EDBT 2026 Demo / reviewers in the wild / expert
Mathieu Desbrun
dblp:93/1994
· DBLP profile ↗
109ranked-venue papers
11as first author
23since 2021 · last 2026
0000-0003-3424-6079ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 106 · 10 first-author · 23 since 2021Human-computer interaction and ubiquitous computing · 12 · 5 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 3 since 2021Systems, architecture and hardware · 1Theory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Volume-Preserving LBM-MPM Coupling for Air-Water-Sand MixturesabstractSimulating the dynamic, multiscale interactions between granular materials and multiphase fluids remains a significant computational challenge in computer graphics, as the visual complexity of such mixtures arises from strongly coupled small-scale structures. We present a novel, physically-based simulation framework for sand-water-air mixtures that couples a Lattice Boltzmann Method (LBM) for weakly-compressible two-phase fluids with a Material Point Method (MPM) for granular sand. Our approach is built upon a unified continuum formulation that expresses the governing equations for both fluid phases (air and water) and the granular medium within a consistent framework. To accurately capture the transition of sand from a dry, friction-dominated state to a soaked, sticky medium, we introduce a water retention model that describes how liquid infiltrates and is retained within the granular structure. Furthermore, we enforce volume conservation of the fluids within the mixture, ensuring numerical stability and physical realism. Our robust coupling mechanism enables the simulation of complex phenomena such as sand mobilization, transport, settling, and erosion across a wide range of density ratios. We demonstrate the efficiency of our method through several challenging scenarios, including the breaching of sand-walled basins, sediment-laden flows, and the erosive collapse of sand structures. Xiaoyu Xiao, Haoxiang Wang 0006, Xiaokang Yang 0001, Mathieu Desbrun, Wei Li 0112 |
ACM Trans. Graph. | 4 |
| 2025 | ShapeShifter: 3D Variations Using Multiscale and Sparse Point-Voxel DiffusionabstractThis paper proposes ShapeShifter, a new 3D generative model that learns to synthesize shape variations based on a single reference model. While generative methods for 3D objects have recently attracted much attention, current techniques often lack geometric details and/or require long training times and large resources. Our approach remedies these issues by combining sparse voxel grids and point, normal, and color sampling within a multiscale neural architecture that can be trained efficiently and in parallel. We show that our resulting variations better capture the fine details of their original input and can handle more general types of surfaces than previous SDF-based methods. Moreover, we offer interactive generation of 3D shape variants, allowing more human control in the design loop if needed. Nissim Maruani, Wang Yifan 0001, Matthew Fisher, Pierre Alliez, Mathieu Desbrun |
CVPR | 5 |
| 2025 | Efficient and Scalable Spatial Regularization of Optimal TransportabstractIn this paper, we introduce a novel approach to spatial regularization of optimal transport problems. Based on the notion of forward and backward “mean maps” of a transport plan, we introduce a convex formulation of optimal transport problems that incorporates regularization of these mean maps to promote spatial continuity of the resulting optimal plan. Unlike previous regularization approaches that required the optimization of all the transport plan coefficients, our formulation translates into an ADMM-based solver combined with Sinkhorn type algorithms, which drastically reduces the number of variables and scales up to large problems. We demonstrate the usefulness and efficiency of this new computational tool for various applications and for different regularizations. Lucas Brifault, David Cohen-Steiner, Mathieu Desbrun |
SIGGRAPH Asia | 3 |
| 2025 | Discrete Torsion of Connection Forms on Simplicial MeshesabstractWhile discrete (metric) connections have become a staple of n -vector field design and analysis on simplicial meshes, the notion of torsion of a discrete connection has remained unstudied. This is all the more surprising as torsion is a crucial component in the fundamental theorem of Riemannian geometry, which introduces the existence and uniqueness of the Levi-Civita connection induced by the metric. In this paper, we extend the existing geometry processing toolbox by providing torsion control over discrete connections. Our approach consists in first introducing a new discrete Levi-Civita connection for a metric with locally-constant curvature to replace the hinge connection of a triangle mesh whose curvature is concentrated at singularities; from this reference connection, we define the discrete torsion of a connection to be the discrete dual 1-form by which a connection deviates from our discrete Levi-Civita connection. We discuss how the curvature and torsion of a discrete connection can then be controlled and assigned in a manner consistent with the continuous case. We also illustrate our approach through theoretical analysis and practical examples arising in vector and frame design. Theo Braune, Mark Gillespie, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2025 | Lightning-fast Boundary Element MethodabstractBoundary element methods (BEM) for solving linear elliptic partial differential equations have gained traction in a wide range of graphics applications: they eliminate the need for volumetric meshing by solving for variables exclusively on the domain boundary through a linear boundary integral equation (BIE). However, BEM often generate dense and ill-conditioned linear systems that lead to poor computational scalability and substantial memory demands for large-scale problems, limiting their applicability and efficiency in practice. In this paper, we address these limitations by generalizing the Kaporin-based approach to asymmetric preconditioning: we construct a sparse approximation of the inverse-LU factorization of arbitrary BIE matrices in a massively parallel manner. Our sparse inverse-LU factorization, when employed as a preconditioner for the generalized minimal residual (GMRES) method, significantly enhances the efficiency of BIE solves, often yielding orders-of-magnitude speedups in solving times. Jiong Chen 0001, Florian Schäfer 0001, Mathieu Desbrun |
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. | 4 |
| 2024 | PoNQ: A Neural QEM-Based Mesh RepresentationabstractAlthough polygon meshes have been a standard representation in geometry processing, their irregular and combi-natorial nature hinders their suitability for learning-based applications. In this work, we introduce a novel learnable mesh representation through a set of local 3D sample Points and their associated Normals and Quadric error metrics (QEM) w.r.t. the underlying shape, which we denote PoNQ. A global mesh is directly derived from PoNQ by efficiently leveraging the knowledge of the local quadric errors. Besides marking the first use of QEM within a neural shape representation, our contribution guarantees both topological and geometrical properties by ensuring that a PoNQ mesh does not self-intersect and is always the boundary of a volume. Notably, our representation does not rely on a regular grid, is supervised directly by the target surface alone, and also handles open surfaces with boundaries and/or sharp features. We demonstrate the efficacy of PoNQ through a learning-based mesh prediction from SDF grids and show that our method surpasses recent state-of-the-art techniques in terms of both surface and edge-based metrics. Nissim Maruani, Maks Ovsjanikov, Pierre Alliez, Mathieu Desbrun |
CVPR | 4 |
| 2024 | Lightning-fast Method of Fundamental SolutionsabstractThe method of fundamental solutions (MFS) and its associated boundary element method (BEM) have gained popularity in computer graphics due to the reduced dimensionality they offer: for three-dimensional linear problems, they only require variables on the domain boundary to solve and evaluate the solution throughout space, making them a valuable tool in a wide variety of applications. However, MFS and BEM have poor computational scalability and huge memory requirements for large-scale problems, limiting their applicability and efficiency in practice. By leveraging connections with Gaussian Processes and exploiting the sparse structure of the inverses of boundary integral matrices, we introduce a variational preconditioner that can be computed via a sparse inverse-Cholesky factorization in a massively parallel manner. We show that applying our preconditioner to the Preconditioned Conjugate Gradient algorithm greatly improves the efficiency of MFS or BEM solves, up to four orders of magnitude in our series of tests. Jiong Chen 0001, Florian Schäfer 0001, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2024 | Stochastic Computation of Barycentric CoordinatesabstractThis paper presents a practical and general approach for computing barycentric coordinates through stochastic sampling. Our key insight is a reformulation of the kernel integral defining barycentric coordinates into a weighted least-squares minimization that enables Monte Carlo integration without sacrificing linear precision. Our method can thus compute barycentric coordinates directly at the points of interest, both inside and outside the cage, using just proximity queries to the cage such as closest points and ray intersections. As a result, we can evaluate barycentric coordinates for a large variety of cage representations (from quadrangulated surface meshes to parametric curves) seamlessly, bypassing any volumetric discretization or custom solves. To address the archetypal noise induced by sample-based estimates, we also introduce a denoising scheme tailored to barycentric coordinates. We demonstrate the efficiency and flexibility of our formulation by implementing a stochastic generation of harmonic coordinates, mean-value coordinates, and positive mean-value coordinates. Fernando de Goes, Mathieu Desbrun |
ACM Trans. Graph. | 2 |
| 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. | 3 |
| 2023 | VoroMesh: Learning Watertight Surface Meshes with Voronoi DiagramsabstractIn stark contrast to the case of images, finding a concise, learnable discrete representation of 3D surfaces remains a challenge. In particular, while polygon meshes are arguably the most common surface representation used in geometry processing, their irregular and combinatorial structure often make them unsuitable for learning-based applications. In this work, we present VoroMesh, a novel and differentiable Voronoi-based representation of watertight 3D shape surfaces. From a set of 3D points (called generators) and their associated occupancy, we define our boundary representation through the Voronoi diagram of the generators as the subset of Voronoi faces whose two associated (equidistant) generators are of opposite occupancy: the resulting polygon mesh forms a watertight approximation of the target shape’s boundary. To learn the position of the generators, we propose a novel loss function, dubbed VoroLoss, that minimizes the distance from ground truth surface samples to the closest faces of the Voronoi diagram which does not require an explicit construction of the entire Voronoi diagram. A direct optimization of the Voroloss to obtain generators on the Thingi32 dataset demonstrates the geometric efficiency of our representation compared to axiomatic meshing algorithms and recent learning-based mesh representations. We further use VoroMesh in a learning-based mesh prediction task from input SDF grids on the ABC dataset, and show comparable performance to state-of-the-art methods while guaranteeing closed output surfaces free of self-intersections. Nissim Maruani, Roman Klokov, Maks Ovsjanikov, Pierre Alliez, Mathieu Desbrun |
ICCV | 5 |
| 2023 | Robust Pointset Denoising of Piecewise-Smooth Surfaces through Line ProcessesabstractAbstract Denoising is a common, yet critical operation in geometry processing aiming at recovering high‐fidelity models of piecewise‐smooth objects from noise‐corrupted pointsets. Despite a sizable literature on the topic, there is a dearth of approaches capable of processing very noisy and outlier‐ridden input pointsets for which no normal estimates and no assumptions on the underlying geometric features or noise type are provided. In this paper, we propose a new robust‐statistics approach to denoising pointsets based on line processes to offer robustness to noise and outliers while preserving sharp features possibly present in the data. While the use of robust statistics in denoising is hardly new, most approaches rely on prescribed filtering using data‐independent blending expressions based on the spatial and normal closeness of samples. Instead, our approach deduces a geometric denoising strategy through robust and regularized tangent plane fitting of the initial pointset, obtained numerically via alternating minimizations for efficiency and reliability. Key to our variational approach is the use of line processes to identify inliers vs. outliers, as well as the presence of sharp features. We demonstrate that our method can denoise sampled piecewise‐smooth surfaces for levels of noise and outliers at which previous works fall short. Jiayi Wei, Jiong Chen 0001, Damien Rohmer, Pooran Memari, Mathieu Desbrun |
Comput. Graph. Forum | 5 |
