithm pipeline, where we first cluster hair strands into initial hair cards and project the strands into the texture space. We then conduct a two-stage optimization, where our first stage optimizes the orientation of each hair card separately, and after strand projection, our second stage conducts joint optimization over the entire hair card model for fine-tuning. Our method is evaluated on a range of hairstyles, including straight, wavy, curly, and coily hair. To capture the appearance of short or coily hair, our method comes with support for hair caps and cross-card. Zhongtian Zheng, Tao Huang 0026, Haozhe Su, Xueqi Ma, Yuefan Shen, Yin Yang 0002, Xifeng Gao, Zherong Pan, Kui Wu 0003 |
ACM Trans. Graph. | 10 |
| 2024 | Learning Reduced Fluid DynamicsabstractPredicting the state evolution of ultra high-dimensional, time-reversible fluid dynamic systems is a crucial but computationally expensive task. Existing physics-informed neural networks either incur high inference cost or cannot preserve the time-reversible nature of the underlying dynamics system. We propose a model-based approach to identify low-dimensional, time reversible, nonlinear fluid dynamic systems. Our method utilizes the symplectic structure of reduced Eulerian fluid and use stochastic Riemann optimization to obtain a low-dimensional bases that minimize the expected trajectory-wise dimension-reduction error over a given distribution of initial conditions. We show that such minimization is well-defined since the reduced trajectories are differentiable with respect to the subspace bases over the entire Grassmannian manifold, under proper choices of timestep sizes and numerical integrators. Finally, we propose a loss function measuring the trajectory-wise discrepancy between the original and reduced models. By tensor precomputation, we show that gradient information of such loss function can be evaluated efficiently over a long trajectory without time-integrating the high-dimensional dynamic system. Through evaluations on a row of simulation benchmarks, we show that our method reduces the discrepancy by 50-90 percent over conventional reduced models and we outperform PINNs by exactly preserving the time reversibility. Zherong Pan, Xifeng Gao, Kui Wu 0003 |
AAAI | 3 |
| 2024 | Real-time Physically Guided Hair InterpolationabstractStrand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often pre-computed, substantial variations between the initial and deformed shapes of the hair can cause severe deviations in fine hair geometry. Straight hairs may become kinked, and curly hairs may become zigzags. This work introduces a novel physical-driven hair interpolation scheme that utilizes existing simulated guide hair data. Instead of directly operating on positions, we interpolate the internal forces from the guide hairs before efficiently reconstructing the rendered hairs based on their material model. We formulate our problem as a constraint satisfaction problem for which we present an efficient solution. Further practical considerations are addressed using regularization terms that regulate penetration avoidance and drift correction. We have tested various hairstyles to illustrate that our approach can generate visually plausible rendered hairs with only a few guide hairs and minimal computational overhead, amounting to only about 20% of conventional linear hair interpolation. This efficiency underscores the practical viability of our method for real-time applications. Jerry Hsu, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 6 |
| 2024 | Joint UV Optimization and Texture BakingabstractLevel of detail has been widely used in interactive computer graphics. In current industrial 3D modeling pipelines, artists rely on commercial software to generate highly detailed models with UV maps and then bake textures for low-poly counterparts. In these pipelines, each step is performed separately, leading to unsatisfactory visual appearances for low polygon count models. Moreover, existing texture baking techniques assume the low-poly mesh has a small geometric difference from the high-poly, which is often not true in practice, especially with extremely low poly count models. To alleviate the visual discrepancy of the low-poly mesh, we propose to jointly optimize UV mappings during texture baking, allowing for low-poly models to faithfully replicate the appearance of the high-poly even with large geometric differences. We formulate the optimization within a differentiable rendering framework, allowing the automatic adjustment of texture regions to encode appearance information. To compensate for view parallax when two meshes have large geometric differences, we introduce a spherical harmonic parallax mapping, which uses spherical harmonic functions to modulate per-texel UV coordinates based on the view direction. We evaluate the effectiveness and robustness of our approach on a dataset composed of online downloaded models, with varying complexities and geometric discrepancies. Our method achieves superior quality over state-of-the-art techniques and commercial solutions. Julian Knodt, Zherong Pan, Kui Wu 0003, Xifeng Gao |
ACM Trans. Graph. | 3 |
| 2024 | Kinetic Simulation of Turbulent Multifluid FlowsabstractDespite its visual appeal, the simulation of separated multiphase flows (i.e., streams of fluids separated by interfaces) faces numerous challenges in accurately reproducing complex behaviors such as guggling, wetting, or bubbling. These difficulties are especially pronounced for high Reynolds numbers and large density variations between fluids, most likely explaining why they have received comparatively little attention in Computer Graphics compared to single- or two-phase flows. In this paper, we present a full LBM solver for multifluid simulation. We derive a conservative phase field model with which the spatial presence of each fluid or phase is encoded to allow for the simulation of miscible, immiscible and even partially-miscible fluids, while the temporal evolution of the phases is performed using a D3Q7 lattice-Boltzmann discretization. The velocity field, handled through the recent high-order moment-encoded LBM (HOME-LBM) framework to minimize its memory footprint, is simulated via a velocity-based distribution stored on a D3Q27 or D3Q19 discretization to offer accuracy and stability to large density ratios even in turbulent scenarios, while coupling with the phases through pressure, viscosity, and interfacial forces is achieved by leveraging the diffuse encoding of interfaces. The resulting solver addresses a number of limitations of kinetic methods in both computational fluid dynamics and computer graphics: it offers a fast, accurate, and low-memory fluid solver enabling efficient turbulent multiphase simulations free of the typical oscillatory pressure behavior near boundaries. We present several numerical benchmarks, examples and comparisons of multiphase flows to demonstrate our solver's visual complexity, accuracy, and realism. Wei Li 0112, Kui Wu 0003, Mathieu Desbrun |
