Egor Larionov

dblp:204/0035 · DBLP profile ↗
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11ranked-venue papers
5as first author
9since 2021 · last 2026
0000-0002-9900-3150ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 5 first-author · 9 since 2021Artificial intelligence and machine learning · 4 · 4 since 2021
YearPublicationVenuePosition
2026 SkinCells: Sparse Skinning using Voronoi Cells
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum1
2026 SkinCells: Sparse Skinning using Voronoi Cells
abstract
Abstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum1
2026 Neuralocks: Real-Time Dynamic Neural Hair Simulation
abstract
Abstract Real‐time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like jumping or walking, plays a significant role in enhancing the overall realism and engagement of virtual experiences. Current methods for simulating hair have been constrained by two primary approaches: highly optimized physics‐based systems and neural methods. However, state‐of‐the‐art neural techniques have been limited to quasi‐static solutions, failing to capture the dynamic behavior of hair. This paper introduces a novel neural method that breaks through these limitations, achieving efficient and stable dynamic hair simulation while outperforming existing approaches. We propose a fully self‐supervised method which can be trained without any manual intervention or artist generated training data allowing the method to be integrated with hair reconstruction methods to enable automatic end‐to‐end methods for avatar reconstruction. Our approach harnesses the power of compact, memory‐efficient neural networks to simulate hair at the strand level, allowing for the simulation of diverse hairstyles without excessive computational resources or memory requirements. We validate the effectiveness of our method through a variety of hairstyle examples, showcasing its potential for real‐world applications.
Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Douglas Roble, Tuur Stuyck
Comput. Graph. Forum2
2025 PGC: Physics-Based Gaussian Cloth from a Single Pose
abstract
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io.
Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov
CVPR12
2025 Quaffure: Real-Time Quasi-Static Neural Hair Simulation
abstract
Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hairstyles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method’s effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting the drape of 1000 grooms in 0.3 seconds.
Tuur Stuyck, Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Aljaz Bozic, Nikolaos Sarafianos, Douglas Roble
CVPR3
2024 DiffAvatar: Simulation-Ready Garment Optimization with Differentiable Simulation
abstract
The realism of digital avatars is crucial in enabling telepresence applications with self-expression and customization. While physical simulations can produce realistic motions for clothed humans, they require high-quality garment assets with associated physical parameters for cloth simulations. However, manually creating these assets and calibrating their parameters is labor-intensive and requires specialized expertise. Current methods focus on reconstructing geometry, but don't generate complete assets for physics-based applications. To address this gap, we propose DiffAvatar, a novel approach that performs body and garment co-optimization using differentiable simulation. By integrating physical simulation into the optimization loop and accounting for the complex nonlinear behavior of cloth and its intricate interaction with the body, our framework recovers body and garment geometry and extracts important material parameters in a physically plausible way. Our experiments demonstrate that our approach generates realistic clothing and body shape suitable for downstream applications. We provide additional insights and results on our webpage: people. csail. mit. edu/liyifei/publication/diffavatar.
Yifei Li 0002, Hsiao-Yu Chen, Egor Larionov, Nikolaos Sarafianos, Wojciech Matusik, Tuur Stuyck
CVPR3
2024 Estimating Cloth Elasticity Parameters From Homogenized Yarn-Level Models
abstract
Virtual garment simulation has become increasingly important with applications in garment design and virtual try-on. However, reproducing garments faithfully remains a cumbersome process. We propose an end-to-end forward pipeline for estimating parameters of shell material models corresponding to real fabrics with minimal input. In contrast to prior work that relies on complex and often expensive capture systems, our method determines yarn model parameters from Young’s moduli determined during standard yarn stretch tests. We use an extended homogenization method to match yarn-level and shell-level hyperelastic energies with respect to a range of surface deformations represented by the first and second fundamental forms, including anisotropic bending. We optimize the parameters of a shell material model involving uncoupled bending and membrane energies. This allows the simulated shell model to exhibit deformation modes motivated by yarn-level physics in real fabrics. Finally, we validate our results with quantitative and visual comparisons against real world fabrics through stretch tests and drape experiments. Using the homogenized parameters, the shell models are capable of capturing the characteristics of underlying yarn patterns and exhibiting distinct behaviors for different yarn materials.