| 2023 | Fluid-Solid Coupling in Kinetic Two-Phase Flow SimulationabstractReal-life flows exhibit complex and visually appealing behaviors such as bubbling, splashing, glugging and wetting that simulation techniques in graphics have attempted to capture for years. While early approaches were not capable of reproducing multiphase flow phenomena due to their excessive numerical viscosity and low accuracy, kinetic solvers based on the lattice Boltzmann method have recently demonstrated the ability to simulate water-air interaction at high Reynolds numbers in a massively-parallel fashion. However, robust and accurate handling of fluid-solid coupling has remained elusive: be it for CG or CFD solvers, as soon as the motion of immersed objects is too fast or too sudden, pressures near boundaries and interfacial forces exhibit spurious oscillations leading to blowups. Built upon a phase-field and velocity-distribution based lattice-Boltzmann solver for multiphase flows, this paper spells out a series of numerical improvements in momentum exchange, interfacial forces, and two-way coupling to drastically reduce these typical artifacts, thus significantly expanding the types of fluid-solid coupling that we can efficiently simulate. We highlight the numerical benefits of our solver through various challenging simulation results, including comparisons to previous work and real footage. Wei Li 0112, Mathieu Desbrun |
ACM Trans. Graph. | 2 |
| 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. | 6 |
| 2023 | Building a Virtual Weakly-Compressible Wind Tunnel Testing FacilityabstractVirtual wind tunnel testing is a key ingredient in the engineering design process for the automotive and aeronautical industries as well as for urban planning: through visualization and analysis of the simulation data, it helps optimize lift and drag coefficients, increase peak speed, detect high pressure zones, and reduce wind noise at low cost prior to manufacturing. In this paper, we develop an efficient and accurate virtual wind tunnel system based on recent contributions from both computer graphics and computational fluid dynamics in high-performance kinetic solvers. Running on one or multiple GPUs, our massively-parallel lattice Boltzmann model meets industry standards for accuracy and consistency while exceeding current mainstream industrial solutions in terms of efficiency --- especially for unsteady turbulent flow simulation at very high Reynolds number (on the order of 10 7 ) --- due to key contributions in improved collision modeling and boundary treatment, automatic construction of multiresolution grids for complex models, as well as performance optimization. We demonstrate the efficacy and reliability of our virtual wind tunnel testing facility through comparisons of our results to multiple benchmark tests, showing an increase in both accuracy and efficiency compared to state-of-the-art industrial solutions. We also illustrate the fine turbulence structures that our system can capture, indicating the relevance of our solver for both VFX and industrial product design. Chaoyang Lyu, Kai Bai, Yiheng Wu, Mathieu Desbrun, Changxi Zheng, Xiaopei Liu |
ACM Trans. Graph. | 4 |
| 2022 | TopoCut: fast and robust planar cutting of arbitrary domainsabstractGiven a complex three-dimensional domain delimited by a closed and non-degenerate input triangle mesh without any self-intersection, a common geometry processing task consists in cutting up the domain into cells through a set of planar cuts, creating a "cut-cell mesh", i.e., a volumetric decomposition of the domain amenable to visualization (e.g., exploded views), animation (e.g., virtual surgery), or simulation (finite volume computations). A large number of methods have proposed either efficient or robust solutions, sometimes restricting the cuts to form a regular or adaptive grid for simplicity; yet, none can guarantee both properties, severely limiting their usefulness in practice. At the core of the difficulty is the determination of topological relationships among large numbers of vertices, edges, faces and cells in order to assemble a proper cut-cell mesh: while exact geometric computations provide a robust solution to this issue, their high computational cost has prompted a number of faster solutions based on, e.g., local floating-point angle sorting to significantly accelerate the process --- but losing robustness in doing so. In this paper, we introduce a new approach to planar cutting of 3D domains that substitutes topological inference for numerical ordering through a novel mesh data structure, and revert to exact numerical evaluations only in the few rare cases where it is strictly necessary. We show that our novel concept of topological cuts exploits the inherent structure of cut-cell mesh generation to save computational time while still guaranteeing exactness for, and robustness to, arbitrary cuts and surface geometry. We demonstrate the superiority of our approach over state-of-the-art methods on almost 10,000 meshes with a wide range of geometric and topological complexity. We also provide an open source implementation. Xianzhong Fang, Mathieu Desbrun, Hujun Bao, Jin Huang 0001 |
ACM Trans. Graph. | 2 |
| 2022 | Efficient kinetic simulation of two-phase flowsabstractReal-life multiphase flows exhibit a number of complex and visually appealing behaviors, involving bubbling, wetting, splashing, and glugging. However, most state-of-the-art simulation techniques in graphics can only demonstrate a limited range of multiphase flow phenomena, due to their inability to handle the real water-air density ratio and to the large amount of numerical viscosity introduced in the flow simulation and its coupling with the interface. Recently, kinetic-based methods have achieved success in simulating large density ratios and high Reynolds numbers efficiently; but their memory overhead, limited stability, and numerically-intensive treatment of coupling with immersed solids remain enduring obstacles to their adoption in movie productions. In this paper, we propose a new kinetic solver to couple the incompressible Navier-Stokes equations with a conservative phase-field equation which remedies these major practical hurdles. The resulting two-phase immiscible fluid solver is shown to be efficient due to its massively-parallel nature and GPU implementation, as well as very versatile and reliable because of its enhanced stability to large density ratios, high Reynolds numbers, and complex solid boundaries. We highlight the advantages of our solver through various challenging simulation results that capture intricate and turbulent air-water interaction, including comparisons to previous work and real footage. Wei Li 0112, Yihui Ma, Xiaopei Liu, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2021 | Dynamic Upsampling of Smoke through Dictionary-based LearningabstractSimulating turbulent smoke flows with fine details is computationally intensive. For iterative editing or simply faster generation, efficiently upsampling a low-resolution numerical simulation is an attractive alternative. We propose a novel learning approach to the dynamic upsampling of smoke flows based on a training set of flows at coarse and fine resolutions. Our multiscale neural network turns an input coarse animation into a sparse linear combination of small velocity patches present in a precomputed over-complete dictionary. These sparse coefficients are then used to generate a high-resolution smoke animation sequence by blending the fine counterparts of the coarse patches. Our network is initially trained from a sequence of example simulations to both construct the dictionary of corresponding coarse and fine patches and allow for the fast evaluation of a sparse patch encoding of any coarse input. The resulting network provides an accurate upsampling when the coarse input simulation is well approximated by patches present in the training set (e.g., for re-simulation), or simply visually plausible upsampling when input and training sets differ significantly. We show a variety of examples to ascertain the strengths and limitations of our approach and offer comparisons to existing approaches to demonstrate its quality and effectiveness. Kai Bai, Wei Li 0112, Mathieu Desbrun, Xiaopei Liu |
ACM Trans. Graph. | 3 |
| 2021 | Predicting high-resolution turbulence details in space and timeabstractPredicting the fine and intricate details of a turbulent flow field in both space and time from a coarse input remains a major challenge despite the availability of modern machine learning tools. In this paper, we present a simple and effective dictionary-based approach to spatio-temporal upsampling of fluid simulation. We demonstrate that our neural network approach can reproduce the visual complexity of turbulent flows from spatially and temporally coarse velocity fields even when using a generic training set. Moreover, since our method generates finer spatial and/or temporal details through embarrassingly-parallel upsampling of small local patches, it can efficiently predict high-resolution turbulence details across a variety of grid resolutions. As a consequence, our method offers a whole range of applications varying from fluid flow upsampling to fluid data compression. We demonstrate the efficiency and generalizability of our method for synthesizing turbulent flows on a series of complex examples, highlighting dramatically better results in spatio-temporal upsampling and flow data compression than existing methods as assessed by both qualitative and quantitative comparisons. Kai Bai, Chunhao Wang, Mathieu Desbrun, Xiaopei Liu |
ACM Trans. Graph. | 3 |
| 2021 | Multiscale cholesky preconditioning for ill-conditioned problemsabstractMany computer graphics applications boil down to solving sparse systems of linear equations. While the current arsenal of numerical solvers available in various specialized libraries and for different computer architectures often allow efficient and scalable solutions to image processing, modeling and simulation applications, an increasing number of graphics problems face large-scale and ill-conditioned sparse linear systems --- a numerical challenge which typically chokes both direct factorizations (due to high memory requirements) and iterative solvers (because of slow convergence). We propose a novel approach to the efficient preconditioning of such problems which often emerge from the discretization over unstructured meshes of partial differential equations with heterogeneous and anisotropic coefficients. Our numerical approach consists in simply performing a fine-to-coarse ordering and a multiscale sparsity pattern of the degrees of freedom, using which we apply an incomplete Cholesky factorization. By further leveraging supernodes for cache coherence, graph coloring to improve parallelism and partial diagonal shifting to remedy negative pivots, we obtain a preconditioner which, combined with a conjugate gradient solver, far exceeds the performance of existing carefully-engineered libraries for graphics problems involving bad mesh elements and/or high contrast of coefficients. We also back the core concepts behind our simple solver with theoretical foundations linking the recent method of operator-adapted wavelets used in numerical homogenization to the traditional Cholesky factorization of a matrix, providing us with a clear bridge between incomplete Cholesky factorization and multiscale analysis that we leverage numerically. Jiong Chen 0001, Florian Schäfer 0001, Jin Huang 0001, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2021 | Q-zip: singularity editing primitive for quad meshesabstractSingularity editing of a quadrangle mesh consists in shifting singularities around for either improving the quality of the mesh elements or canceling extraneous singularities, so as to increase mesh regularity. However, the particular structure of a quad mesh renders the exploration of allowable connectivity changes non-local and hard to automate. In this paper, we introduce a simple, principled, and general quad-mesh editing primitive with which pairs of arbitrarily distant singularities can be efficiently displaced around a mesh through a deterministic and reversible chain of local topological operations with a minimal footprint. Dubbed Q-zip as it acts as a zipper opening up and collapsing down quad strips, our practical mesh operator for singularity editing can be easily implemented via parallel transport of a reference compass between any two irregular vertices. Batches of Q-zips performed in parallel can then be used for efficient singularity editing. Leman Feng, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2021 | Fast and versatile fluid-solid coupling for turbulent flow simulationabstractThe intricate motions and complex vortical structures generated by the interaction between fluids and solids are visually fascinating. However, reproducing such a two-way coupling between thin objects and turbulent fluids numerically is notoriously challenging and computationally costly: existing approaches such as cut-cell or immersed-boundary methods have difficulty achieving physical accuracy, or even visual plausibility, of simulations involving fast-evolving flows with immersed objects of arbitrary shapes. In this paper, we propose an efficient and versatile approach for simulating two-way fluid-solid coupling within the kinetic (lattice-Boltzmann) fluid simulation framework, valid for both laminar and highly turbulent flows, and for both thick and thin objects. We introduce a novel hybrid approach to fluid-solid coupling which systematically involves a mesoscopic double-sided bounce-back scheme followed by a cut-cell velocity correction for a more robust and plausible treatment of turbulent flows near moving (thin) solids, preventing flow penetration and reducing boundary artifacts significantly. Coupled with an efficient approximation to simplify geometric computations, the whole boundary treatment method preserves the inherent massively parallel computational nature of the kinetic method. Moreover, we propose simple GPU optimizations of the core LBM algorithm which achieve an even higher computational efficiency than the state-of-the-art kinetic fluid solvers in graphics. We demonstrate the accuracy and efficacy of our two-way coupling through various challenging simulations involving a variety of rigid body solids and fluids at both high and low Reynolds numbers. Finally, comparisons to existing methods on benchmark data and real experiments further highlight the superiority of our method. Chaoyang Lyu, Wei Li 0112, Mathieu Desbrun, Xiaopei Liu |