ACM Trans. Graph. | 2 |
| 2024 | Volumetric Homogenization for Knitwear SimulationabstractThis paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation[Zehnder et al. 2021] to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages. Chun Yuan 0001, Haoyang Shi, Lei Lan, Yuxing Qiu, Cem Yuksel, Huamin Wang 0001, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 8 |
| 2024 | Proxy Asset Generation for Cloth Simulation in GamesabstractSimulating high-resolution cloth poses computational challenges in real-time applications. In the gaming industry, the proxy mesh technique offers an alternative, simulating a simplified low-resolution cloth geometry, proxy mesh. This proxy mesh's dynamics drive the detailed high-resolution geometry, visual mesh , through Linear Blended Skinning (LBS). However, generating a suitable proxy mesh with appropriate skinning weights from a given visual mesh is non-trivial, often requiring skilled artists several days for fine-tuning. This paper presents an automatic pipeline to convert an ill-conditioned highresolution visual mesh into a single-layer low-poly proxy mesh. Given that the input visual mesh may not be simulation-ready, our approach then simulates the proxy mesh based on specific use scenarios and optimizes the skinning weights, relying on differential skinning with several well-designed loss functions to ensure the skinned visual mesh appears plausible in the final simulation. We have tested our method on various challenging cloth models, demonstrating its robustness and effectiveness. Zhongtian Zheng, Qijia Feng, Zherong Pan, Xifeng Gao, Kui Wu 0003 |
ACM Trans. Graph. | 6 |
| 2024 | Provably Feasible Semi-Infinite Program Under Collision Constraints via SubdivisionabstractWe present a semi-infinite program (SIP) solver for trajectory optimizations of general articulated robots. These problems are more challenging than standard nonlinear program by involving an infinite number of nonconvex, collision constraints. Prior SIP solvers based on constraint sampling cannot guarantee the satisfaction of all constraints. Instead, our method uses a conservative bound on articulated body motions to ensure the solution feasibility throughout the optimization procedure. We further use subdivision to adaptively reduce the error in conservative motion estimation. Combined, we prove that our SIP solver guarantees feasibility while approaching the optimal solution of SIP problems up to arbitrary user-provided precision. We demonstrate our method toward several trajectory optimization problems in simulation, including industrial robot arms and UAVs. The results demonstrate that our approach generates collision-free locally optimal trajectories within a couple of minutes. Xifeng Gao, Kui Wu 0003, Zherong Pan |
IEEE Trans. Robotics | 4 |
| 2024 | Visual-Preserving Mesh RepairabstractMesh repair is a long-standing challenge in computer graphics and related fields. Converting defective meshes into watertight manifold meshes can greatly benefit downstream applications such as geometric processing, simulation, fabrication, learning, and synthesis. In this work, by assuming the model is visually correct, we first introduce three visual measures for visibility, orientation, and openness, based on ray-tracing. We then present a novel mesh repair framework incorporating visual measures with several critical steps, i.e., open surface closing, face reorientation, and global optimization, to effectively repair meshes with defects (e.g., gaps, holes, self-intersections, degenerate elements, and inconsistent orientations) and preserve visual appearances. Our method reduces unnecessary mesh complexity without compromising geometric accuracy or visual quality while preserving input attributes such as UV coordinates for rendering. We evaluate our approach on hundreds of models randomly selected from ShapeNet and Thingi10K, demonstrating its effectiveness and robustness compared to existing approaches. Zhongtian Zheng, Xifeng Gao, Zherong Pan, Wei Li 0112, Peng-Shuai Wang, Kui Wu 0003 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2023 | Learning Reduced-Order Soft Robot ControllerabstractDeformable robots are notoriously difficult to model or control due to its high-dimensional configuration spaces. Direct trajectory optimization suffers from the curse-of-dimensionality and incurs a high computational cost, while learning-based controller optimization methods are sensitive to hyper-parameter tuning. To overcome these limitations, we hypothesize that high fidelity soft robots can be both simulated and controlled by restricting to low-dimensional spaces. Under such assumption, we propose a two-stage algorithm to identify such simulation- and control-spaces. Our method first identifies the so-called simulation-space that captures the salient deformation modes, to which the robot's governing equation is restricted. We then identify the control-space, to which control signals are restricted. We propose a multi-fidelity Riemannian Bayesian bilevel optimization to identify task-specific control spaces. We show that the dimension of control-space can be less than 10 for a high-DOF soft robot to accomplish walking and swimming tasks, allowing low-dimensional MPC controllers to be applied to soft robots with tractable computational complexity. Xifeng Gao, Kui Wu 0003, Zherong Pan |
IROS | 3 |
