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George Matcuk

dblp:245/4796 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0002-2858-0794ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021

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

Computer graphics and multimedia
2 papers
Geometric modeling and processing · 61% Computer animation and physical simulation · 39%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › deformable body simulation
plastic deformation
0.512021
Modeling of Personalized Anatomy Using Plastic Strains · ACM Trans. Graph. 2021
Geometric modeling and processing
shape deformation
0.512021
Modeling of Personalized Anatomy Using Plastic Strains · ACM Trans. Graph. 2021
Geometric modeling and processing › shape modeling › human modeling
anatomical modeling
0.412019
Hand modeling and simulation using stabilized magnetic resonance imaging · ACM Trans. Graph. 2019
Computer animation and physical simulation › deformable body simulation
soft tissue simulation
0.412019
Hand modeling and simulation using stabilized magnetic resonance imaging · ACM Trans. Graph. 2019

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

finite element method · 0.9sparse point constraints · 0.5linear system solving · 0.5segmentation · 0.4magnetic resonance imaging · 0.4lifecasting · 0.4
YearPublicationVenuePosition
2021 Modeling of Personalized Anatomy Using Plastic Strains
abstract
We present a method for modeling solid objects undergoing large spatially varying and/or anisotropic strains, and use it to reconstruct human anatomy from medical images. Our novel shape deformation method uses plastic strains and the finite element method to successfully model shapes undergoing large and/or anisotropic strains, specified by sparse point constraints on the boundary of the object. We extensively compare our method to standard second-order shape deformation methods, variational methods, and surface-based methods, and demonstrate that our method avoids the spikiness, wiggliness, and other artifacts of previous methods. We demonstrate how to perform such shape deformation both for attached and un-attached (“free flying”) objects, using a novel method to solve linear systems with singular matrices with a known nullspace. Although our method is applicable to general large-strain shape deformation modeling, we use it to create personalized 3D triangle and volumetric meshes of human organs, based on magnetic resonance imaging or computed tomography scans. Given a medically accurate anatomy template of a generic individual, we optimize the geometry of the organ to match the magnetic resonance imaging or computed tomography scan of a specific individual. Our examples include human hand muscles, a liver, a hip bone, and a gluteus medius muscle (“hip abductor”).
George Matcuk, Jernej Barbic
ACM Trans. Graph.2
2019 Hand modeling and simulation using stabilized magnetic resonance imaging
abstract
We demonstrate how to acquire complete human hand bone anatomy (meshes) in multiple poses using magnetic resonance imaging (MRI). Such acquisition was previously difficult because MRI scans must be long for high-precision results (over 10 minutes) and because humans cannot hold the hand perfectly still in non-trivial and badly supported poses. We invent a manufacturing process whereby we use lifecasting materials commonly employed in film special effects industry to generate hand molds, personalized to the subject, and to each pose. These molds are both ergonomic and encasing, and they stabilize the hand during scanning. We also demonstrate how to efficiently segment the MRI scans into individual bone meshes in all poses, and how to correspond each bone's mesh to same mesh connectivity across all poses. Next, we interpolate and extrapolate the MRI-acquired bone meshes to the entire range of motion of the hand, producing an accurate data-driven animation-ready rig for bone meshes. We also demonstrate how to acquire not just bone geometry (using MRI) in each pose, but also a matching highly accurate surface geometry (using optical scanners) in each pose, modeling skin pores and wrinkles. We also give a soft tissue Finite Element Method simulation "rig", consisting of novel tet meshing for stability at the joints, spatially varying geometric and material detail, and quality constraints to the acquired skeleton kinematic rig. Given an animation sequence of hand joint angles, our FEM soft tissue rig produces quality hand surface shapes in arbitrary poses in the hand range of motion. Our results qualitatively reproduce important features seen in the photographs of the subject's hand, such as similar overall organic shape and fold formation.
George Matcuk, Jernej Barbic
ACM Trans. Graph.2