ACM Trans. Graph. | 3 |
| 2021 | Kinetic-Based Multiphase Flow SimulationabstractMultiphase flows exhibit a large realm of complex behaviors such as bubbling, glugging, wetting, and splashing which emerge from air-water and water-solid interactions. Current fluid solvers in graphics have demonstrated remarkable success in reproducing each of these visual effects, but none have offered a model general enough to capture all of them concurrently. In contrast, computational fluid dynamics have developed very general approaches to multiphase flows, typically based on kinetic models. Yet, in both communities, there is dearth of methods that can simulate density ratios and Reynolds numbers required for the type of challenging real-life simulations that movie productions strive to digitally create, such as air-water flows. In this article, we propose a kinetic model of the coupling of the Navier-Stokes equations with a conservative phase-field equation, and provide a series of numerical improvements over existing kinetic-based approaches to offer a general multiphase flow solver. The resulting algorithm is embarrassingly parallel, conservative, far more stable than current solvers even for real-life conditions, and general enough to capture the typical multiphase flow behaviors. Various simulation results are presented, including comparisons to both previous work and real footage, to highlight the advantages of our new method. Wei Li 0112, Daoming Liu, Mathieu Desbrun, Jin Huang 0001, Xiaopei Liu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Laplacian-optimized diffusion for semi-supervised learning
Max Budninskiy, Ameera Abdelaziz, Yiying Tong, Mathieu Desbrun |
Comput. Aided Geom. Des. | 4 |
| 2020 | Fast and scalable turbulent flow simulation with two-way couplingabstractDespite their cinematic appeal, turbulent flows involving fluid-solid coupling remain a computational challenge in animation. At the root of this current limitation is the numerical dispersion from which most accurate Navier-Stokes solvers suffer: proper coupling between fluid and solid often generates artificial dispersion in the form of local, parasitic trains of velocity oscillations, eventually leading to numerical instability. While successive improvements over the years have led to conservative and detail-preserving fluid integrators, the dispersive nature of these solvers is rarely discussed despite its dramatic impact on fluid-structure interaction. In this paper, we introduce a novel low-dissipation and low-dispersion fluid solver that can simulate two-way coupling in an efficient and scalable manner, even for turbulent flows. In sharp contrast with most current CG approaches, we construct our solver from a kinetic formulation of the flow derived from statistical mechanics. Unlike existing lattice Boltzmann solvers, our approach leverages high-order moment relaxations as a key to controlling both dissipation and dispersion of the resulting scheme. Moreover, we combine our new fluid solver with the immersed boundary method to easily handle fluid-solid coupling through time adaptive simulations. Our kinetic solver is highly parallelizable by nature, making it ideally suited for implementation on single- or multi-GPU computing platforms. Extensive comparisons with existing solvers on synthetic tests and real-life experiments are used to highlight the multiple advantages of our work over traditional and more recent approaches, in terms of accuracy, scalability, and efficiency. Wei Li 0112, Yixin Chen 0006, Mathieu Desbrun, Changxi Zheng, Xiaopei Liu |
ACM Trans. Graph. | 3 |
| 2020 | Discrete differential operators on polygonal meshesabstractGeometry processing of surface meshes relies heavily on the discretization of differential operators such as gradient, Laplacian, and covariant derivative. While a variety of discrete operators over triangulated meshes have been developed and used for decades, a similar construction over polygonal meshes remains far less explored despite the prevalence of non-simplicial surfaces in geometric design and engineering applications. This paper introduces a principled construction of discrete differential operators on surface meshes formed by (possibly non-flat and non-convex) polygonal faces. Our approach is based on a novel mimetic discretization of the gradient operator that is linear-precise on arbitrary polygons. Equipped with this discrete gradient, we draw upon ideas from the Virtual Element Method in order to derive a series of discrete operators commonly used in graphics that are now valid over polygonal surfaces. We demonstrate the accuracy and robustness of our resulting operators through various numerical examples, before incorporating them into existing geometry processing algorithms. Fernando de Goes, Andrew Butts, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2020 | Sliced optimal transport samplingabstractIn this paper, we introduce a numerical technique to generate sample distributions in arbitrary dimension for improved accuracy of Monte Carlo integration. We point out that optimal transport offers theoretical bounds on Monte Carlo integration error, and that the recently-introduced numerical framework of sliced optimal transport (SOT) allows us to formulate a novel and efficient approach to generating well-distributed high-dimensional pointsets. The resulting sliced optimal transport sampling, solely involving repeated 1D solves, is particularly simple and efficient for the common case of a uniform density over a d -dimensional ball. We also construct a volume-preserving map from a d -ball to a d -cube (generalizing the Shirley-Chiu mapping to arbitrary dimensions) to offer fast SOT sampling over d -cubes. We provide ample numerical evidence of the improvement in Monte Carlo integration accuracy that SOT sampling brings compared to existing QMC techniques, and derive a projective variant for rendering which rivals, and at times outperforms, current sampling strategies using low-discrepancy sequences or optimized samples. Loïs Paulin, Nicolas Bonneel, David Coeurjolly, Jean-Claude Iehl, Antoine Webanck, Mathieu Desbrun, Victor Ostromoukhov |
ACM Trans. Graph. | 6 |
| 2019 | Material-adapted refinable basis functions for elasticity simulationabstractIn this paper, we introduce a hierarchical construction of material-adapted refinable basis functions and associated wavelets to offer efficient coarse-graining of linear elastic objects. While spectral methods rely on global basis functions to restrict the number of degrees of freedom, our basis functions are locally supported; yet, unlike typical polynomial basis functions, they are adapted to the material inhomogeneity of the elastic object to better capture its physical properties and behavior. In particular, they share spectral approximation properties with eigenfunctions, offering a good compromise between computational complexity and accuracy. Their construction involves only linear algebra and follows a fine-to-coarse approach, leading to a block-diagonalization of the stiffness matrix where each block corresponds to an intermediate scale space of the elastic object. Once this hierarchy has been precomputed, we can simulate an object at runtime on very coarse resolution grids and still capture the correct physical behavior, with orders of magnitude speedup compared to a fine simulation. We show on a variety of heterogeneous materials that our approach outperforms all previous coarse-graining methods for elasticity. Jiong Chen 0001, Max Budninskiy, Houman Owhadi, Hujun Bao, Jin Huang 0001, Mathieu Desbrun |
ACM Trans. Graph. | 6 |
| 2019 | 3D hodge decompositions of edge- and face-based vector fieldsabstractWe present a compendium of Hodge decompositions of vector fields on tetrahedral meshes embedded in the 3D Euclidean space. After describing the foundations of the Hodge decomposition in the continuous setting, we describe how to implement a five-component orthogonal decomposition that generically splits, for a variety of boundary conditions, any given discrete vector field expressed as discrete differential forms into two potential fields, as well as three additional harmonic components that arise from the topology or boundary of the domain. The resulting decomposition is proper and mimetic, in the sense that the theoretical dualities on the kernel spaces of vector Laplacians valid in the continuous case (including correspondences to cohomology and homology groups) are exactly preserved in the discrete realm. Such a decomposition only involves simple linear algebra with symmetric matrices, and can thus serve as a basic computational tool for vector field analysis in graphics, electromagnetics, fluid dynamics and elasticity. Rundong Zhao, Mathieu Desbrun, Guo-Wei Wei 0001, Yiying Tong |
ACM Trans. Graph. | 2 |
| 2018 | Planar Shape Detection at Structural ScalesabstractInterpreting 3D data such as point clouds or surface meshes depends heavily on the scale of observation. Yet, existing algorithms for shape detection rely on trial-and-error parameter tunings to output configurations representative of a structural scale. We present a framework to automatically extract a set of representations that capture the shape and structure of man-made objects at different key Abstraction levels. A shape-collapsing process first generates a fine-to-coarse sequence of shape representations by exploiting local planarity. This sequence is then analyzed to identify significant geometric variations between successive representations through a supervised energy minimization. Our framework is flexible enough to learn how to detect both existing structural formalisms such as the CityGML Levels Of Details, and expert-specified levels of Abstraction. Experiments on different input data and classes of man-made objects, as well as comparisons with existing shape detection methods, illustrate the strengths of our approach in terms of efficiency and flexibility. Hao Fang 0009, Florent Lafarge, Mathieu Desbrun |
CVPR | 3 |
| 2018 | Numerical coarsening using discontinuous shape functionsabstractIn this paper, an efficient and scalable approach for simulating inhomogeneous and non-linear elastic objects is introduced. Our numerical coarsening approach consists in optimizing non-conforming and matrix-valued shape functions to allow for predictive simulation of heterogeneous materials with non-linear constitutive laws even on coarse grids, thus saving orders of magnitude in computational time compared to traditional finite element computations. The set of local shape functions over coarse elements is carefully tailored in a preprocessing step to balance geometric continuity and local material stiffness. In particular, we do not impose continuity of our material-aware shape functions between neighboring elements to significantly reduce the fictitious numerical stiffness that conforming bases induce; however, we enforce crucial geometric and physical properties such as partition of unity and exact reproduction of representative fine displacements to eschew the use of discontinuous Galerkin methods. We demonstrate that we can simulate, with no parameter tuning, inhomogeneous and non-linear materials significantly better than previous approaches that traditionally try to homogenize the constitutive model instead. Jiong Chen 0001, Hujun Bao, Tianyu Wang 0019, Mathieu Desbrun, Jin Huang 0001 |
ACM Trans. Graph. | 4 |
| 2018 | Quadrangulation through morse-parameterization hybridizationabstractWe introduce an approach to quadrilateral meshing of arbitrary triangulated surfaces that combines the theoretical guarantees of Morse-based approaches with the practical advantages of parameterization methods. We first construct, through an eigensolver followed by a few Gauss-Newton iterations, a periodic four-dimensional vector field that aligns with a user-provided frame field and/or a set of features over the input mesh. A field-aligned parameterization is then greedily computed along a spanning tree based on the Dirichlet energy of the optimal periodic vector field, from which quad elements are efficiently extracted over most of the surface. The few regions not yet covered by elements are then upsampled and the first component of the periodic vector field is used as a Morse function to extract the remaining quadrangles. This hybrid parameterization- and Morse-based quad meshing method is not only fast (the parameterization is greedily constructed, and the Morse function only needs to be upsampled in the few uncovered patches), but is guaranteed to provide a feature-aligned quad mesh with non-degenerate cells that closely matches the input frame field over an arbitrary surface. We show that our approach is much faster than Morse-based techniques since it does not require a densely tessellated input mesh, and is significantly more robust than parameterization-based techniques on models with complex features. Xianzhong Fang, Hujun Bao, Yiying Tong, Mathieu Desbrun, Jin Huang 0001 |
ACM Trans. Graph. | 4 |