| 2023 | Texture Atlas Compression Based on Repeated Content RemovalabstractOptimizing the memory footprint of 3D models can have a major impact on the user experiences during real-time rendering and streaming visualization, where the major memory overhead lies in the high-resolution texture data. In this work, we propose a robust and automatic pipeline to content-aware, lossy compression for texture atlas. The design of our solution lies in two observations: 1) mapping multiple surface patches to the same texture region is seamlessly compatible with the standard rendering pipeline, requiring no decompression before any usage; 2) a texture image has background regions and salient structural features, which can be handled separately to achieve a high compression rate. Accordingly, our method contains joint operations of image segmentation, re-meshing, UV unwrapping, and texture baking. To evaluate the efficacy of our approach, we batch-processed a dataset containing 100 models collected online. On average, our method achieves a texture atlas compression ratio of 81.41% with an averaged PSNR and MS-SSIM scores of 40.90 and 0.98, a marginal error in visual appearance. Yuzhe Luo, Xiaogang Jin 0001, Zherong Pan, Kui Wu 0003, Qilong Kou, Xiajun Yang, Xifeng Gao |
SIGGRAPH Asia | 4 |
| 2023 | Real-time Height-field Simulation of Sand and Water MixturesabstractWe propose a height-field-based real-time simulation method for sand and water mixtures. Inspired by the shallow-water assumption, our approach extends the governing equations to handle two-phase flows of sand and water using height fields. Our depth-integrated governing equations can model the elastoplastic behavior of sand, as well as sand-water-mixing phenomena such as friction, diffusion, saturation, and momentum exchange. We further propose an operator-splitting time integrator that is both GPU-friendly and stable under moderate time step sizes. We have evaluated our method on a set of benchmark scenarios involving large bodies of heterogeneous materials, where our GPU-based algorithm runs at real-time frame rates. Our method achieves a desirable trade-off between fidelity and performance, bringing an unprecedentedly immersive experience for real-time applications. Haozhe Su, Zherong Pan, Mridul Aanjaneya, Xifeng Gao, Kui Wu 0003 |
SIGGRAPH Asia | 6 |
| 2023 | MagKnitic: Machine-knitted Passive and Interactive Haptic Textiles with Integrated Binary SensingabstractIn this paper, we introduce MagKnitic, a novel approach to integrate passive force feedback and binary sensing into fabrics via digital machine knitting. Our approach utilizes digital fabrication technology to enable haptic interfaces that are soft, flexible, lightweight, and conform to the user’s body shape. Despite these characteristics, our interfaces provide diverse, interactive, and responsive force feedback, expanding the design space for haptic experiences.MagKnitic provides scalable and customizable passive haptic sensations by utilizing the attractive force between ferromagnetic yarns and permanent magnets, both of which are seamlessly integrated into knitted fabrics. Moreover, we present a binary sensing capability based on the resistance drop resulting from the activated electrical path between the integrated magnets and ferromagnetic yarn upon direct contact. We offer parametric design templates for users to customize MagKnitic layouts and patterns. With various design layouts and combinations, MagKnitic supports passive haptics interactions of linear, polar, angular, planar, radial, and user-defined motions. We perform a technical evaluation of the passive force feedback and the binary sensing capabilities with different machine knitting layouts and patterns, embedded magnet sizes, and interaction distances. In addition, we conduct two user studies to validate the effectiveness of MagKnitic. Finally, we demonstrate various application scenarios, including wearable input interfaces, game controllers, passive VR/AR wearables, and interactive furniture coverings. Yiyue Luo, Junyi Zhu 0001, Kui Wu 0003, Cédric Honnet, Stefanie Mueller 0001, Wojciech Matusik |
UIST | 3 |
| 2023 | First-order topology optimization via inexact Finite Element AnalysisabstractTopology Optimization (TO) is an essential tool for optimizing the structural robustness of load-bearing mechanical parts. An ideal TO solver should be computationally efficient for designers to preview the results, while ultimately converge to locally optimal designs. However, existing TO solvers either incur a high iterative cost or fail to provide the convergence guarantee. Borrowing ideas from recent advances in first-order bilevel optimization, we propose a new TO solver combining the Projected Gradient Descent (PGD) algorithm and inexact Finite Element Analysis (FEA). We further show that our method is convergent to a first-order critical point . Our proposed First-Order Bilevel Topology Optimization (FBTO) can solve several, important problems in the robot design paradigm, including TO under self-weight and multiple external loads. Finally, we evaluate and compare FBTO with prior TO solvers on a row of 2D and 3D problems. Zherong Pan, Xifeng Gao, Kui Wu 0003 |
Comput. Aided Des. | 3 |
| 2023 | Robust Low-Poly Meshing for General 3D ModelsabstractWe propose a robust re-meshing approach that can automatically generate visual-preserving low-poly meshes for any high-poly models found in the wild. Our method can be seamlessly integrated into current mesh-based 3D asset production pipelines. Given an input high-poly, our method proceeds in two stages: 1) Robustly extracting an offset surface mesh that is feature-preserving, and guaranteed to be watertight, manifold, and self-intersection free; 2) Progressively simplifying and flowing the offset mesh to bring it close to the input. The simplicity and the visual-preservation of the generated low-poly is controlled by a user-required target screen size of the input: decreasing the screen size reduces the element count of the low-poly but enlarges its visual difference from the input. We have evaluated our method on a subset of the Thingi10K dataset that contains models created by practitioners in different domains, with varying topological and geometric complexities. Compared to state-of-the-art approaches and widely used software, our method demonstrates its superiority in terms of the element count, visual preservation, geometry, and topology guarantees of the generated low-polys. Zhen Chen 0033, Zherong Pan, Kui Wu 0003, Etienne Vouga, Xifeng Gao |
