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Rasmus Tamstorf

dblp:32/2200 · DBLP profile ↗
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20ranked-venue papers
2as first author
0since 2021 · last 2018
0000-0001-7649-8587ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2Systems, architecture and hardware · 1

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
12 papers
Computer animation and physical simulation · 86% Geometric modeling and processing · 8% Rendering · 6%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 18 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
cloth simulation
0.542015
Smoothed aggregation multigrid for cloth simulation · ACM Trans. Graph. 2015
Modeling and estimation of internal friction in cloth · ACM Trans. Graph. 2013
Robust treatment of simultaneous collisions · ACM Trans. Graph. 2008
Computer animation and physical simulation
collision handling
0.422017
All's well that ends well: guaranteed resolution of simultaneous rigid body impact · ACM Trans. Graph. 2017
Robust treatment of simultaneous collisions · ACM Trans. Graph. 2008
Computer animation and physical simulation › collision handling
collision response
0.322014
Adaptive nonlinearity for collisions in complex rod assemblies · ACM Trans. Graph. 2014
Reflections on simultaneous impact · ACM Trans. Graph. 2012
Computer animation and physical simulation
rigid body simulation
0.322017
All's well that ends well: guaranteed resolution of simultaneous rigid body impact · ACM Trans. Graph. 2017
Reflections on simultaneous impact · ACM Trans. Graph. 2012
Computer animation and physical simulation › contact simulation
frictional contact
0.312018
A material point method for thin shells with frictional contact · ACM Trans. Graph. 2018
Computer animation and physical simulation › deformable body simulation
thin shell simulation
0.312018
A material point method for thin shells with frictional contact · ACM Trans. Graph. 2018
Computer animation and physical simulation
contact simulation
0.222012
Speculative parallel asynchronous contact mechanics · ACM Trans. Graph. 2012
Asynchronous contact mechanics · ACM Trans. Graph. 2009
Geometric modeling and processing
collision detection
0.222012
Speculative parallel asynchronous contact mechanics · ACM Trans. Graph. 2012
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Computer animation and physical simulation › deformable body simulation
elastic rod simulation
0.212014
Adaptive nonlinearity for collisions in complex rod assemblies · ACM Trans. Graph. 2014
Computer animation and physical simulation › skinning
character skinning
0.112011
Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
soft tissue deformation
0.112011
Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011
Rendering
appearance modeling
0.112010
An artist friendly hair shading system · ACM Trans. Graph. 2010
Computer animation and physical simulation › particle-based simulation
material point method
0.112018
A material point method for thin shells with frictional contact · ACM Trans. Graph. 2018
Computer animation and physical simulation
coulomb friction
0.112008
Robust treatment of simultaneous collisions · ACM Trans. Graph. 2008
Geometric modeling and processing › collision detection
deformable model collision detection
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Geometric modeling and processing
mesh processing
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Computer animation and physical simulation › collision handling
self-collision
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Medical and health informatics
medical simulation
0.012005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005

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

subdivision finite elements · 0.3material point method · 0.3elastoplastic constitutive model · 0.3generalized reflections · 0.3floating-point error analysis · 0.3kinetic data structures · 0.2smoothed aggregation multigrid · 0.2prefiltering · 0.2preconditioned conjugate gradient · 0.2nonlinearity adaptation · 0.2linear-time culling · 0.1chromatic decomposition · 0.1
YearPublicationVenuePosition
2018 A material point method for thin shells with frictional contact
abstract
We present a novel method for simulation of thin shells with frictional contact using a combination of the Material Point Method (MPM) and subdivision finite elements. The shell kinematics are assumed to follow a continuum shell model which is decomposed into a Kirchhoff-Love motion that rotates the mid-surface normals followed by shearing and compression/extension of the material along the mid-surface normal. We use this decomposition to design an elastoplastic constitutive model to resolve frictional contact by decoupling resistance to contact and shearing from the bending resistance components of stress. We show that by resolving frictional contact with a continuum approach, our hybrid Lagrangian/Eulerian approach is capable of simulating challenging shell contact scenarios with hundreds of thousands to millions of degrees of freedom. Without the need for collision detection or resolution, our method runs in a few minutes per frame in these high resolution examples. Furthermore we show that our technique naturally couples with other traditional MPM methods for simulating granular and related materials.