| 2018 | Curved optimal delaunay triangulationabstractMeshes with curvilinear elements hold the appealing promise of enhanced geometric flexibility and higher-order numerical accuracy compared to their commonly-used straight-edge counterparts. However, the generation of curved meshes remains a computationally expensive endeavor with current meshing approaches: high-order parametric elements are notoriously difficult to conform to a given boundary geometry, and enforcing a smooth and non-degenerate Jacobian everywhere brings additional numerical difficulties to the meshing of complex domains. In this paper, we propose an extension of Optimal Delaunay Triangulations (ODT) to curved and graded isotropic meshes. By exploiting a continuum mechanics interpretation of ODT instead of the usual approximation theoretical foundations, we formulate a very robust geometry and topology optimization of Bézier meshes based on a new simple functional promoting isotropic and uniform Jacobians throughout the domain. We demonstrate that our resulting curved meshes can adapt to complex domains with high precision even for a small count of elements thanks to the added flexibility afforded by more control points and higher order basis functions. Leman Feng, Pierre Alliez, Laurent Busé, Hervé Delingette, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2017 | Spectral Affine-Kernel EmbeddingsabstractAbstract In this paper, we propose a controllable embedding method for high‐ and low‐dimensional geometry processing through sparse matrix eigenanalysis. Our approach is equally suitable to perform non‐linear dimensionality reduction on big data, or to offer non‐linear shape editing of 3D meshes and pointsets. At the core of our approach is the construction of a multi‐Laplacian quadratic form that is assembled from local operators whose kernels only contain locally‐affine functions. Minimizing this quadratic form provides an embedding that best preserves all relative coordinates of points within their local neighborhoods. We demonstrate the improvements that our approach brings over existing nonlinear dimensionality reduction methods on a number of datasets, and formulate the first eigen‐based as‐rigid‐as‐possible shape deformation technique by applying our affine‐kernel embedding approach to 3D data augmented with user‐imposed constraints on select vertices. Max Budninskiy, Yiying Tong, Mathieu Desbrun |
Comput. Graph. Forum | 4 |
| 2017 | Variance-minimizing transport plans for inter-surface mappingabstractWe introduce an efficient computational method for generating dense and low distortion maps between two arbitrary surfaces of same genus. Instead of relying on semantic correspondences or surface parameterization, we directly optimize a variance-minimizing transport plan between two input surfaces that defines an as-conformal-as-possible inter-surface map satisfying a user-prescribed bound on area distortion. The transport plan is computed via two alternating convex optimizations, and is shown to minimize a generalized Dirichlet energy of both the map and its inverse. Computational efficiency is achieved through a coarse-to-fine approach in diffusion geometry, with Sinkhorn iterations modified to enforce bounded area distortion. The resulting inter-surface mapping algorithm applies to arbitrary shapes robustly, with little to no user interaction. Manish Mandad, David Cohen-Steiner, Leif Kobbelt, Pierre Alliez, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2016 | Symmetry and Orbit Detection via Lie-Algebra VotingabstractAbstract In this paper, we formulate an automatic approach to the detection of partial, local, and global symmetries and orbits in arbitrary 3D datasets. We improve upon existing voting‐based symmetry detection techniques by leveraging the Lie group structure of geometric transformations. In particular, we introduce a logarithmic mapping that ensures that orbits are mapped to linear subspaces, hence unifying and extending many existing mappings in a single Lie‐algebra voting formulation. Compared to previous work, our resulting method offers significantly improved robustness as it guarantees that our symmetry detection of an input model is frame, scale, and reflection invariant. As a consequence, we demonstrate that our approach efficiently and reliably discovers symmetries and orbits of geometric datasets without requiring heavy parameter tuning. Zeyun Shi, Pierre Alliez, Mathieu Desbrun, Hujun Bao, Jin Huang 0001 |
Comput. Graph. Forum | 3 |
| 2016 | Optimal voronoi tessellations with hessian-based anisotropyabstractThis paper presents a variational method to generate cell complexes with local anisotropy conforming to the Hessian of any given convex function and for any given local mesh density. Our formulation builds upon approximation theory to offer an anisotropic extension of Centroidal Voronoi Tessellations which can be seen as a dual form of Optimal Delaunay Triangulation. We thus refer to the resulting anisotropic polytopal meshes as Optimal Voronoi Tessellations. Our approach sharply contrasts with previous anisotropic versions of Voronoi diagrams as it employs first-type Bregman diagrams, a generalization of power diagrams where sites are augmented with not only a scalar-valued weight but also a vector-valued shift. As such, our OVT meshes contain only convex cells with straight edges, and admit an embedded dual triangulation that is combinatorially-regular. We show the effectiveness of our technique using off-the-shelf computational geometry libraries. Max Budninskiy, Fernando de Goes, Yiying Tong, Pierre Alliez, Mathieu Desbrun |
ACM Trans. Graph. | 6 |
| 2016 | Power coordinates: a geometric construction of barycentric coordinates on convex polytopesabstractWe present a full geometric parameterization of generalized barycentric coordinates on convex polytopes. We show that these continuous and non-negative coefficients ensuring linear precision can be efficiently and exactly computed through a power diagram of the polytope's vertices and the evaluation point. In particular, we point out that well-known explicit coordinates such as Wachspress, Discrete Harmonic, Voronoi, or Mean Value correspond to simple choices of power weights. We also present examples of new barycentric coordinates, and discuss possible extensions such as power coordinates for non-convex polygons and smooth shapes. Max Budninskiy, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2016 | Subdivision exterior calculus for geometry processingabstractThis paper introduces a new computational method to solve differential equations on subdivision surfaces. Our approach adapts the numerical framework of Discrete Exterior Calculus (DEC) from the polygonal to the subdivision setting by exploiting the refin-ability of subdivision basis functions. The resulting Subdivision Exterior Calculus (SEC) provides significant improvements in accuracy compared to existing polygonal techniques, while offering exact finite-dimensional analogs of continuum structural identities such as Stokes' theorem and Helmholtz-Hodge decomposition. We demonstrate the versatility and efficiency of SEC on common geometry processing tasks including parameterization, geodesic distance computation, and vector field design. Fernando de Goes, Mathieu Desbrun, Mark Meyer, Tony DeRose |
ACM Trans. Graph. | 2 |
| 2016 | Discrete Connection and Covariant Derivative for Vector Field Analysis and DesignabstractIn this article, we introduce a discrete definition of connection on simplicial manifolds, involving closed-form continuous expressions within simplices and finite rotations across simplices. The finite-dimensional parameters of this connection are optimally computed by minimizing a quadratic measure of the deviation to the (discontinuous) Levi-Civita connection induced by the embedding of the input triangle mesh, or to any metric connection with arbitrary cone singularities at vertices. From this discrete connection, a covariant derivative is constructed through exact differentiation, leading to explicit expressions for local integrals of first-order derivatives (such as divergence, curl, and the Cauchy-Riemann operator) and for L 2 -based energies (such as the Dirichlet energy). We finally demonstrate the utility, flexibility, and accuracy of our discrete formulations for the design and analysis of vector, n -vector, and n -direction fields. Yiying Tong, Fernando de Goes, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2015 | Power particles: an incompressible fluid solver based on power diagramsabstractThis paper introduces a new particle-based approach to incompressible fluid simulation. We depart from previous Lagrangian methods by considering fluid particles no longer purely as material points, but also as volumetric parcels that partition the fluid domain. The fluid motion is described as a time series of well-shaped power diagrams (hence the name power particles ), offering evenly spaced particles and accurate pressure computations. As a result, we circumvent the typical excess damping arising from kernel-based evaluations of internal forces or density without having recourse to auxiliary Eulerian grids. The versatility of our solver is demonstrated by the simulation of multiphase flows and free surfaces. Fernando de Goes, Corentin Wallez, Jin Huang 0001, Dmitry Pavlov, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2015 | Frame field generation through metric customizationabstractThis paper presents a new technique for frame field generation. As generic frame fields (with arbitrary anisotropy, orientation, and sizing) can be regarded as cross fields in a specific Riemannian metric, we tackle frame field design by first computing a discrete metric on the input surface that is compatible with a sparse or dense set of input constraints. The final frame field is then found by computing an optimal cross field in this customized metric. We propose frame field design constraints on alignment, size, and skewness at arbitrary locations on the mesh as well as along feature curves, offering much improved flexibility over previous approaches. We demonstrate the advantages of our frame field generation through the automatic quadrangulation of man-made and organic shapes with controllable anisotropy, robust handling of narrow surface strips, and precise feature alignment. We also extend our technique to the design of n -vector fields. Tengfei Jiang, Xianzhong Fang, Jin Huang 0001, Hujun Bao, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 6 |
| 2015 | Model-reduced variational fluid simulationabstractWe present a model-reduced variational Eulerian integrator for incompressible fluids, which combines the efficiency gains of dimension reduction, the qualitative robustness of coarse spatial and temporal resolutions of geometric integrators, and the simplicity of sub-grid accurate boundary conditions on regular grids to deal with arbitrarily-shaped domains. At the core of our contributions is a functional map approach to fluid simulation for which scalar- and vector-valued eigenfunctions of the Laplacian operator can be easily used as reduced bases. Using a variational integrator in time to preserve liveliness and a simple, yet accurate embedding of the fluid domain onto a Cartesian grid, our model-reduced fluid simulator can achieve realistic animations in significantly less computational time than full-scale non-dissipative methods but without the numerical viscosity from which current reduced methods suffer. We also demonstrate the versatility of our approach by showing how it easily extends to magnetohydrodynamics and turbulence modeling in 2D, 3D and curved domains. Gemma Mason, Julian Hodgson, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2014 | Discrete 2-Tensor Fields on TriangulationsabstractAbstract Geometry processing has made ample use of discrete representations of tangent vector fields and antisymmetric tensors (i.e., forms) on triangulations. Symmetric 2‐tensors, while crucial in the definition of inner products and elliptic operators, have received only limited attention. They are often discretized by first defining a coordinate system per vertex, edge or face, then storing their components in this frame field. In this paper, we introduce a representation of arbitrary 2‐tensor fields on triangle meshes. We leverage a coordinate‐free decomposition of continuous 2‐tensors in the plane to construct a finite‐dimensional encoding of tensor fields through scalar values on oriented simplices of a manifold triangulation. We also provide closed‐form expressions of pairing, inner product, and trace for this discrete representation of tensor fields, and formulate a discrete covariant derivative and a discrete Lie bracket. Our approach extends discrete/finite‐element exterior calculus, recovers familiar operators such as the weighted Laplacian operator, and defines discrete notions of divergence‐free, curl‐free, and traceless tensors–thus offering a numerical framework for discrete tensor calculus on triangulations. We finally demonstrate the robustness and accuracy of our operators on analytical examples, before applying them to the computation of anisotropic geodesic distances on discrete surfaces. Fernando de Goes, Max Budninskiy, Yiying Tong, Mathieu Desbrun |
Comput. Graph. Forum | 5 |
| 2014 | Weighted Triangulations for Geometry ProcessingabstractIn this article we investigate the use of weighted triangulations as discrete, augmented approximations of surfaces for digital geometry processing. By incorporating a scalar weight per mesh vertex, we introduce a new notion of discrete metric that defines an orthogonal dual structure for arbitrary triangle meshes and thus extends weighted Delaunay triangulations to surface meshes. We also present alternative characterizations of this primal-dual structure (through combinations of angles, areas, and lengths) and, in the process, uncover closed-form expressions of mesh energies that were previously known in implicit form only. Finally, we demonstrate how weighted triangulations provide a faster and more robust approach to a series of geometry processing applications, including the generation of well-centered meshes, self-supporting surfaces, and sphere packing. Fernando de Goes, Pooran Memari, Patrick Mullen, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2014 | ℓ1-Based Construction of Polycube Maps from Complex ShapesabstractPolycube maps of triangle meshes have proved useful in a wide range of applications, including texture mapping and hexahedral mesh generation. However, constructing either fully automatically or with limited user control a low-distortion polycube from a detailed surface remains challenging in practice. We propose a variational method for deforming an input triangle mesh into a polycube shape through minimization of the ℓ 1 -norm of the mesh normals, regularized via an as-rigid-as-possible volumetric distortion energy. Unlike previous work, our approach makes no assumption on the orientation, or on the presence of features in the input model. User-guided control over the resulting polycube map is also offered to increase design flexibility. We demonstrate the robustness, efficiency, and controllability of our method on a variety of examples, and explore applications in hexahedral remeshing and quadrangulation. Jin Huang 0001, Tengfei Jiang, Zeyun Shi, Yiying Tong, Hujun Bao, Mathieu Desbrun |
