Eftychios Sifakis

dblp:99/5705 · also Eftichis Sifakis · DBLP profile ↗
← Back
39ranked-venue papers
6as first author
10since 2021 · last 2024
0000-0001-5608-3085ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 36 · 6 first-author · 8 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2024 NeuralFluid: Nueral Fluidic System Design and Control with Differentiable Simulation
abstract
We present NeuralFluid, a novel framework to explore neural control and design of complex fluidic systems with dynamic solid boundaries. Our system features a fast differentiable Navier-Stokes solver with solid-fluid interface handling, a low-dimensional differentiable parametric geometry representation, a control-shape co-design algorithm, and gym-like simulation environments to facilitate various fluidic control design applications. Additionally, we present a benchmark of design, control, and learning tasks on high-fidelity, high-resolution dynamic fluid environments that pose challenges for existing differentiable fluid simulators. These tasks include designing the control of artificial hearts, identifying robotic end-effector shapes, and controlling a fluid gate. By seamlessly incorporating our differentiable fluid simulator into a learning framework, we demonstrate successful design, control, and learning results that surpass gradient-free solutions in these benchmark tasks.
Yifei Li 0002, Yuchen Sun 0002, Pingchuan Ma 0002, Eftychios Sifakis, Tao Du 0001, Bo Zhu 0002, Wojciech Matusik
NeurIPS4
2024 Near-realtime Facial Animation by Deep 3D Simulation Super-Resolution
abstract
We present a neural network-based simulation super-resolution framework that can efficiently and realistically enhance a facial performance produced by a low-cost, real-time physics-based simulation to a level of detail that closely approximates that of a reference-quality off-line simulator with much higher resolution (27× element count in our examples) and accurate physical modeling. Our approach is rooted in our ability to construct a training set of paired frames, from the low- and high-resolution simulators respectively, that are in semantic correspondence with each other. We use face animation as an exemplar of such a simulation domain, where creating this semantic congruence is achieved by simply dialing in the same muscle actuation controls and skeletal pose in the two simulators. Our proposed neural network super-resolution framework generalizes from this training set to unseen expressions, compensates for modeling discrepancies between the two simulations due to limited resolution or cost-cutting approximations in the real-time variant, and does not require any semantic descriptors or parameters to be provided as input, other than the result of the real-time simulation. We evaluate the efficacy of our pipeline on a variety of expressive performances and provide comparisons and ablation experiments for plausible variations and alternatives to our proposed scheme. Our code is available at https://github.com/hjoonpark/3d-sim-super- res.git.
Hyojoon Park, Sangeetha Grama Srinivasan, Matthew Cong, Doyub Kim, Byungsoo Kim 0001, Jonathan Swartz, Ken Museth, Eftychios Sifakis
ACM Trans. Graph.8
2024 fVDB : A Deep-Learning Framework for Sparse, Large Scale, and High Performance Spatial Intelligence
abstract
We present f VDB, a novel GPU-optimized framework for deep learning on large-scale 3D data. f VDB provides a complete set of differentiable primitives to build deep learning architectures for common tasks in 3D learning such as convolution, pooling, attention, ray-tracing, meshing, etc. f VDB simultaneously provides a much larger feature set (primitives and operators) than established frameworks with no loss in efficiency: our operators match or exceed the performance of other frameworks with narrower scope. Furthermore, f VDB can process datasets with much larger footprint and spatial resolution than prior works, while providing a competitive memory footprint on small inputs. To achieve this combination of versatility and performance, f VDB relies on a single novel VDB index grid acceleration structure paired with several key innovations including GPU accelerated sparse grid construction, convolution using tensorcores, fast ray tracing kernels using a Hierarchical Digital Differential Analyzer algorithm (HDDA), and jagged tensors. Our framework is fully integrated with PyTorch enabling interoperability with existing pipelines, and we demonstrate its effectiveness on a number of representative tasks such as large-scale point-cloud segmentation, high resolution 3D generative modeling, unbounded scale Neural Radiance Fields, and large-scale point cloud reconstruction.
Francis Williams, Jonathan Swartz, Gergely Klár, Vijay Thakkar, Matthew Cong, Xuanchi Ren, Ruilong Li, Clement Fuji-Tsang, Sanja Fidler, Eftychios Sifakis, Ken Museth
ACM Trans. Graph.11
2024 Learning a Generalized Physical Face Model From Data
abstract
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic anatomy edits. Today's methods are data-driven, where the actuations for finite elements are inferred from captured skin geometry. Unfortunately, these approaches have not been widely adopted due to the complexity of initializing the material space and learning the deformation model for each character separately, which often requires a skilled artist followed by lengthy network training. In this work, we aim to make physics-based facial animation more accessible by proposing a generalized physical face model that we learn from a large 3D face dataset. Once trained, our model can be quickly fit to any unseen identity and produce a ready-to-animate physical face model automatically. Fitting is as easy as providing a single 3D face scan, or even a single face image. After fitting, we offer intuitive animation controls, as well as the ability to retarget animations across characters. All the while, the resulting animations allow for physical effects like collision avoidance, gravity, paralysis, bone reshaping and more.