Qi Guo 0006, Xuchen Han, Chuyuan Fu, Theodore F. Gast, Rasmus Tamstorf, Joseph Teran
ACM Trans. Graph.5
2017 All's well that ends well: guaranteed resolution of simultaneous rigid body impact
abstract
Iterative algorithms are frequently used to resolve simultaneous impacts between rigid bodies in physical simulations. However, these algorithms lack formal guarantees of termination, which is sometimes viewed as potentially dangerous, so failsafes are used in practical codes to prevent infinite loops. We show such steps are unnecessary. In particular, we study the broad class of such algorithms that are conservative and satisfy a minimal set of physical correctness properties, and which encompasses recent methods like Generalized Reflections as well as pairwise schemes. We fully characterize finite termination of these algorithms. The only possible failure cases can be detected, and we describe a procedure for modifying the algorithms to provably ensure termination. We also describe modifications necessary to guarantee termination in the presence of numerical error due to the use of floating-point arithmetic. Finally, we discuss the challenges dissipation introduce for finite termination, and describe how dissipation models can be incorporated while retaining the termination guarantee.
Etienne Vouga, Breannan Smith, Danny M. Kaufman, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.4
2015 Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth
abstract
Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in which we explore some factors that contribute to the perception of cloth, to determine how efficiency could be improved without sacrificing realism. Using real video footage of several fabrics covering a wide range of visual appearances and dynamic behaviors, and their simulated counterparts, we explore the interplay of visual appearance and dynamics in cloth animation.
Carlos Aliaga, Carol O'Sullivan, Diego Gutierrez, Rasmus Tamstorf
SAP4
2015 Scalable Asynchronous Contact Mechanics Using Charm++
abstract
This paper presents a scalable implementation of the Asynchronous Contact Mechanics (ACM) algorithm, a reliable method to simulate flexible material subject to complex collisions and contact geometries. As an example, we apply ACM to cloth simulation for animation. The parallelization of ACM is challenging due to its highly irregular communication pattern, its need for dynamic load balancing, and its extremely fine-grained computations. We utilize CHARM++, an adaptive parallel runtime system, to address these challenges and show good strong scaling of ACM to 384 cores for problems with fewer than 100k vertices. By comparison, the previously published shared memory implementation only scales well to about 30 cores for the same examples. We demonstrate the scalability of our implementation through a number of examples which, to the best of our knowledge, are only feasible with the ACM algorithm. In particular, for a simulation of 3 seconds of a cylindrical rod twisting within a cloth sheet, the simulation time is reduced by 12× from 9 hours on 30 cores to 46 minutes using our implementation on 384 cores of a Cray XC30.
Xiang Ni, Laxmikant V. Kalé, Rasmus Tamstorf
IPDPS3
2015 Smoothed aggregation multigrid for cloth simulation
abstract
Existing multigrid methods for cloth simulation are based on geometric multigrid. While good results have been reported, geometric methods are problematic for unstructured grids, widely varying material properties, and varying anisotropies, and they often have difficulty handling constraints arising from collisions. This paper applies the algebraic multigrid method known as smoothed aggregation to cloth simulation. This method is agnostic to the underlying tessellation, which can even vary over time, and it only requires the user to provide a fine-level mesh. To handle contact constraints efficiently, a prefiltered preconditioned conjugate gradient method is introduced. For highly efficient preconditioners, like the ones proposed here, prefiltering is essential, but, even for simple preconditioners, prefiltering provides significant benefits in the presence of many constraints. Numerical tests of the new approach on a range of examples confirm 6--8 x speedups on a fully dressed character with 371k vertices, and even larger speedups on synthetic examples.
Rasmus Tamstorf, Toby Jones, Stephen F. McCormick
ACM Trans. Graph.1
2014 Adaptive nonlinearity for collisions in complex rod assemblies
abstract
We develop an algorithm for the efficient and stable simulation of large-scale elastic rod assemblies. We observe that the time-integration step is severely restricted by a strong nonlinearity in the response of stretching modes to transversal impact, the degree of this nonlinearity varying greatly with the shape of the rod. Building on these observations, we propose a collision response algorithm that adapts its degree of nonlinearity. We illustrate the advantages of the resulting algorithm by analyzing simulations involving elastic rod assemblies of varying density and scale, with up to 1.7 million individual contacts per time step.