ACM Trans. Graph. | 6 |
| 2014 | A constructive theory of sampling for image synthesis using reproducing Kernel basesabstractSampling a scene by tracing rays and reconstructing an image from such pointwise samples is fundamental to computer graphics. To improve the efficacy of these computations, we propose an alternative theory of sampling. In contrast to traditional formulations for image synthesis, which appeal to nonconstructive Dirac deltas, our theory employs constructive reproducing kernels for the correspondence between continuous functions and pointwise samples. Conceptually, this allows us to obtain a common mathematical formulation of almost all existing numerical techniques for image synthesis. Practically, it enables novel sampling based numerical techniques designed for light transport that provide considerably improved performance per sample. We exemplify the practical benefits of our formulation with three applications: pointwise transport of color spectra, projection of the light energy density into spherical harmonics, and approximation of the shading equation from a photon map. Experimental results verify the utility of our sampling formulation, with lower numerical error rates and enhanced visual quality compared to existing techniques. Christian Lessig, Mathieu Desbrun, Eugene Fiume |
ACM Trans. Graph. | 2 |
| 2014 | Space-time editing of elastic motion through material optimization and reductionabstractWe present a novel method for elastic animation editing with space-time constraints. In a sharp departure from previous approaches, we not only optimize control forces added to a linearized dynamic model, but also optimize material properties to better match user constraints and provide plausible and consistent motion. Our approach achieves efficiency and scalability by performing all computations in a reduced rotation-strain (RS) space constructed with both cubature and geometric reduction, leading to two orders of magnitude improvement over the original RS method. We demonstrate the utility and versatility of our method in various applications, including motion editing, pose interpolation, and estimation of material parameters from existing animation sequences. Siwang Li, Jin Huang 0001, Fernando de Goes, Xiaogang Jin 0001, Hujun Bao, Mathieu Desbrun |
ACM Trans. Graph. | 6 |
| 2014 | Fast tile-based adaptive sampling with user-specified Fourier spectraabstractWe introduce a fast tile-based method for adaptive two-dimensional sampling with user-specified spectral properties. At the core of our approach is a deterministic, hierarchical construction of self-similar, equi-area, tri-hex tiles whose centroids have a spatial distribution free of spurious spectral peaks. A lookup table of sample points, computed offline using any existing point set optimizer to shape the samples' Fourier spectrum, is then used to populate the tiles. The result is a linear-time, adaptive, and high-quality sampling of arbitrary density functions that conforms to the desired spectral distribution, achieving a speed improvement of several orders of magnitude over current spectrum-controlled sampling methods. Florent Wachtel, Adrien Pilleboue, David Coeurjolly, Katherine Breeden, Gurprit Singh, Gaël Cathelin, Fernando de Goes, Mathieu Desbrun, Victor Ostromoukhov |
ACM Trans. Graph. | 8 |
| 2013 | Interactive elastic motion editing through space-time position constraintsabstractABSTRACT We present an intuitive and interactive approach for motion editing through space–time constraints on positions. Given an input motion of an elastic body, our approach enables the user to interactively edit node positions in order to alter and fine‐tune the motion. We formulate our motion editing as an optimization problem with dynamics constraints to enforce a physically plausible result. Through linearization of the editing around the input trajectory, we simplify this constrained optimal control problem into an unconstrained quadratic optimization. The optimal motion thus becomes the solution of a dense linear system, which we solve efficiently by applying the adjoint method in each iteration of a conjugate gradient solver. We demonstrate the efficiency and quality of our motion editing technique on a series of examples. Copyright © 2013 John Wiley & Sons, Ltd. Siwang Li, Jin Huang 0001, Mathieu Desbrun, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 3 |
| 2013 | On the equilibrium of simplicial masonry structuresabstractWe present a novel approach for the analysis and design of self-supporting simplicial masonry structures. A finite-dimensional formulation of their compressive stress field is derived, offering a new interpretation of thrust networks through numerical homogenization theory. We further leverage geometric properties of the resulting force diagram to identify a set of reduced coordinates characterizing the equilibrium of simplicial masonry. We finally derive computational form-finding tools that improve over previous work in efficiency, accuracy, and scalability. Fernando de Goes, Pierre Alliez, Houman Owhadi, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2012 | Blue noise through optimal transportabstractWe present a fast, scalable algorithm to generate high-quality blue noise point distributions of arbitrary density functions. At its core is a novel formulation of the recently-introduced concept of capacity-constrained Voronoi tessellation as an optimal transport problem. This insight leads to a continuous formulation able to enforce the capacity constraints exactly, unlike previous work. We exploit the variational nature of this formulation to design an efficient optimization technique of point distributions via constrained minimization in the space of power diagrams. Our mathematical, algorithmic, and practical contributions lead to high-quality blue noise point sets with improved spectral and spatial properties. Fernando de Goes, Katherine Breeden, Victor Ostromoukhov, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2011 | Exoskeleton: Curve network abstraction for 3D shapes
Fernando de Goes, Siome Goldenstein, Mathieu Desbrun, Luiz Velho 0001 |
Comput. Graph. | 3 |
| 2011 | An Optimal Transport Approach to Robust Reconstruction and Simplification of 2D ShapesabstractAbstract We propose a robust 2D shape reconstruction and simplification algorithm which takes as input a defect‐laden point set with noise and outliers. We introduce an optimal‐transport driven approach where the input point set, considered as a sum of Dirac measures, is approximated by a simplicial complex considered as a sum of uniform measures on 0‐ and 1‐simplices. A fine‐to‐coarse scheme is devised to construct the resulting simplicial complex through greedy decimation of a Delaunay triangulation of the input point set. Our method performs well on a variety of examples ranging from line drawings to grayscale images, with or without noise, features, and boundaries. Fernando de Goes, David Cohen-Steiner, Pierre Alliez, Mathieu Desbrun |
Comput. Graph. Forum | 4 |
| 2011 | HOT: Hodge-optimized triangulationsabstractWe introduce Hodge-optimized triangulations (HOT), a family of well-shaped primal-dual pairs of complexes designed for fast and accurate computations in computer graphics. Previous work most commonly employs barycentric or circumcentric duals; while barycentric duals guarantee that the dual of each simplex lies within the simplex, circumcentric duals are often preferred due to the induced orthogonality between primal and dual complexes. We instead promote the use of weighted duals ("power diagrams"). They allow greater flexibility in the location of dual vertices while keeping primal-dual orthogonality, thus providing a valuable extension to the usual choices of dual by only adding one additional scalar per primal vertex. Furthermore, we introduce a family of functionals on pairs of complexes that we derive from bounds on the errors induced by diagonal Hodge stars, commonly used in discrete computations. The minimizers of these functionals, called HOT meshes, are shown to be generalizations of Centroidal Voronoi Tesselations and Optimal Delaunay Triangulations, and to provide increased accuracy and flexibility for a variety of computational purposes. Patrick Mullen, Pooran Memari, Fernando de Goes, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2011 | Interactive Shape Interpolation through Controllable Dynamic DeformationabstractIn this paper, we introduce an interactive approach to generate physically based shape interpolation between poses. We extend linear modal analysis to offer an efficient and robust numerical technique to generate physically-plausible dynamics even for very large deformation. Our method also provides a rich set of intuitive editing tools with real-time feedback, including control over vibration frequencies, amplitudes, and damping of the resulting interpolation sequence. We demonstrate the versatility of our approach through a series of complex dynamic shape interpolations. Jin Huang 0001, Yiying Tong, Kun Zhou 0001, Hujun Bao, Mathieu Desbrun |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2010 | Trivial Connections on Discrete SurfacesabstractAbstract This paper presents a straightforward algorithm for constructing connections on discrete surfaces that are as smooth as possible everywhere but on a set of isolated singularities with given index. We compute these connections by solving a single linear system built from standard operators. The solution can be used to design rotationally symmetric direction fields with user‐specified singularities and directional constraints. Keenan Crane, Mathieu Desbrun, Peter Schröder |
Comput. Graph. Forum | 2 |
| 2010 | Signing the Unsigned: Robust Surface Reconstruction from Raw PointsetsabstractAbstract We propose a modular framework for robust 3D reconstruction from unorganized, unoriented, noisy, and outlierridden geometric data. We gain robustness and scalability over previous methods through an unsigned distance approximation to the input data followed by a global stochastic signing of the function. An isosurface reconstruction is finally deduced via a sparse linear solve. We show with experiments on large, raw, geometric datasets that this approach is scalable while robust to noise, outliers, and holes. The modularity of our approach facilitates customization of the pipeline components to exploit specific idiosyncracies of datasets, while the simplicity of each component leads to a straightforward implementation. Patrick Mullen, Fernando de Goes, Mathieu Desbrun, David Cohen-Steiner, Pierre Alliez |
Comput. Graph. Forum | 3 |
| 2010 | Deformation Transfer to Multi-Component ObjectsabstractAbstract We present a simple and effective algorithm to transfer deformation between surface meshes with multiple components. The algorithm automatically computes spatial relationships between components of the target object, builds correspondences between source and target, and finally transfers deformation of the source onto the target while preserving cohesion between the target's components. We demonstrate the versatility of our approach on various complex models. Kun Zhou 0001, Weiwei Xu 0003, Yiying Tong, Mathieu Desbrun |
Comput. Graph. Forum | 4 |