ACM Trans. Graph. | 3 |
| 2023 | Sag-Free Initialization for Strand-Based Hybrid Hair SimulationabstractLagrangian/Eulerian hybrid strand-based hair simulation techniques have quickly become a popular approach in VFX and real-time graphics applications. With Lagrangian hair dynamics, the inter-hair contacts are resolved in the Eulerian grid using the continuum method, i.e., the MPM scheme with the granular Drucker-Prager rheology, to avoid expensive collision detection and handling. This fuzzy collision handling makes the authoring process significantly easier. However, although current hair grooming tools provide a wide range of strand-based modeling tools for this simulation approach, the crucial sag-free initialization functionality remains often ignored. Thus, when the simulation starts, gravity would cause any artistic hairstyle to sag and deform into unintended and undesirable shapes. This paper proposes a novel four-stage sag-free initialization framework to solve stable quasistatic configurations for hybrid strand-based hair dynamic systems. These four stages are split into two global-local pairs. The first one ensures static equilibrium at every Eulerian grid node with additional inequality constraints to prevent stress from exiting the yielding surface. We then derive several associated closed-form solutions in the local stage to compute segment rest lengths, orientations, and particle deformation gradients in parallel. The second global-local step solves along each hair strand to ensure all the bend and twist constraints produce zero net torque on every hair segment, followed by a local step to adjust the rest Darboux vectors to a unit quaternion. We also introduce an essential modification for the Darboux vector to eliminate the ambiguity of the Cosserat rod rest pose in both initialization and simulation. We evaluate our method on a wide range of hairstyles, and our approach can only take a few seconds to minutes to get the rest quasistatic configurations for hundreds of hair strands. Our results show that our method successfully prevents sagging and has minimal impact on the hair motion during simulation. Jerry Hsu, Zherong Pan, Xifeng Gao, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 6 |
| 2023 | DiffCloth: Differentiable Cloth Simulation with Dry Frictional ContactabstractCloth simulation has wide applications in computer animation, garment design, and robot-assisted dressing. This work presents a differentiable cloth simulator whose additional gradient information facilitates cloth-related applications. Our differentiable simulator extends a state-of-the-art cloth simulator based on Projective Dynamics (PD) and with dry frictional contact [Ly et al. 2020 ]. We draw inspiration from previous work [Du et al. 2021 ] to propose a fast and novel method for deriving gradients in PD-based cloth simulation with dry frictional contact. Furthermore, we conduct a comprehensive analysis and evaluation of the usefulness of gradients in contact-rich cloth simulation. Finally, we demonstrate the efficacy of our simulator in a number of downstream applications, including system identification, trajectory optimization for assisted dressing, closed-loop control, inverse design, and real-to-sim transfer. We observe a substantial speedup obtained from using our gradient information in solving most of these applications. Yifei Li 0002, Tao Du 0001, Kui Wu 0003, Jie Xu 0028, Wojciech Matusik |
ACM Trans. Graph. | 3 |
| 2023 | High-Order Moment-Encoded Kinetic Simulation of Turbulent FlowsabstractKinetic solvers for incompressible fluid simulation were designed to run efficiently on massively parallel architectures such as GPUs. While these lattice Boltzmann solvers have recently proven much faster and more accurate than the macroscopic Navier-Stokes-based solvers traditionally used in graphics, it systematically comes at the price of a very large memory requirement: a mesoscopic discretization of statistical mechanics requires over an order of magnitude more variables per grid node than most fluid solvers in graphics. In order to open up kinetic simulation to gaming and simulation software packages on commodity hardware, we propose a HighOrder Moment-Encoded Lattice-Boltzmann-Method solver which we coined HOME-LBM, requiring only the storage of a few moments per grid node, with little to no loss of accuracy in the typical simulation scenarios encountered in graphics. We show that our lightweight and lightspeed fluid solver requires three times less memory and runs ten times faster than state-of-the-art kinetic solvers, for a nearly-identical visual output. Wei Li 0112, Zherong Pan, Xifeng Gao, Kui Wu 0003, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2023 | Learning Based 2D Irregular Shape Packingabstract2D irregular shape packing is a necessary step to arrange UV patches of a 3D model within a texture atlas for memory-efficient appearance rendering in computer graphics. Being a joint, combinatorial decision-making problem involving all patch positions and orientations, this problem has well-known NP-hard complexity. Prior solutions either assume a heuristic packing order or modify the upstream mesh cut and UV mapping to simplify the problem, which either limits the packing ratio or incurs robustness or generality issues. Instead, we introduce a learning-assisted 2D irregular shape packing method that achieves a high packing quality with minimal requirements from the input. Our method iteratively selects and groups subsets of UV patches into near-rectangular super patches, essentially reducing the problem to bin-packing, based on which a joint optimization is employed to further improve the packing ratio. In order to efficiently deal with large problem instances with hundreds of patches, we train deep neural policies to predict nearly rectangular patch subsets and determine their relative poses, leading to linear time scaling with the number of patches. We demonstrate the effectiveness of our method on three datasets for UV packing, where our method achieves a higher packing ratio over several widely used baselines with competitive computational speed. Zeshi Yang, Zherong Pan, Manyi Li, Kui Wu 0003, Xifeng Gao |
ACM Trans. Graph. | 4 |