Danny M. Kaufman, Rasmus Tamstorf, Breannan Smith, Jean-Marie Aubry, Eitan Grinspun
ACM Trans. Graph.2
2013 Discrete bending forces and their Jacobians
Rasmus Tamstorf, Eitan Grinspun
Graph. Model.1
2013 Modeling and estimation of internal friction in cloth
abstract
Force-deformation measurements of cloth exhibit significant hysteresis, and many researchers have identified internal friction as the source of this effect. However, it has not been incorporated into computer animation models of cloth. In this paper, we propose a model of internal friction based on an augmented reparameterization of Dahl's model, and we show that this model provides a good match to several important features of cloth hysteresis even with a minimal set of parameters. We also propose novel parameter estimation procedures that are based on simple and inexpensive setups and need only sparse data, as opposed to the complex hardware and dense data acquisition of previous methods. Finally, we provide an algorithm for the efficient simulation of internal friction, and we demonstrate it on simulation examples that show disparate behavior with and without internal friction.
Eder Miguel, Rasmus Tamstorf, Derek Bradley, Sara C. Schvartzman, Bernhard Thomaszewski, Bernd Bickel, Wojciech Matusik, Steve Marschner, Miguel A. Otaduy
ACM Trans. Graph.2
2012 Speculative parallel asynchronous contact mechanics
abstract
We extend the Asynchronous Contact Mechanics algorithm [Harmon et al. 2009] and improve its performance by two orders of magnitude, using only optimizations that do not compromise ACM's three guarantees of safety, progress, and correctness. The key to this speedup is replacing ACM's timid, forward-looking mechanism for detecting collisions---locating and rescheduling separating plane kinetic data structures---with an optimistic speculative method inspired by Mirtich's rigid body Time Warp algorithm [2000]. Time warp allows us to perform collision detection over a window of time containing many of ACM's asynchronous trajectory changes; in this way we cull away large intervals as being collision free. Moreover, by replacing force processing intermingled with KDS rescheduling by windows of pure processing followed by collision detection, we transform an algorithm that is very difficult to parallelize into one that is embarrassingly parallel.
Samantha Ainsley, Etienne Vouga, Eitan Grinspun, Rasmus Tamstorf
ACM Trans. Graph.4
2012 Reflections on simultaneous impact
abstract
Resolving simultaneous impacts is an open and significant problem in collision response modeling. Existing algorithms in this domain fail to fulfill at least one of five physical desiderata. To address this we present a simple generalized impact model motivated by both the successes and pitfalls of two popular approaches: pair-wise propagation and linear complementarity models. Our algorithm is the first to satisfy all identified desiderata, including simultaneously guaranteeing symmetry preservation, kinetic energy conservation, and allowing break-away. Furthermore, we address the associated problem of inelastic collapse, proposing a complementary generalized restitution model that eliminates this source of nontermination. We then consider the application of our models to the synchronous time-integration of large-scale assemblies of impacting rigid bodies. To enable such simulations we formulate a consistent frictional impact model that continues to satisfy the desiderata. Finally, we validate our proposed algorithm by correctly capturing the observed characteristics of physical experiments including the phenomenon of extended patterns in vertically oscillated granular materials.
Breannan Smith, Danny M. Kaufman, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.4
2011 Efficient elasticity for character skinning with contact and collisions
abstract
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system.
Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis
ACM Trans. Graph.5
2010 An artist friendly hair shading system
abstract
Rendering hair in motion pictures is an important and challenging task. Despite much research on physically based hair rendering, it is currently difficult to benefit from this work because physically based shading models do not offer artist friendly controls. As a consequence much production work so far has used ad hoc shaders that are easier to control, but often lack the richness seen in real hair. We show that physically based shading models fail to provide intuitive artist controls and we introduce a novel approach for creating an art-directable hair shading model from existing physically based models. Through an informal user study we show that this system is easier to use compared to existing systems. Our shader has been integrated into the production pipeline at the Walt Disney Animation Studios and is being used in the production of the upcoming animated feature film Tangled.
Iman Sadeghi, Heather Pritchett, Henrik Wann Jensen, Rasmus Tamstorf
ACM Trans. Graph.4
2009 Implicit Contact Handling for Deformable Objects
abstract
Abstract We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non‐penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi‐layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps.