| 2009 | Numerical coarsening of inhomogeneous elastic materialsabstractWe propose an approach for efficiently simulating elastic objects made of non-homogeneous, non-isotropic materials. Based on recent developments in homogenization theory, a methodology is introduced to approximate a deformable object made of arbitrary fine structures of various linear elastic materials with a dynamicallysimilar coarse model. This numerical coarsening of the material properties allows for simulation of fine, heterogeneous structures on very coarse grids while capturing the proper dynamics of the original dynamical system, thus saving orders of magnitude in computational time. Examples including inhomogeneous and/or anisotropic materials can be realistically simulated in realtime with a numerically-coarsened model made of a few mesh elements. Liliya Kharevych, Patrick Mullen, Houman Owhadi, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2009 | Lie group integrators for animation and control of vehiclesabstractThis article is concerned with the animation and control of vehicles with complex dynamics such as helicopters, boats, and cars. Motivated by recent developments in discrete geometric mechanics, we develop a general framework for integrating the dynamics of holonomic and nonholonomic vehicles by preserving their state-space geometry and motion invariants. We demonstrate that the resulting integration schemes are superior to standard methods in numerical robustness and efficiency, and can be applied to many types of vehicles. In addition, we show how to use this framework in an optimal control setting to automatically compute accurate and realistic motions for arbitrary user-specified constraints. Marin Kobilarov, Keenan Crane, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2009 | Energy-preserving integrators for fluid animationabstractNumerical viscosity has long been a problem in fluid animation. Existing methods suffer from intrinsic artificial dissipation and often apply complicated computational mechanisms to combat such effects. Consequently, dissipative behavior cannot be controlled or modeled explicitly in a manner independent of time step size, complicating the use of coarse previews and adaptive-time stepping methods. This paper proposes simple, unconditionally stable, fully Eulerian integration schemes with no numerical viscosity that are capable of maintaining the liveliness of fluid motion without recourse to corrective devices. Pressure and fluxes are solved efficiently and simultaneously in a time-reversible manner on simplicial grids, and the energy is preserved exactly over long time scales in the case of inviscid fluids. These integrators can be viewed as an extension of the classical energy-preserving Harlow-Welch / Crank-Nicolson scheme to simplicial grids. Patrick Mullen, Keenan Crane, Dmitry Pavlov, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2009 | Interleaving Delaunay refinement and optimization for practical isotropic tetrahedron mesh generationabstractWe present a practical approach to isotropic tetrahedral meshing of 3D domains bounded by piecewise smooth surfaces. Building upon recent theoretical and practical advances, our algorithm interleaves Delaunay refinement and mesh optimization to generate quality meshes that satisfy a set of user-defined criteria. This interleaving is shown to be more conservative in number of Steiner point insertions than refinement alone, and to produce higher quality meshes than optimization alone. A careful treatment of boundaries and their features is presented, offering a versatile framework for designing smoothly graded tetrahedral meshes. Jane Tournois, Camille Wormser, Pierre Alliez, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2008 | Spectral Conformal ParameterizationabstractAbstract We present a spectral approach to automatically and efficiently obtain discrete free‐boundary conformal parameterizations of triangle mesh patches, without the common artifacts due to positional constraints on vertices and without undue bias introduced by sampling irregularity. High‐quality parameterizations are computed through a constrained minimization of a discrete weighted conformal energy by finding the largest eigenvalue/eigenvector of a generalized eigenvalue problem involving sparse, symmetric matrices. We demonstrate that this novel and robust approach improves on previous linear techniques both quantitatively and qualitatively. Patrick Mullen, Yiying Tong, Pierre Alliez, Mathieu Desbrun |
Comput. Graph. Forum | 4 |
| 2008 | Example-based dynamic skinning in real timeabstractIn this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surface-based deformable model that can interactively emulate the dynamics of both low-and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, our dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, our approach can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo |
ACM Trans. Graph. | 4 |
| 2007 | Generalized Surface Flows for Deformable Registration and Cortical Matching
Ilya Eckstein, Anand A. Joshi, C.-C. Jay Kuo, Richard M. Leahy, Mathieu Desbrun |
MICCAI (1) | 5 |
| 2007 | Voronoi-based variational reconstruction of unoriented point sets
Pierre Alliez, David Cohen-Steiner, Yiying Tong, Mathieu Desbrun |
Symposium on Geometry Processing | 4 |
| 2007 | Generalized surface flows for mesh processing
Ilya Eckstein, Jean-Philippe Pons, Yiying Tong, C.-C. Jay Kuo, Mathieu Desbrun |
Symposium on Geometry Processing | 5 |
| 2007 | Discrete Differential Geometry
Mathieu Desbrun, Konrad Polthier |
Comput. Aided Geom. Des. | 1 |
| 2007 | Stable, circulation-preserving, simplicial fluidsabstractVisual quality, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid and deformable body simulation benefits greatly from the conservation of linear and angular momenta. In the case of fluids, however, none of the current techniques focuses on conserving invariants, and consequently, often introduce a visually disturbing numerical diffusion of vorticity . Just as important visually is the resolution of complex simulation domains. Doing so with regular (even if adaptive) grid techniques can be computationally delicate. In this article, we propose a novel technique for the simulation of fluid flows. It is designed to respect the defining differential properties, that is, the conservation of circulation along arbitrary loops as they are transported by the flow. Consequently, our method offers several new and desirable properties: Arbitrary simplicial meshes (triangles in 2D, tetrahedra in 3D) can be used to define the fluid domain; the computations involved in the update procedure are efficient due to discrete operators with small support; and it preserves discrete circulation , avoiding numerical diffusion of vorticity. Sharif Elcott, Yiying Tong, Eva Kanso, Peter Schröder, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2007 | Design of tangent vector fieldsabstractTangent vector fields are an essential ingredient in controlling surface appearance for applications ranging from anisotropic shading to texture synthesis and non-photorealistic rendering. To achieve a desired effect one is typically interested in smoothly varying fields that satisfy a sparse set of user-provided constraints. Using tools from Discrete Exterior Calculus, we present a simple and efficient algorithm for designing such fields over arbitrary triangle meshes. By representing the field as scalars over mesh edges ( i.e. , discrete 1-forms), we obtain an intrinsic, coordinate-free formulation in which field smoothness is enforced through discrete Laplace operators. Unlike previous methods, such a formulation leads to a linear system whose sparsity permits efficient pre-factorization. Constraints are incorporated through weighted least squares and can be updated rapidly enough to enable interactive design, as we demonstrate in the context of anisotropic texture synthesis. Matthew Fisher, Peter Schröder, Mathieu Desbrun, Hugues Hoppe |
ACM Trans. Graph. | 3 |
| 2007 | A variational approach to Eulerian geometry processingabstractWe present a purely Eulerian framework for geometry processing of surfaces and foliations. Contrary to current Eulerian methods used in graphics, we use conservative methods and a variational interpretation, offering a unified framework for routine surface operations such as smoothing, offsetting, and animation. Computations are performed on a fixed volumetric grid without recourse to Lagrangian techniques such as triangle meshes, particles, or path tracing. At the core of our approach is the use of the Coarea Formula to express area integrals over isosurfaces as volume integrals. This enables the simultaneous processing of multiple isosurfaces, while a single interface can be treated as the special case of a dense foliation. We show that our method is a powerful alternative to conventional geometric representations in delicate cases such as the handling of high-genus surfaces, weighted offsetting, foliation smoothing of medical datasets, and incompressible fluid animation. Patrick Mullen, Alexander McKenzie, Yiying Tong, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2007 | Mesh puppetry: cascading optimization of mesh deformation with inverse kinematicsabstractWe present mesh puppetry , a variational framework for detail-preserving mesh manipulation through a set of high-level, intuitive, and interactive design tools. Our approach builds upon traditional rigging by optimizing skeleton position and vertex weights in an integrated manner. New poses and animations are created by specifying a few desired constraints on vertex positions, balance of the character, length and rigidity preservation, joint limits, and/or self-collision avoidance. Our algorithm then adjusts the skeleton and solves for the deformed mesh simultaneously through a novel cascading optimization procedure, allowing realtime manipulation of meshes with 50 K + vertices for fast design of pleasing and realistic poses. We demonstrate the potential of our framework through an interactive deformation platform and various applications such as deformation transfer and motion retargeting. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Hujun Bao, Baining Guo |
ACM Trans. Graph. | 4 |
| 2006 | Discrete differential forms and applications to surface tilingabstractThe geometry of manifolds has been extensively studied for centuries — though almost exclusively from a differential point of view. Unfortunately, well-established theoretical geometric foundations do not directly translate to discrete meshes: discretizations of inherently-continuous \nnotions such as curvatures and geodesics may lose their geometric and/or variational properties. \n \nIn this talk, we will introduce the notion of discrete differential forms and show how they provide \ndifferential, yet readily discretizable computational foundations [1]. We will describe how key \ngeometric properties built into their description can more readily yield robust numerical \ncomputations which are true to the underlying continuous equations: they exactly preserve \ninvariants of continuous models in the discrete computational realm. \n \nThese discrete forms will be put to good \nuse, first for surface flows and conformal \nparameterizations, then for the design of pure quadrilateral tiling of arbitrary 2-manifolds [2]. We \nwill also briefly mention other applications (fluid animation, vector field design) benefiting greatly \nfrom this principled, discrete approach to geometry and computations. Mathieu Desbrun |
SCG | 1 |
| 2006 | Compression of time varying isosurfaces
Ilya Eckstein, Mathieu Desbrun, C.-C. Jay Kuo |
Graphics Interface | 2 |
| 2006 | Designing quadrangulations with discrete harmonic formsabstractWe introduce a framework for quadrangle meshing of discrete manifolds. Based on discrete differential forms, our method hinges on extending the discrete Laplacian operator (used extensively in modeling and animation) to allow for line singularities and singularities with fractional indices. When assembled into a singularity graph, these line singularities are shown to considerably increase the design flexibility of quad meshing. In particular, control over edge alignments and mesh sizing are unique features of our novel approach. Another appeal of our method is its robustness and scalability from a numerical viewpoint: we simply solve a sparse linear system to generate a pair of piecewise-smooth scalar fields whose isocontours form a pure quadrangle tiling, with no T-junctions. Yiying Tong, Pierre Alliez, David Cohen-Steiner, Mathieu Desbrun |
Symposium on Geometry Processing | 4 |
| 2006 | Edge subdivision schemes and the construction of smooth vector fieldsabstractVertex- and face-based subdivision schemes are now routinely used in geometric modeling and computational science, and their primal/dual relationships are well studied. In this paper, we interpret these schemes as defining bases for discrete differential 0- resp. 2-forms , and complete the picture by introducing edge-based subdivision schemes to construct the missing bases for discrete differential 1-forms. Such subdivision schemes map scalar coefficients on edges from the coarse to the refined mesh and are intrinsic to the surface. Our construction is based on treating vertex-, edge-, and face-based subdivision schemes as a joint triple and enforcing that subdivision commutes with the topological exterior derivative. We demonstrate our construction for the case of arbitrary topology triangle meshes. Using Loop's scheme for 0-forms and generalized half-box splines for 2-forms results in a unique generalized spline scheme for 1-forms, easily incorporated into standard subdivision surface codes. We also provide corresponding boundary stencils. Once a metric is supplied, the scalar 1-form coefficients define a smooth tangent vector field on the underlying subdivision surface. Design of tangent vector fields is made particularly easy with this machinery as we demonstrate. Yiying Tong, Mathieu Desbrun, Peter Schröder |
ACM Trans. Graph. | 4 |
| 2006 | Mesh quilting for geometric texture synthesisabstractWe introduce mesh quilting , a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show that such geometric textures allow interactive and versatile editing and animation, producing compelling visual effects that are difficult to achieve with traditional texturing methods. Unlike pixel-based image quilting, mesh quilting is based on stitching together 3D geometry elements. Our quilting algorithm finds corresponding geometry elements in adjacent texture patches, aligns elements through local deformation, and merges elements to seamlessly connect texture patches. For mesh quilting on curved surfaces, a critical issue is to reduce distortion of geometry elements inside the 3D space of the thin shell. To address this problem we introduce a low-distortion parameterization of the shell space so that geometry elements can be synthesized even on very curved objects without the visual distortion present in previous approaches. We demonstrate how mesh quilting can be used to generate convincing decorations for a wide range of geometric textures. Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Baining Guo, Harry Shum |
ACM Trans. Graph. | 5 |
| 2005 | A Geometric Construction of Coordinates for Convex Polyhedra using Polar Duals
Tao Ju 0001, Scott Schaefer, Joe D. Warren, Mathieu Desbrun |
Symposium on Geometry Processing | 4 |