Lingchen Yang, Gaspard Zoss, Prashanth Chandran, Markus Gross 0001, Barbara Solenthaler, Eftychios Sifakis, Derek Bradley
ACM Trans. Graph.6
2023 An Implicit Physical Face Model Driven by Expression and Style
abstract
3D facial animation is often produced by manipulating facial deformation models (or rigs), that are traditionally parameterized by expression controls. A key component that is usually overlooked is expression “style", as in, how a particular expression is performed. Although it is common to define a semantic basis of expressions that characters can perform, most characters perform each expression in their own style. To date, style is usually entangled with the expression, and it is not possible to transfer the style of one character to another when considering facial animation. We present a new face model, based on a data-driven implicit neural physics model, that can be driven by both expression and style separately. At the core, we present a framework for learning implicit physics-based actuations for multiple subjects simultaneously, trained on a few arbitrary performance capture sequences from a small set of identities. Once trained, our method allows generalized physics-based facial animation for any of the trained identities, extending to unseen performances. Furthermore, it grants control over the animation style, enabling style transfer from one character to another or blending styles of different characters. Lastly, as a physics-based model, it is capable of synthesizing physical effects, such as collision handling, setting our method apart from conventional approaches.
Lingchen Yang, Gaspard Zoss, Prashanth Chandran, Paulo F. U. Gotardo, Markus Gross 0001, Barbara Solenthaler, Eftychios Sifakis, Derek Bradley
SIGGRAPH Asia7
2023 Collagen fiber centerline tracking in fibrotic tissue via deep neural networks with variational autoencoder-based synthetic training data generation
Hyojoon Park, Bin Li 0064, Michael S. Nelson, Helen M. Wilson, Eftychios Sifakis, Kevin W. Eliceiri
Medical Image Anal.6
2022 Fluidic Topology Optimization with an Anisotropic Mixture Model
abstract
Fluidic devices are crucial components in many industrial applications involving fluid mechanics. Computational design of a high-performance fluidic system faces multifaceted challenges regarding its geometric representation and physical accuracy. We present a novel topology optimization method to design fluidic devices in a Stokes flow context. Our approach is featured by its capability in accommodating a broad spectrum of boundary conditions at the solid-fluid interface. Our key contribution is an anisotropic and differentiable constitutive model that unifies the representation of different phases and boundary conditions in a Stokes model, enabling a topology optimization method that can synthesize novel structures with accurate boundary conditions from a background grid discretization. We demonstrate the efficacy of our approach by conducting several fluidic system design tasks with over four million design parameters.
Yifei Li 0002, Tao Du 0001, Sangeetha Grama Srinivasan, Kui Wu 0003, Bo Zhu 0002, Eftychios Sifakis, Wojciech Matusik
ACM Trans. Graph.6
2022 Production-Ready Face Re-Aging for Visual Effects
abstract
Photorealistic digital re-aging of faces in video is becoming increasingly common in entertainment and advertising. But the predominant 2D painting workflow often requires frame-by-frame manual work that can take days to accomplish, even by skilled artists. Although research on facial image re-aging has attempted to automate and solve this problem, current techniques are of little practical use as they typically suffer from facial identity loss, poor resolution, and unstable results across subsequent video frames. In this paper, we present the first practical, fully-automatic and production-ready method for re-aging faces in video images. Our first key insight is in addressing the problem of collecting longitudinal training data for learning to re-age faces over extended periods of time, a task that is nearly impossible to accomplish for a large number of real people. We show how such a longitudinal dataset can be constructed by leveraging the current state-of-the-art in facial re-aging that, although failing on real images, does provide photoreal re-aging results on synthetic faces. Our second key insight is then to leverage such synthetic data and formulate facial re-aging as a practical image-to-image translation task that can be performed by training a well-understood U-Net architecture, without the need for more complex network designs. We demonstrate how the simple U-Net, surprisingly, allows us to advance the state of the art for re-aging real faces on video, with unprecedented temporal stability and preservation of facial identity across variable expressions, viewpoints, and lighting conditions. Finally, our new face re-aging network (FRAN) incorporates simple and intuitive mechanisms that provides artists with localized control and creative freedom to direct and fine-tune the re-aging effect, a feature that is largely important in real production pipelines and often overlooked in related research work.