| 2022 | Digital Fabrication of Pneumatic Actuators with Integrated Sensing by Machine KnittingabstractSoft actuators with integrated sensing have shown utility in a variety of applications such as assistive wearables, robotics, and interactive input devices. Despite their promise, these actuators can be difficult to both design and fabricate. As a solution, we present a workflow for computationally designing and digitally fabricating soft pneumatic actuators via a machine knitting process. Machine knitting is attractive as a fabrication process because it is fast, digital (programmable), and provides access to a rich material library of functional yarns for specified mechanical behavior and integrated sensing. Our method uses elastic stitches to construct non-homogeneous knitting structures, which program the bending of actuators when inflated. Our method also integrates pressure and swept frequency capacitive sensing structures using conductive yarns. The entire knitted structure is fabricated automatically in a single machine run. We further provide a computational design interface for the user to interactively preview actuators’ quasi-static shape when authoring elastic stitches. Our sensing-integrated actuators are cost-effective, easy to design, robust to large actuation, and require minimal manual post-processing. We demonstrate five use-cases of our actuators in relevant application settings. Yiyue Luo, Kui Wu 0003, Andrew Spielberg, Michael Foshey, Daniela Rus, Tomás Palacios, Wojciech Matusik |
CHI | 2 |
| 2022 | An Integrated Design Pipeline for Tactile Sensing Robotic ManipulatorsabstractTraditional robotic manipulator design methods require extensive, time-consuming, and manual trial and error to produce a viable design. During this process, engineers often spend their time redesigning or reshaping components as they discover better topologies for the robotic manipula-tor. Tactile sensors, while useful, often complicate the design due to their bulky form factor. We propose an integrated design pipeline to streamline the design and manufacturing of robotic manipulators with knitted, glove-like tactile sensors. The proposed pipeline allows a designer to assemble a collection of modular, open-source components by applying predefined graph grammar rules. The end result is an intuitive design paradigm that allows the creation of new virtual designs of manipulators in a matter of minutes. Our framework allows the designer to fine-tune the manipulator's shape through cage-based geometry deformation. Finally, the designer can select surfaces for adding tactile sensing. Once the manipulator design is finished, the program will automatically generate 3D printing and knitting files for manufacturing. We demonstrate the utility of this pipeline by creating four custom manipulators tested on real-world tasks: screwing in a wing nut, pouring water from a bottle, picking up an egg, and cutting paper with scissors. Lara Zlokapa, Yiyue Luo, Jie Xu 0028, Michael Foshey, Kui Wu 0003, Pulkit Agrawal 0001, Wojciech Matusik |
ICRA | 5 |
| 2022 | Occluder Generation for Buildings in Digital GamesabstractAbstract Occlusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) for culling hidden objects. An ideal occluder should use as few faces as possible to represent the high‐resolution input mesh with a high culling accuracy. We address the open problem of automatic occluder generation for 3D building models with complex topology and interior structures. Our method first generates two coarse sets of faces via patch‐based and voxel‐based mesh simplification techniques. A metric‐guided selection algorithm chooses the best subset of faces to form the occluder, achieving a high occlusion rate and accuracy. Over an evaluation of 77 building models, our method compares favorably against state‐of‐the‐arts in terms of occlusion accuracy, occlusion rate, and face number. Kui Wu 0003, Zherong Pan, Xifeng Gao |
Comput. Graph. Forum | 1 |
| 2022 | DiffPD: Differentiable Projective DynamicsabstractWe present a novel, fast differentiable simulator for soft-body learning and control applications. Existing differentiable soft-body simulators can be classified into two categories based on their time integration methods: Simulators using explicit timestepping schemes require tiny timesteps to avoid numerical instabilities in gradient computation, and simulators using implicit time integration typically compute gradients by employing the adjoint method and solving the expensive linearized dynamics. Inspired by Projective Dynamics ( PD ), we present Differentiable Projective Dynamics ( DiffPD ), an efficient differentiable soft-body simulator based on PD with implicit time integration. The key idea in DiffPD is to speed up backpropagation by exploiting the prefactorized Cholesky decomposition in forward PD simulation. In terms of contact handling, DiffPD supports two types of contacts: a penalty-based model describing contact and friction forces and a complementarity-based model enforcing non-penetration conditions and static friction. We evaluate the performance of DiffPD and observe it is 4–19 times faster compared with the standard Newton’s method in various applications including system identification, inverse design problems, trajectory optimization, and closed-loop control. We also apply DiffPD in a reality-to-simulation ( real-to-sim ) example with contact and collisions and show its capability of reconstructing a digital twin of real-world scenes. Tao Du 0001, Kui Wu 0003, Pingchuan Ma 0002, Sebastien Wah, Andrew Spielberg, Daniela Rus, Wojciech Matusik |
ACM Trans. Graph. | 2 |
| 2022 | A general two-stage initialization for sag-free deformable simulationsabstractInitializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics. Jerry Hsu, Nghia Truong, Cem Yuksel, Kui Wu 0003 |
ACM Trans. Graph. | 4 |