| 2005 | Vector Field Analysis and Visualization through Variational ClusteringabstractScientific computing is an increasingly crucial component of research in various disciplines. Despite its potential, exploration of the results is an often laborious task, owing to excessively large and verbose datasets output by typical simulation runs. Several approaches have been proposed to analyze, classify, and simplify such data to facilitate an informative visualization and deeper understanding of the underlying system. However, traditional methods leave much room for improvement. In this article we investigate the visualization of large vector fields, departing from accustomed processing algorithms by casting vector field simplification as a variational partitioning problem. Adopting an iterative strategy, we introduce the notion of vector "proxies" to minimize the distortion error of our simplification by clustering the dataset into multiple best-fitting characteristic regions. This error driven approach can be performed with respect to various similarity metrics, offering a convenient set of tools to design clear and succinct representations of high dimensional datasets. We illustrate the bene fits of such tools through visualization experiments of three-dimensional vector fields. Alexander McKenzie, Santiago V. Lombeyda, Mathieu Desbrun |
EuroVis | 3 |
| 2005 | Variational tetrahedral meshingabstractIn this paper, a novel Delaunay-based variational approach to isotropic tetrahedral meshing is presented. To achieve both robustness and efficiency, we minimize a simple mesh-dependent energy through global updates of both vertex positions and connectivity. As this energy is known to be the ∠ 1 distance between an isotropic quadratic function and its linear interpolation on the mesh, our minimization procedure generates well-shaped tetrahedra. Mesh design is controlled through a gradation smoothness parameter and selection of the desired number of vertices. We provide the foundations of our approach by explaining both the underlying variational principle and its geometric interpretation. We demonstrate the quality of the resulting meshes through a series of examples. Pierre Alliez, David Cohen-Steiner, Mariette Yvinec, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2005 | TextureMontageabstractWe propose a technique, called TextureMontage , to seamlessly map a patchwork of texture images onto an arbitrary 3D model. A texture atlas can be created through the specification of a set of correspondences between the model and any number of texture images. First, our technique automatically partitions the mesh and the images, driven solely by the choice of feature correspondences. Most charts will then be parameterized over their corresponding image planes through the minimization of a distortion metric based on both geometric distortion and texture mismatch across patch boundaries and images. Lastly, a surface texture inpainting technique is used to fill in the remaining charts of the surface with no corresponding texture patches. The resulting texture mapping satisfies the (sparse or dense) user-specified constraints while minimizing the distortion of the texture images and ensuring a smooth transition across the boundaries of different mesh patches. Seamless Texturing of Arbitrary Surfaces From Multiple Images Kun Zhou 0001, Yiying Tong, Mathieu Desbrun, Baining Guo, Harry Shum |
ACM Trans. Graph. | 4 |
| 2004 | Applied Geometry: Discrete Differential Calculus for GraphicsabstractAbstract Geometry has been extensively studied for centuries, almost exclusively from a differential point of view. However, with the advent of the digital age, the interest directed to smooth surfaces has now partially shifted due to the growing importance of discrete geometry. From 3D surfaces in graphics to higher dimensional manifolds in mechanics, computational sciences must deal with sampled geometric data on a daily basis‐hence our interest in Applied Geometry. In this talk we cover different aspects of Applied Geometry. First, we discuss the problem of Shape Approximation, where an initial surface is accurately discretized (i.e., remeshed) using anisotropic elements through error minimization. Second, once we have a discrete geometry to work with, we briefly show how to develop a full‐ blown discrete calculus on such discrete manifolds, allowing us to manipulate functions, vector fields, or even tensors while preserving the fundamental structures and invariants of the differential case. We will emphasize the applicability of our discrete variational approach to geometry by showing results on surface parameterization, smoothing, and remeshing, as well as virtual actors and thin‐shell simulation. Joint work with: Pierre Alliez (INRIA), David Cohen‐Steiner (Duke U.), Eitan Grinspun (NYU), Anil Hirani (Caltech), Jerrold E. Marsden (Caltech), Mark Meyer (Pixar), Fred Pighin (USC), Peter Schröder (Caltech), Yiying Tong (USC). Mathieu Desbrun |
Comput. Graph. Forum | 1 |
| 2004 | Variational shape approximationabstractA method for concise, faithful approximation of complex 3D datasets is key to reducing the computational cost of graphics applications. Despite numerous applications ranging from geometry compression to reverse engineering, efficiently capturing the geometry of a surface remains a tedious task. In this paper, we present both theoretical and practical contributions that result in a novel and versatile framework for geometric approximation of surfaces. We depart from the usual strategy by casting shape approximation as a variational geometric partitioning problem. Using the concept of geometric proxies, we drive the distortion error down through repeated clustering of faces into best-fitting regions. Our approach is entirely discrete and error-driven, and does not require parameterization or local estimations of differential quantities. We also introduce a new metric based on normal deviation, and demonstrate its superior behavior at capturing anisotropy. David Cohen-Steiner, Pierre Alliez, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2004 | Removing excess topology from isosurfacesabstractMany high-resolution surfaces are created through isosurface extraction from volumetric representations, obtained by 3D photography, CT, or MRI. Noise inherent in the acquisition process can lead to geometrical and topological errors. Reducing geometrical errors during reconstruction is well studied. However, isosurfaces often contain many topological errors in the form of tiny handles. These nearly invisible artifacts hinder subsequent operations like mesh simplification, remeshing, and parametrization. In this article we present a practical method for removing handles in an isosurface. Our algorithm makes an axis-aligned sweep through the volume to locate handles, compute their sizes, and selectively remove them. The algorithm is designed to facilitate out-of-core execution. It finds the handles by incrementally constructing and analyzing a Reeb graph. The size of a handle is measured by a short nonseparating cycle. Handles are removed robustly by modifying the volume rather than attempting "mesh surgery." Finally, the volumetric modifications are spatially localized to preserve geometrical detail. We demonstrate topology simplification on several complex models, and show its benefits for subsequent surface processing. Zoë J. Wood, Hugues Hoppe, Mathieu Desbrun, Peter Schröder |
ACM Trans. Graph. | 3 |
| 2003 | Learning controls for blend shape based realistic facial animationabstractNo abstract available. Pushkar Joshi, Wen C. Tien, Mathieu Desbrun, Frédéric H. Pighin |
SIGGRAPH | 3 |
| 2003 | Anisotropic polygonal remeshingabstractIn this paper, we propose a novel polygonal remeshing technique that exploits a key aspect of surfaces: the intrinsic anisotropy of natural or man-made geometry. In particular, we use curvature directions to drive the remeshing process, mimicking the lines that artists themselves would use when creating 3D models from scratch. After extracting and smoothing the curvature tensor field of an input genus-0 surface patch, lines of minimum and maximum curvatures are used to determine appropriate edges for the remeshed version in anisotropic regions, while spherical regions are simply point sampled since there is no natural direction of symmetry locally. As a result our technique generates polygon meshes mainly composed of quads in anisotropic regions, and of triangles in spherical regions. Our approach provides the flexibility to produce meshes ranging from isotropic to anisotropic, from coarse to dense, and from uniform to curvature adapted. Pierre Alliez, David Cohen-Steiner, Olivier Devillers, Bruno Lévy 0001, Mathieu Desbrun |
ACM Trans. Graph. | 5 |
| 2003 | Non-iterative, feature-preserving mesh smoothingabstractWith the increasing use of geometry scanners to create 3D models, there is a rising need for fast and robust mesh smoothing to remove inevitable noise in the measurements. While most previous work has favored diffusion-based iterative techniques for feature-preserving smoothing, we propose a radically different approach, based on robust statistics and local first-order predictors of the surface. The robustness of our local estimates allows us to derive a non-iterative feature-preserving filtering technique applicable to arbitrary "triangle soups". We demonstrate its simplicity of implementation and its efficiency, which make it an excellent solution for smoothing large, noisy, and non-manifold meshes. Thouis R. Jones, Frédo Durand, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2003 | Progressive encoding of complex isosurfacesabstractWe present a progressive encoding technique specifically designed for complex isosurfaces. It achieves better rate distortion performance than all standard mesh coders, and even improves on all previous single rate isosurface coders. Our novel algorithm handles isosurfaces with or without sharp features, and deals gracefully with high topologic and geometric complexity. The inside/outside function of the volume data is progressively transmitted through the use of an adaptive octree, while a local frame based encoding is used for the fine level placement of surface samples. Local patterns in topology and local smoothness in geometry are exploited by context-based arithmetic encoding, allowing us to achieve an average of 6.10 bits per vertex (b/v) at very low distortion. Of this rate only 0.65 b/v are dedicated to connectivity data: this improves by 24% over the best previous single rate isosurface encoder. Haeyoung Lee, Mathieu Desbrun, Peter Schröder |
ACM Trans. Graph. | 2 |
| 2003 | Discrete multiscale vector field decompositionabstractWhile 2D and 3D vector fields are ubiquitous in computational sciences, their use in graphics is often limited to regular grids, where computations are easily handled through finite-difference methods. In this paper, we propose a set of simple and accurate tools for the analysis of 3D discrete vector fields on arbitrary tetrahedral grids. We introduce a variational, multiscale decomposition of vector fields into three intuitive components: a divergence-free part, a curl-free part, and a harmonic part. We show how our discrete approach matches its well-known smooth analog, called the Helmotz-Hodge decomposition, and that the resulting computational tools have very intuitive geometric interpretation. We demonstrate the versatility of these tools in a series of applications, ranging from data visualization to fluid and deformable object simulation. Yiying Tong, Santiago V. Lombeyda, Anil N. Hirani, Mathieu Desbrun |
ACM Trans. Graph. | 4 |
| 2002 | An implicit-based haptic rendering techniqueabstractWe present a novel haptic rendering technique. Building on previous work, we propose a haptic model based on a volumetric description of the geometry of an object. Unlike previous volumetric approaches, we also find a virtual contact point on the surface in order to derive a penalty force that is consistent with the real geometry of the object, without introducing force discontinuity. We also demonstrate that other surface properties such as friction and texture can be added elegantly. The resulting technique is fast (a constant 1000 Hz refresh rate) and can handle large geometry models on low-end computers. Laehyun Kim, Anna Kyrikou, Gaurav S. Sukhatme, Mathieu Desbrun |
IROS | 4 |
| 2002 | Processing Irregular MeshesabstractMost meshes are usually produced with both topological and geometrical irregularity (arbitrary valence, non-uniform sampling). This has been seen as a flaw hindering subsequent mesh processing, because most of the other signals we manipulate everyday (sound, image, video) are acquired and processed as regularly sampled data. Three-dimensional (3D) signals, be they surfaces or volumes, are however drastically and inherently different. Although the main body of work on mesh processing has focused on semi-regular meshes (on which the usual DSP tools can be extended quite nicely), we have focused on fully irregular meshes. Understanding this problem of irregularity, inherent to 3D sampling, is fundamental in widely different applications ranging from mesh modeling to smoothing, parameterization, remeshing, and to even compression or animation. We show some of our latest results (both theoretical and practical) and also point to the remaining challenges. Mathieu Desbrun |
Shape Modeling International | 1 |