Gaspard Zoss, Prashanth Chandran, Eftychios Sifakis, Markus Gross 0001, Paulo F. U. Gotardo, Derek Bradley
ACM Trans. Graph.3
2021 Optimized Processing of Localized Collisions in Projective Dynamics
abstract
Abstract We present a method for the efficient processing of contact and collision in volumetric elastic models simulated using the Projective Dynamics paradigm. Our approach enables interactive simulation of tetrahedral meshes with more than half a million elements, provided that the model satisfies two fundamental properties: the region of the model's surface that is susceptible to collision events needs to be known in advance, and the simulation degrees of freedom associated with that surface region should be limited to a small fraction (e.g. 5%) of the total simulation nodes. In such scenarios, a partial Cholesky factorization can abstract away the behaviour of the collision‐safe subset of the face model into the Schur Complement matrix with respect to the collision‐prone region. We demonstrate how fast and accurate updates of bilateral penalty‐based collision terms can be incorporated into this representation, and solved with high efficiency on the GPU. We also demonstrate iterating a partial update of the element rotations, akin to a selective application of the local step, specifically on the smaller collision‐prone region without explicitly paying the cost associated with the rest of the simulation mesh. We demonstrate efficient and robust interactive simulation in detailed models from animation and medical applications.
Qisi Wang, Yutian Tao 0001, Eric Brandt, Court B. Cutting, Eftychios Sifakis
Comput. Graph. Forum5
2021 Learning active quasistatic physics-based models from data
abstract
Humans and animals can control their bodies to generate a wide range of motions via low-dimensional action signals representing high-level goals. As such, human bodies and faces are prime examples of active objects, which can affect their shape via an internal actuation mechanism. This paper explores the following proposition: given a training set of example poses of an active deformable object, can we learn a low-dimensional control space that could reproduce the training set and generalize to new poses? In contrast to popular machine learning methods for dimensionality reduction such as auto-encoders, we model our active objects in a physics-based way. We utilize a differentiable, quasistatic, physics-based simulation layer and combine it with a decoder-type neural network. Our differentiable physics layer naturally fits into deep learning frameworks and allows the decoder network to learn actuations that reach the desired poses after physics-based simulation. In contrast to modeling approaches where users build anatomical models from first principles, medical literature or medical imaging, we do not presume knowledge of the underlying musculature, but learn the structure and control of the actuation mechanism directly from the input data. We present a training paradigm and several scalability-oriented enhancements that allow us to train effectively while accommodating high-resolution volumetric models, with as many as a quarter million simulation elements. The prime demonstration of the efficacy of our example-driven modeling framework targets facial animation, where we train on a collection of input expressions while generalizing to unseen poses, drive detailed facial animation from sparse motion capture input, and facilitate expression sculpting via direct manipulation.
Sangeetha Grama Srinivasan, Qisi Wang, Junior Rojas, Gergely Klár, Ladislav Kavan, Eftychios Sifakis
ACM Trans. Graph.6
2020 Functional optimization of fluidic devices with differentiable stokes flow
abstract
We present a method for performance-driven optimization of fluidic devices. In our approach, engineers provide a high-level specification of a device using parametric surfaces for the fluid-solid boundaries. They also specify desired flow properties for inlets and outlets of the device. Our computational approach optimizes the boundary of the fluidic device such that its steady-state flow matches desired flow at outlets. In order to deal with computational challenges of this task, we propose an efficient, differentiable Stokes flow solver. Our solver provides explicit access to gradients of performance metrics with respect to the parametric boundary representation. This key feature allows us to couple the solver with efficient gradient-based optimization methods. We demonstrate the efficacy of this approach on designs of five complex 3D fluidic systems. Our approach makes an important step towards practical computational design tools for high-performance fluidic devices.
Tao Du 0001, Kui Wu 0003, Andrew Spielberg, Wojciech Matusik, Bo Zhu 0002, Eftychios Sifakis
ACM Trans. Graph.6
2020 Data-driven extraction and composition of secondary dynamics in facial performance capture
abstract
Performance capture of expressive subjects, particularly facial performances acquired with high spatial resolution, will inevitably incorporate some fraction of motion that is due to inertial effects and dynamic overshoot due to ballistic motion. This is true in most natural capture environments where the actor is able to move freely during their performance, rather than being tethered to a fixed position. Normally these secondary dynamic effects are unwanted, as the captured facial performance is often retargeted to different head motion, and sometimes to completely different characters, and in both cases the captured dynamic effects should be removed and new secondary effects should be added. This paper advances the hypothesis that for a highly constrained elastic medium such as the human face, these secondary inertial effects are predominantly due to the motion of the underlying bony structures (cranium and mandible). Our work aims to compute and characterize the difference between the captured dynamic facial performance, and a speculative quasistatic variant of the same motion should the inertial effects have been absent. This is used to either subtract parasitic secondary dynamics that resulted from unintentional motion during capture, or compose such effects on top of a quasistatic performance to simulate a new dynamic motion of the actor's body and skull, either artist-prescribed or acquired via motion capture. We propose a data-driven technique that comprises complementary removal and synthesis networks for secondary dynamics in facial performance capture. We show how such a system can be effectively trained from a collection of acquired dynamic deformations under varying expressions where the actor induces rigid head motion from walking and running, as well as forced oscillatory body motion in a controlled setting by external actuators.