| 2022 | Fluidic Topology Optimization with an Anisotropic Mixture ModelabstractFluidic devices are crucial components in many industrial applications involving fluid mechanics. Computational design of a high-performance fluidic system faces multifaceted challenges regarding its geometric representation and physical accuracy. We present a novel topology optimization method to design fluidic devices in a Stokes flow context. Our approach is featured by its capability in accommodating a broad spectrum of boundary conditions at the solid-fluid interface. Our key contribution is an anisotropic and differentiable constitutive model that unifies the representation of different phases and boundary conditions in a Stokes model, enabling a topology optimization method that can synthesize novel structures with accurate boundary conditions from a background grid discretization. We demonstrate the efficacy of our approach by conducting several fluidic system design tasks with over four million design parameters. Yifei Li 0002, Tao Du 0001, Sangeetha Grama Srinivasan, Kui Wu 0003, Bo Zhu 0002, Eftychios Sifakis, Wojciech Matusik |
ACM Trans. Graph. | 4 |
| 2022 | Wearable 3D Machine Knitting: Automatic Generation of Shaped Knit Sheets to Cover Real-World ObjectsabstractKnitting can efficiently fabricate stretchable and durable soft surfaces. These surfaces are often designed to be worn on solid objects as covers, garments, and accessories. Given a 3D model, we consider a knit for it wearable if the knit not only reproduces the shape of the 3D model but also can be put on and taken off from the model without deforming the model. This "wearability" places additional constraints on surface design and fabrication, which existing machine knitting approaches do not take into account. We introduce the first practical automatic pipeline to generate knit designs that are both wearable and machine knittable. Our pipeline handles knittability and wearability with two separate modules that run in parallel. Specifically, given a 3D object and its corresponding 3D garment surface, our approach first converts the garment surface into a topological disc by introducing a set of cuts. The resulting cut surface is then fed into a physically-based unclothing simulation module to ensure the garment's wearability over the object. The unclothing simulation determines which of the previously introduced cuts could be sewn permanently without impacting wearability. Concurrently, the cut surface is converted into an anisotropic stitch mesh. Then, our novel, stochastic, any-time flat-knitting scheduler generates fabrication instructions for an industrial knitting machine. Finally, we fabricate the garment and manually assemble it into one complete covering worn by the target object. We demonstrate our method's robustness and knitting efficiency by fabricating models with various topological and geometric complexities. Further, we show that our method can be incorporated into a knitting design tool for creating knitted garments with customized patterns. Kui Wu 0003, Marco Tarini, Cem Yuksel, James McCann, Xifeng Gao |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | KnitUI: Fabricating Interactive and Sensing Textiles with Machine KnittingabstractWith the recent interest in wearable electronics and smart garments, digital fabrication of sensing and interactive textiles is in increasing demand. Recently, advances in digital machine knitting offer opportunities for the programmable, rapid fabrication of soft, breathable textiles. In this paper, we present KnitUI, a novel, accessible machine-knitted user interface based on resistive pressure sensing. Employing conductive yarns and various machine knitting techniques, we computationally design and automatically fabricate the double-layered resistive sensing structures as well as the coupled conductive connection traces with minimal manual post-processing. We present an interactive design interface for users to customize KnitUI’s colors, sizes, positions, and shapes. After investigating design parameters for the optimized sensing and interactive performance, we demonstrate KnitUI as a portable, deformable, washable, and customizable interactive and sensing platform. It obtains diverse applications, including wearable user interfaces, tactile sensing wearables, and artificial robot skin. Yiyue Luo, Kui Wu 0003, Tomás Palacios, Wojciech Matusik |
CHI | 2 |
| 2021 | DiffAqua: a differentiable computational design pipeline for soft underwater swimmers with shape interpolationabstractThe computational design of soft underwater swimmers is challenging because of the high degrees of freedom in soft-body modeling. In this paper, we present a differentiable pipeline for co-designing a soft swimmer's geometry and controller. Our pipeline unlocks gradient-based algorithms for discovering novel swimmer designs more efficiently than traditional gradient-free solutions. We propose Wasserstein barycenters as a basis for the geometric design of soft underwater swimmers since it is differentiable and can naturally interpolate between bio-inspired base shapes via optimal transport. By combining this design space with differentiable simulation and control, we can efficiently optimize a soft underwater swimmer's performance with fewer simulations than baseline methods. We demonstrate the efficacy of our method on various design problems such as fast, stable, and energy-efficient swimming and demonstrate applicability to multi-objective design. Pingchuan Ma 0002, Tao Du 0001, John Z. Zhang, Kui Wu 0003, Andrew Spielberg, Robert K. Katzschmann, Wojciech Matusik |
ACM Trans. Graph. | 4 |
| 2021 | Knit sketching: from cut & sew patterns to machine-knit garmentsabstractWe present a novel workflow to design and program knitted garments for industrial whole-garment knitting machines. Inspired by traditional garment making based on cutting and sewing, we propose a sketch representation with additional annotations necessary to model the knitting process. Our system bypasses complex editing operations in 3D space, which allows us to achieve interactive editing of both the garment shape and its underlying time process. We provide control of the local knitting direction, the location of important course interfaces, as well as the placement of stitch irregularities that form seams in the final garment. After solving for the constrained knitting time process, the garment sketches are automatically segmented into a minimal set of simple regions that can be knitted using simple knitting procedures. Finally, our system optimizes a stitch graph hierarchically while providing control over the tradeoff between accuracy and simplicity. We showcase different garments created with our web interface. Alexandre Kaspar, Kui Wu 0003, Yiyue Luo, Liane Makatura, Wojciech Matusik |