Miguel A. Otaduy, Rasmus Tamstorf, Denis Steinemann, Markus Gross 0001
Comput. Graph. Forum2
2009 Asynchronous contact mechanics
abstract
We develop a method for reliable simulation of elastica in complex contact scenarios. Our focus is on firmly establishing three parameter-independent guarantees: that simulations of well-posed problems (a) have no interpenetrations, (b) obey causality, momentum- and energy-conservation laws, and (c) complete in finite time. We achieve these guarantees through a novel synthesis of asynchronous variational integrators, kinetic data structures, and a discretization of the contact barrier potential by an infinite sum of nested quadratic potentials. In a series of two- and three-dimensional examples, we illustrate that this method more easily handles challenging problems involving complex contact geometries, sharp features, and sliding during extremely tight contact.
David Harmon, Etienne Vouga, Breannan Smith, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.4
2009 Approximate topological matching of quad meshes
David Eppstein, Michael T. Goodrich, Ethan Kim, Rasmus Tamstorf
Vis. Comput.4
2008 Fast collision detection for deformable models using representative-triangles
abstract
We present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, standard geometric triangles augmented with mesh feature information and use this representation to achieve better collision query performance. The resulting approach can be combined with bounding volume hierarchies and works well for both inter-object and self-collision detection. We demonstrate the benefit of Representative-Triangles on continuous collision detection for cloth simulation and N-body collision scenarios. We observe up to a one-order of magnitude reduction in feature-pair tests and up to a 5X improvement in query time.
Sean Curtis, Rasmus Tamstorf, Dinesh Manocha
SI3D2
2008 Approximate topological matching of quadrilateral meshes
abstract
We study approximate topological matching of quadrilateral meshes, that is, the problem of finding as large a set as possible of matching portions of two quadrilateral meshes. This study is motivated by applications in graphics that involve shape modeling whose results need to be merged in order to produce a final unified representation of an object. We show that the problem of producing a maximum approximate topological match of two quad meshes in NP-hard. Given this result, which makes an exact solution extremely unlikely, we show that the natural greedy algorithm derived from polynomial-time graph isomorphism can produce poor results, even when it is possible to find matches with only a few non-matching quads. Nevertheless, we provide a "lazy-greedy" algorithm that is guaranteed to find good matches when mis-matching portions of mesh are localized. Finally, we provide empirical evidence that this approach produces good matches between similar quad meshes.
David Eppstein, Michael T. Goodrich, Ethan Kim, Rasmus Tamstorf
Shape Modeling International4
2008 Motorcycle Graphs: Canonical Quad Mesh Partitioning
abstract
Abstract We describe algorithms for canonically partitioning semi‐regular quadrilateral meshes into structured submeshes, using an adaptation of the geometric motorcycle graph of Eppstein and Erickson to quad meshes. Our partitions may be used to efficiently find isomorphisms between quad meshes. In addition, they may be used as a highly compressed representation of the original mesh. These partitions can be constructed in sublinear time from a list of the extraordinary vertices in a mesh. We also study the problem of further reducing the number of submeshes in our partitions—we prove that optimizing this number is NP‐hard, but it can be efficiently approximated.
David Eppstein, Michael T. Goodrich, Ethan Kim, Rasmus Tamstorf
Comput. Graph. Forum4
2008 Robust treatment of simultaneous collisions
abstract
Robust treatment of complex collisions is a challenging problem in cloth simulation. Some state of the art methods resolve collisions iteratively, invoking a fail-safe when a bound on iteration count is exceeded. The best-known fail-safe rigidifies the contact region, causing simulation artifacts. We present a fail-safe that cancels impact but not sliding motion, considerably reducing artificial dissipation. We equip the proposed fail-safe with an approximation of Coulomb friction, allowing finer control of sliding dissipation.
David Harmon, Etienne Vouga, Rasmus Tamstorf, Eitan Grinspun
ACM Trans. Graph.3
2005 Interactive collision detection between deformable models using chromatic decomposition
abstract
We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. The chromatic decomposition enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm. As a result, we achieve higher culling efficiency and significantly reduce the number of false positives. We use our algorithm to check for collisions among complex deformable models consisting of tens of thousands of triangles for cloth modeling and medical simulation. Our algorithm accurately computes all contacts at interactive rates. We observed up to an order of magnitude speedup over prior methods.
Naga K. Govindaraju, David Knott, Nitin Jain, Ilknur Kabul, Rasmus Tamstorf, Russell Gayle, Ming C. Lin, Dinesh Manocha
ACM Trans. Graph.5