Joy Xiaoji Zhang, Gene Wei-Chin Lin, Lukas Bode, Hsiao-Yu Chen, Tuur Stuyck, Egor Larionov
MIG6
2024 Implicit Frictional Dynamics With Soft Constraints
abstract
Dynamics simulation with frictional contacts is important for a wide range of applications, from cloth simulation to object manipulation. Recent methods using smoothed lagged friction forces have enabled robust and differentiable simulation of elastodynamics with friction. However, the resulting frictional behavior can be inaccurate and may not converge to analytic solutions. Here we evaluate the accuracy of lagged friction models in comparison with implicit frictional contact systems. We show that major inaccuracies near the stick-slip threshold in such systems are caused by lagging of friction forces rather than by smoothing the Coulomb friction curve. Furthermore, we demonstrate how systems involving implicit or lagged friction can be correctly used with higher-order time integration and highlight limitations in earlier attempts. We demonstrate how to exploit forward-mode automatic differentiation to simplify and, in some cases, improve the performance of the inexact Newton method. Finally, we show that other complex phenomena can also be simulated effectively while maintaining smoothness of the entire system. We extend our method to exhibit stick-slip frictional behavior and preserve volume on compressible and nearly-incompressible media using soft constraints.
Egor Larionov, Andreas Longva, Uri M. Ascher, Jan Bender, Dinesh K. Pai
IEEE Trans. Vis. Comput. Graph.1
2021 Frictional Contact on Smooth Elastic Solids
abstract
Frictional contact between deformable elastic objects remains a difficult simulation problem in computer graphics. Traditionally, contact has been resolved using sophisticated collision detection schemes and methods that build on the assumption that contact happens between polygons. While polygonal surfaces are an efficient representation for solids, they lack some intrinsic properties that are important for contact resolution. Generally, polygonal surfaces are not equipped with an intrinsic inside and outside partitioning or a smooth distance field close to the surface. Here we propose a new method for resolving frictional contacts against deforming implicit surface representations that addresses these problems. We augment a moving least squares (MLS) implicit surface formulation with a local kernel for resolving contacts, and develop a simple parallel transport approximation to enable transfer of frictional impulses. Our variational formulation of dynamics and elasticity enables us to naturally include contact constraints, which are resolved as one Newton-Raphson solve with linear inequality constraints. We extend this formulation by forwarding friction impulses from one time step to the next, used as external forces in the elasticity solve. This maintains the decoupling of friction from elasticity thus allowing for different solvers to be used in each step. In addition, we develop a variation of staggered projections, that relies solely on a non-linear optimization without constraints and does not require a discretization of the friction cone. Our results compare favorably to a popular industrial elasticity solver (used for visual effects), as well as recent academic work in frictional contact, both of which rely on polygons for contact resolution. We present examples of coupling between rigid bodies, cloth and elastic solids.
Egor Larionov, Dinesh K. Pai
ACM Trans. Graph.1
2018 The human touch: measuring contact with real human soft tissues
abstract
Simulating how the human body deforms in contact with external objects, tight clothing, or other humans is of central importance to many fields. Despite great advances in numerical methods, the material properties required to accurately simulate the body of a real human have been sorely lacking. Here we show that mechanical properties of the human body can be directly measured using a novel hand-held device. We describe a complete pipeline for measurement, modeling, parameter estimation, and simulation using the finite element method. We introduce a phenomenological model (the sliding thick skin model) that is effective for both simulation and parameter estimation. Our data also provide new insights into how the human body actually behaves. The methods described here can be used to create personalized models of an individual human or of a population. Consequently, our methods have many potential applications in computer animation, product design, e-commerce, and medicine.
Dinesh K. Pai, Austin Rothwell, Pearson Wyder-Hodge, Alistair Wick, Egor Larionov, Darcy Harrison, Debanga Raj Neog, Cole Shing
ACM Trans. Graph.6
2017 Variational stokes: a unified pressure-viscosity solver for accurate viscous liquids
abstract
We propose a novel unsteady Stokes solver for coupled viscous and pressure forces in grid-based liquid animation which yields greater accuracy and visual realism than previously achieved. Modern fluid simulators treat viscosity and pressure in separate solver stages, which reduces accuracy and yields incorrect free surface behavior. Our proposed implicit variational formulation of the Stokes problem leads to a symmetric positive definite linear system that gives properly coupled forces, provides unconditional stability, and treats difficult boundary conditions naturally through simple volume weights. Surface tension and moving solid boundaries are also easily incorporated. Qualitatively, we show that our method recovers the characteristic rope coiling instability of viscous liquids and preserves fine surface details, while previous grid-based schemes do not. Quantitatively, we demonstrate that our method is convergent through grid refinement studies on analytical problems in two dimensions. We conclude by offering practical guidelines for choosing an appropriate viscous solver, based on the scenario to be animated and the computational costs of different methods.
Egor Larionov, Christopher Batty, Rook Bridson
ACM Trans. Graph.1