ACM Trans. Graph. | 2 |
| 2020 | Functional optimization of fluidic devices with differentiable stokes flowabstractWe present a method for performance-driven optimization of fluidic devices. In our approach, engineers provide a high-level specification of a device using parametric surfaces for the fluid-solid boundaries. They also specify desired flow properties for inlets and outlets of the device. Our computational approach optimizes the boundary of the fluidic device such that its steady-state flow matches desired flow at outlets. In order to deal with computational challenges of this task, we propose an efficient, differentiable Stokes flow solver. Our solver provides explicit access to gradients of performance metrics with respect to the parametric boundary representation. This key feature allows us to couple the solver with efficient gradient-based optimization methods. We demonstrate the efficacy of this approach on designs of five complex 3D fluidic systems. Our approach makes an important step towards practical computational design tools for high-performance fluidic devices. Tao Du 0001, Kui Wu 0003, Andrew Spielberg, Wojciech Matusik, Bo Zhu 0002, Eftychios Sifakis |
ACM Trans. Graph. | 2 |
| 2019 | Visual knitting machine programmingabstractIndustrial knitting machines are commonly used to manufacture complicated shapes from yarns; however, designing patterns for these machines requires extensive training. We present the first general visual programming interface for creating 3D objects with complex surface finishes on industrial knitting machines. At the core of our interface is a new, augmented, version of the stitch mesh data structure. The augmented stitch mesh stores low-level knitting operations per-face and encodes the dependencies between faces using directed edge labels. Our system can generate knittable augmented stitch meshes from 3D models, allows users to edit these meshes in a way that preserves their knittability, and can schedule the execution order and location of each face for production on a knitting machine. Our system is general, in that its knittability-preserving editing operations are sufficient to transform between any two machine-knittable stitch patterns with the same orientation on the same surface. We demonstrate the power and flexibility of our pipeline by using it to create and knit objects featuring a wide range of patterns and textures, including intarsia and Fair Isle colorwork; knit and purl textures; cable patterns; and laces. Vidya Narayanan 0001, Kui Wu 0003, Cem Yuksel, James McCann |
ACM Trans. Graph. | 2 |
| 2019 | Knittable Stitch MeshesabstractWe introduce knittable stitch meshes for modeling complex 3D knit structures that can be fabricated via knitting. We extend the concept of stitch mesh modeling, which provides a powerful 3D design interface for knit structures but lacks the ability to produce actually knittable models. Knittable stitch meshes ensure that the final model can be knitted. Moreover, they include novel representations for handling important shaping techniques that allow modeling more complex knit structures than prior methods. In particular, we introduce shift paths that connect the yarn for neighboring rows, general solutions for properly connecting pieces of knit fabric with mismatched knitting directions without introducing seams, and a new structure for representing short rows , a shaping technique for knitting that is crucial for creating various 3D forms, within the stitch mesh modeling framework. Our new 3D modeling interface allows for designing knittable structures with complex surface shapes and topologies, and our knittable stitch mesh structure contains all information needed for fabricating these shapes via knitting. Furthermore, we present a scheduling algorithm for providing step-by-step hand knitting instructions to a knitter, so that anyone who knows how to knit can reproduce the complex models that can be designed using our approach. We show a variety of 3D knit shapes and garment examples designed and knitted using our system. Kui Wu 0003, Hannah Swan, Cem Yuksel |
ACM Trans. Graph. | 1 |
| 2019 | Real-Time Cloth Rendering with Fiber-Level DetailabstractModeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs. Our method procedurally generates fiber-level geometric details on-the-fly using yarn-level control points for minimizing the data transfer to the GPU. We also reduce the rasterization operations by collectively representing the fibers near the center of each ply that form the yarn structure. Moreover, we employ a level-of-detail strategy to minimize or completely eliminate the generation of fiber-level geometry that would have little or no impact on the final rendered image. Furthermore, we introduce a simple self-shadow computation method that allows lighting with self-shadows using relatively low-resolution shadow maps. We also provide a simple distance-based ambient occlusion approximation as well as an ambient illumination precomputation approach, both of which account for fiber-level self-occlusion of yarn. Finally, we discuss how to use a physical-based shading model with our fiber-level cloth rendering method and how to handle cloth animations with temporal coherency. We demonstrate the effectiveness of our approach by comparing our simplified fiber geometry to procedurally generated references and display knitwear containing more than a hundred million individual fiber curves at real-time frame rates with shadows and ambient occlusion. Kui Wu 0003, Cem Yuksel |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Fast Fluid Simulations with Sparse Volumes on the GPUabstractAbstract We introduce efficient, large scale fluid simulation on GPU hardware using the fluid‐implicit particle (FLIP) method over a sparse hierarchy of grids represented in NVIDIA® GVDB Voxels. Our approach handles tens of millions of particles within a virtually unbounded simulation domain. We describe novel techniques for parallel sparse grid hierarchy construction and fast incremental updates on the GPU for moving particles. In addition, our FLIP technique introduces sparse, work efficient parallel data gathering from particle to voxel, and a matrix‐free GPU‐based conjugate gradient solver optimized for sparse grids. Our results show that our method can achieve up to an order of magnitude faster simulations on the GPU as compared to FLIP simulations running on the CPU. Kui Wu 0003, Nghia Truong, Cem Yuksel, Rama Hoetzlein |