| 2002 | Intrinsic Parameterizations of Surface MeshesabstractParameterization of discrete surfaces is a fundamental and widely-used operation in graphics, required, for instance, for texture mapping or remeshing. As 3D data becomes more and more detailed, there is an increased need for fast and robust techniques to automatically compute least-distorted parameterizations of large meshes. In this paper, we present new theoretical and practical results on the parameterization of triangulated surface patches. Given a few desirable properties such as rotation and translation invariance, we show that the only admissible parameterizations form a two-dimensional set and each parameterization in this set can be computed using a simple, sparse, linear system. Since these parameterizations minimize the distortion of different intrinsic measures of the original mesh, we call them Intrinsic Parameterizations. In addition to this partial theoretical analysis, we propose robust, efficient and tunable tools to obtain least-distorted parameterizations automatically. In particular, we give details on a novel, fast technique to provide an optimal mapping without fixing the boundary positions, thus providing a unique Natural Intrinsic Parameterization. Other techniques based on this parameterization family, designed to ease the rapid design of parameterizations, are also proposed. Mathieu Desbrun, Mark Meyer, Pierre Alliez |
Comput. Graph. Forum | 1 |
| 2002 | Angle-Analyzer: A Triangle-Quad Mesh CodecabstractWe present Angle-Analyzer, a new single-rate compression algorithm for triangle-quad hybrid meshes. Using a carefully-designed geometry-driven mesh traversal and an efficient encoding of intrinsic mesh properties, Angle-Analyzer produces compression ratios 40% better in connectivity and 20% better in geometry than the leading Touma and Gotsman technique for the same level of geometric distortion. The simplicity and performance of this new technique is demonstrated, and we provide extensive comparative tests to contrast our results with the current state-of-the-art techniques. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Surface mesh compression, connectivity coding, geometry coding. Haeyoung Lee, Pierre Alliez, Mathieu Desbrun |
Comput. Graph. Forum | 3 |
| 2002 | Near-Optimal Connectivity Encoding of 2-Manifold Polygon Meshes
Andrei Khodakovsky, Pierre Alliez, Mathieu Desbrun, Peter Schröder |
Graph. Model. | 3 |
| 2002 | Interactive geometry remeshingabstractWe present a novel technique, both flexible and efficient, for interactive remeshing of irregular geometry. First, the original (arbitrary genus) mesh is substituted by a series of 2D maps in parameter space. Using these maps, our algorithm is then able to take advantage of established signal processing and halftoning tools that offer real-time interaction and intricate control. The user can easily combine these maps to create a control map --- a map which controls the sampling density over the surface patch. This map is then sampled at interactive rates allowing the user to easily design a tailored resampling. Once this sampling is complete, a Delaunay triangulation and fast optimization are performed to perfect the final mesh.As a result, our remeshing technique is extremely versatile and general, being able to produce arbitrarily complex meshes with a variety of properties including: uniformity, regularity, semi-regularity, curvature sensitive resampling, and feature preservation. We provide a high level of control over the sampling distribution allowing the user to interactively custom design the mesh based on their requirements thereby increasing their productivity in creating a wide variety of meshes. Pierre Alliez, Mark Meyer, Mathieu Desbrun |
ACM Trans. Graph. | 3 |
| 2001 | Progressive compression for lossless transmission of triangle meshesabstractLossless transmission of 3D meshes is a very challenging and timely problem for many applications, ranging from collaborative design to engineering. Additionally, frequent delays in transmissions call for progressive transmission in order for the end user to receive useful successive refinements of the final mesh. In this paper, we present a novel, fully progressive encoding approach for lossless transmission of triangle meshes with a very fine granularity. A new valence-driven decimating conquest, combined with patch tiling and an original strategic retriangulation is used to maintain the regularity of valence. We demonstrate that this technique leads to good mesh quality, near-optimal connectivity encoding, and therefore a good rate-distortion ratio throughout the transmission. We also improve upon previous lossless geometry encoding by decorrelating the normal and tangential components of the surface. For typical meshes, our method compresses connectivity down to less than 3.7 bits per vertex, 40% better in average than the best methods previously reported [5, 18]; we further reduce the usual geometry bit rates by 20% in average by exploiting the smoothness of meshes. Concretely, our technique can reduce an ascii VRML 3D model down to 1.7% of its size for a 10-bit quantization (2.3% for a 12-bit quantization) while providing a very progressive reconstruction. Pierre Alliez, Mathieu Desbrun |
SIGGRAPH | 2 |
| 2001 | Dynamic real-time deformations using space & time adaptive samplingabstractThis paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a large-displacement (Green) strain tensor formulation. The body is partitioned in a non-nested multiresolution hierarchy of tetrahedral meshes. The local resolution is determined by a quality condition that indicates where and when the resolution is too coarse. As the object moves and deforms, the sampling is refined to concentrate the computational load into the regions that deform the most. Our model consists of a continuous differential equation that is solved using a local explicit finite element method. We demonstrate that our adaptive Green strain tensor formulation suppresses unwanted artifacts in the dynamic behavior, compared to adaptive mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object through the control of a rigid tool, attached to a haptic device driven with forces derived from the method. Gilles Debunne, Mathieu Desbrun, Marie-Paule Cani, Alan H. Barr |
SIGGRAPH | 2 |
| 2001 | Valence-Driven Connectivity Encoding for 3D MeshesabstractIn this paper, we propose a valence-driven, single-resolution encoding technique for lossless compression of triangle mesh connectivity. Building upon a valence-based approach pioneered by Touma and Gotsman22 , we design a new valence-driven conquest for arbitrary meshes that always guarantees smaller compression rates than the original method. Furthermore, we provide a novel theoretical entropy study of our technique, hinting the optimality of the valence-driven approach. Finally, we demonstrate the practical efficiency of this approach (in agreement with the theoretical prediction) on a series of test meshes, resulting in the lowest compression ratios published so far, for both irregular and regular meshes, small or large. Pierre Alliez, Mathieu Desbrun |
Comput. Graph. Forum | 2 |
| 2001 | Interactive animation of cloth-like objects in virtual realityabstractAbstract Modeling and animation of cloth have experienced important developments in recent years. As a consequence, complex textile models can be used to realistically drape objects or human characters in a fairly efficient way. However, real‐time realistic simulation remains a major challenge, even if applications are numerous, from rapid prototyping to e‐commerce. In this paper, we present a stable, real‐time algorithm for animating cloth‐like materials. Using a hybrid explicit/implicit algorithm, we perform fast and stable time integration of a physically based model with rapid collision detection and response, as well as wind or liquid drag effects to enhance realism. We demonstrate our approach through a series of examples in virtual reality environments, proving that real‐time animation of cloth, even on low‐end computers, is now achievable. Copyright © 2001 John Wiley & Sons, Ltd. Mark Meyer, Gilles Debunne, Mathieu Desbrun, Alan H. Barr |
Comput. Animat. Virtual Worlds | 3 |
| 2000 | Adaptive Simulation of Soft Bodies in Real-TimeabstractThis paper presents an adaptive technique to animate deformable bodies in real-time. Our method relies on mixed finite-volume/finite-element method applied to an arbitrary non-nested hierarchy of volumetric meshes. We achieve a guaranteed frame rate thanks to a innovative multi-resolution algorithm that locally refines of simplifies the simulated object in order to concentrate computation load where and when needed. Gilles Debunne, Mathieu Desbrun, Marie-Paule Cani, Alan H. Barr |
CA | 2 |
| 2000 | Anisotropic Feature-Preserving Denoising of Height Fields and Bivariate Data
Mathieu Desbrun, Mark Meyer, Peter Schröder, Alan H. Barr |
Graphics Interface | 1 |
| 2000 | Semi-regular mesh extraction from volumesabstractWe present a novel method to extract iso-surfaces from distance volumes. It generates high quality semi-regular multiresolution meshes of arbitrary topology. Our technique proceeds in two stages. First, a very coarse mesh with guaranteed topology is extracted. Subsequently an iterative multi-scale force-based solver refines the initial mesh into a semi-regular mesh with geometrically adaptive sampling rate and good aspect ratio triangles. The coarse mesh extraction is performed using a new approach we call surface wavefront propagation. A set of discrete iso-distance ribbons are rapidly built and connected while respecting the topology of the iso-surface implied by the data. Subsequent multi-scale refinement is driven by a simple force-based solver designed to combine good iso-surface fit and high quality sampling through reparameterization. In contrast to the Marching Cubes technique our output meshes adapt gracefully to the iso-surface geometry, have a natural multiresolution structure and good aspect ratio triangles, as demonstrated with a number of examples. Zoë J. Wood, Peter Schröder, David E. Breen, Mathieu Desbrun |
IEEE Visualization | 4 |
| 1999 | Interactive Animation of Structured Deformable Objects
Mathieu Desbrun, Peter Schröder, Alan H. Barr |
Graphics Interface | 1 |
| 1999 | Implicit Fairing of Irregular Meshes Using Diffusion and Curvature FlowabstractIn this paper, we develop methods to rapidly remove rough features from irregularly triangulated data intended to portray a smooth surface.The main task is to remove undesirable noise and uneven edges while retaining desirable geometric features.The problem arises mainly when creating high-fidelity computer graphics objects using imperfectly-measured data from the real world.Our approach contains three novel features: an implicit integration method to achieve efficiency, stability, and large time-steps; a scale-dependent Laplacian operator to improve the diffusion process; and finally, a robust curvature flow operator that achieves a smoothing of the shape itself, distinct from any parameterization.Additional features of the algorithm include automatic exact volume preservation, and hard and soft constraints on the positions of the points in the mesh.We compare our method to previous operators and related algorithms, and prove that our curvature and Laplacian operators have several mathematically-desirable qualities that improve the appearance of the resulting surface.In consequence, the user can easily select the appropriate operator according to the desired type of fairing.Finally, we provide a series of examples to graphically and numerically demonstrate the quality of our results. Mathieu Desbrun, Mark Meyer, Peter Schröder, Alan H. Barr |
SIGGRAPH | 1 |
| 1998 | Active Implicit Surface for Animation
Mathieu Desbrun, Marie-Paule Cani |
Graphics Interface | 1 |
| 1997 | Animation of Deformable Models Using Implicit SurfacesabstractThe paper presents a general approach for designing and animating complex deformable models with implicit surfaces. Implicit surfaces are introduced as an extra layer coating any kind of structure that moves and deforms over time. Offering a compact definition of a smooth surface around an object, they provide an efficient collision detection mechanism. The implicit layer deforms in order to generate exact contact surfaces between colliding bodies. A simple physically based model approximating elastic behavior is then used for computing collision response. The implicit formulation also eases the control of the object's volume with a new method based on local controllers. We present two different applications that illustrate the benefits of these techniques. First, the animation of simple characters made of articulated skeletons coated with implicit flesh exploits the compactness and enhanced control of the model. The second builds on the specific properties of implicit surfaces for modeling soft inelastic substances capable of separation and fusion that maintain a constant volume when animated. Marie-Paule Cani, Mathieu Desbrun |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 1996 | Adaptive Sampling of Implicit Surfaces for Interactive Modelling and Animation
Mathieu Desbrun, Nicolas Tsingos, Marie-Paule Cani |
Comput. Graph. Forum | 1 |
| 1995 | Animating soft substances with implicit surfacesabstractThis paper presents a hybrid model for animation of soft inelastic substance which undergo topological changes, e.g. separation and fusion and which fit with the objects they are in contact with. The model uses a particle system coated with a smooth iso-surface that is used for performing collision detection, precise contact modeling and integration of response forces. The animation technique solves three problems inherent in implicit modeling. Firstly, local volume controllers are defined to insure constant volume deformation, even during highly inelastic processes such as splitting or fusion. Secondly, we avoid unwanted distance blending between disconnected pieces of the same substance. Finally, we simulate both collisions and progressive merging under compression between implicit surfaces that do not blend together. Parameter tuning is facilitated by the layered model and animation is generated at interactive rates. Keywords: implicit surface, physics-based animation, inelasticity. 1 Mathieu Desbrun, Marie-Paule Cani |
SIGGRAPH | 1 |