Comput. Graph. Forum | 1 |
| 2018 | Stitch meshingabstractWe introduce the first fully automatic pipeline to convert arbitrary 3D shapes into knit models. Our pipeline is based on a global parametrization remeshing pipeline to produce an isotropic quad-dominant mesh aligned with a 2-RoSy field. The knitting directions over the surface are determined using a set of custom topological operations and a two-step global optimization that minimizes the number of irregularities. The resulting mesh is converted into a valid stitch mesh that represents the knit model. The yarn curves are generated from the stitch mesh and the final yarn geometry is computed using a yarn-level relaxation process. Thus, we produce topologically valid models that can be used with a yarn-level simulation. We validate our algorithm by automatically generating knit models from complex 3D shapes and processing over a hundred models with various shapes without any user input or parameter tuning. We also demonstrate applications of our approach for custom knit model generation using fabrication via 3D printing. Kui Wu 0003, Xifeng Gao, Zachary Ferguson, Daniele Panozzo, Cem Yuksel |
ACM Trans. Graph. | 1 |
| 2018 | GPU optimization of material point methodsabstractThe Material Point Method (MPM) has been shown to facilitate effective simulations of physically complex and topologically challenging materials, with a wealth of emerging applications in computational engineering and visual computing. Borne out of the extreme importance of regularity, MPM is given attractive parallelization opportunities on high-performance modern multiprocessors. Parallelization of MPM that fully leverages computing resources presents challenges that require exploring an extensive design-space for favorable data structures and algorithms. Unlike the conceptually simple CPU parallelization, where the coarse partition of tasks can be easily applied, it takes greater effort to reach the GPU hardware saturation due to its many-core SIMT architecture. In this paper we introduce methods for addressing the computational challenges of MPM and extending the capabilities of general simulation systems based on MPM, particularly concentrating on GPU optimization. In addition to our open-source high-performance framework, we also conduct performance analyses and benchmark experiments to compare against alternative design choices which may superficially appear to be reasonable, but can suffer from suboptimal performance in practice. Our explicit and fully implicit GPU MPM solvers are further equipped with a Moving Least Squares MPM heat solver and a novel sand constitutive model to enable fast simulations of a wide range of materials. We demonstrate that more than an order of magnitude performance improvement can be achieved with our GPU solvers. Practical high-resolution examples with up to ten million particles run in less than one minute per frame. Ming Gao 0023, Kui Wu 0003, Andre Pradhana Tampubolon, Eftychios Sifakis, Cem Yuksel, Chenfanfu Jiang |
ACM Trans. Graph. | 3 |
| 2017 | Real-time fiber-level cloth renderingabstractModeling cloth with fiber-level geometry can produce highly realistic details. However, rendering fiber-level cloth models not only has a high memory cost but it also has a high computation cost even for offline rendering applications. In this paper we present a real-time fiber-level cloth rendering method for current GPUs. Our method procedurally generates fiber-level geometric details on-the-fly using yarn-level control points for minimizing the data transfer to the GPU. We also reduce the rasterization operations by collectively representing the fibers near the center of each ply that form the yarn structure. Moreover, we employ a level-of-detail strategy to minimize or completely eliminate the generation of fiber-level geometry that would have little or no impact on the final rendered image. Furthermore, we introduce a simple yarn-level ambient occlusion approximation and self-shadow computation method that allows lighting with self-shadows using relatively low-resolution shadow maps. We demonstrate the effectiveness of our approach by comparing our simplified fiber geometry to procedurally generated references and display knitwear containing more than a hundred million individual fiber curves at real-time frame rates with shadows and ambient occlusion. Kui Wu 0003, Cem Yuksel |
I3D | 1 |
| 2017 | Direct Multifield Volume Ray Casting of Fiber SurfacesabstractMultifield data are common in visualization. However, reducing these data to comprehensible geometry is a challenging problem. Fiber surfaces, an analogy of isosurfaces to bivariate volume data, are a promising new mechanism for understanding multifield volumes. In this work, we explore direct ray casting of fiber surfaces from volume data without any explicit geometry extraction. We sample directly along rays in domain space, and perform geometric tests in range space where fibers are defined, using a signed distance field derived from the control polygons. Our method requires little preprocess, and enables real-time exploration of data, dynamic modification and pixel-exact rendering of fiber surfaces, and support for higher-order interpolation in domain space. We demonstrate this approach on several bivariate datasets, including analysis of multi-field combustion data. Kui Wu 0003, Aaron Knoll, Benjamin J. Isaac, Hamish A. Carr, Valerio Pascucci |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Real-time hair mesh simulationabstractWe present a robust real-time hair simulation method using hair meshes. Leveraging existing simulation models for sheet-based cloth, we introduce a volumetric force model for incorporating hair interactions inside the hair mesh volume. We also introduce a position correction method that minimizes the local deformation of the hair mesh due to collision handling. We demonstrate the robustness of our hair simulation method using large time steps with fast motion, and we show that our method can recover the initial hair shape even when the hair mesh goes through substantial deformation. Kui Wu 0003, Cem Yuksel |
I3D | 1 |