Gaspard Zoss, Eftychios Sifakis, Markus Gross 0001, Thabo Beeler, Derek Bradley
ACM Trans. Graph.2
2018 Animating fluid sediment mixture in particle-laden flows
abstract
In this paper, we present a mixed explicit and semi-implicit Material Point Method for simulating particle-laden flows. We develop a Multigrid Preconditioned fluid solver for the Locally Averaged Navier Stokes equation. This is discretized purely on a semi-staggered standard MPM grid. Sedimentation is modeled with the Drucker-Prager elastoplasticity flow rule, enhanced by a novel particle density estimation method for converting particles between representations of either continuum or discrete points. Fluid and sediment are two-way coupled through a momentum exchange force that can be easily resolved with two MPM background grids. We present various results to demonstrate the efficacy of our method.
Ming Gao 0023, Andre Pradhana Tampubolon, Xuchen Han, Qi Guo 0006, Grant Kot, Eftychios Sifakis, Chenfanfu Jiang
ACM Trans. Graph.6
2018 GPU optimization of material point methods
abstract
The Material Point Method (MPM) has been shown to facilitate effective simulations of physically complex and topologically challenging materials, with a wealth of emerging applications in computational engineering and visual computing. Borne out of the extreme importance of regularity, MPM is given attractive parallelization opportunities on high-performance modern multiprocessors. Parallelization of MPM that fully leverages computing resources presents challenges that require exploring an extensive design-space for favorable data structures and algorithms. Unlike the conceptually simple CPU parallelization, where the coarse partition of tasks can be easily applied, it takes greater effort to reach the GPU hardware saturation due to its many-core SIMT architecture. In this paper we introduce methods for addressing the computational challenges of MPM and extending the capabilities of general simulation systems based on MPM, particularly concentrating on GPU optimization. In addition to our open-source high-performance framework, we also conduct performance analyses and benchmark experiments to compare against alternative design choices which may superficially appear to be reasonable, but can suffer from suboptimal performance in practice. Our explicit and fully implicit GPU MPM solvers are further equipped with a Moving Least Squares MPM heat solver and a novel sand constitutive model to enable fast simulations of a wide range of materials. We demonstrate that more than an order of magnitude performance improvement can be achieved with our GPU solvers. Practical high-resolution examples with up to ten million particles run in less than one minute per frame.
Ming Gao 0023, Kui Wu 0003, Andre Pradhana Tampubolon, Eftychios Sifakis, Cem Yuksel, Chenfanfu Jiang
ACM Trans. Graph.5
2018 Dexterous manipulation and control with volumetric muscles
abstract
We propose a framework for simulation and control of the human musculoskeletal system, capable of reproducing realistic animations of dexterous activities with high-level coordination. We present the first controllable system in this class that incorporates volumetric muscle actuators, tightly coupled with the motion controller, in enhancement of line-segment approximations that prior art is overwhelmingly restricted to. The theoretical framework put forth by our methodology computes all the necessary Jacobians for control, even with the drastically increased dimensionality of the state descriptors associated with three-dimensional, volumetric muscles. The direct coupling of volumetric actuators in the controller allows us to model muscular deficiencies that manifest in shape and geometry, in ways that cannot be captured with line-segment approximations. Our controller is coupled with a trajectory optimization framework, and its efficacy is demonstrated in complex motion tasks such as juggling, and weightlifting sequences with variable anatomic parameters and interaction constraints.
Ri Yu, Jungnam Park, Mridul Aanjaneya, Eftychios Sifakis, Jehee Lee
ACM Trans. Graph.5
2018 Narrow-band topology optimization on a sparsely populated grid
abstract
A variety of structures in nature exhibit sparse, thin, and intricate features. It is challenging to investigate these structural characteristics using conventional numerical approaches since such features require highly refined spatial resolution to capture and therefore they incur a prohibitively high computational cost. We present a novel computational framework for high-resolution topology optimization that delivers leaps in simulation capabilities, by two orders of magnitude, from the state-of-the-art approaches. Our technique accommodates computational domains with over one billion grid voxels on a single shared-memory multiprocessor platform, allowing automated emergence of structures with both rich geometric features and exceptional mechanical performance. To achieve this, we track the evolution of thin structures and simulate its elastic deformation in a dynamic narrow-band region around high-density sites to avoid wasted computational effort on large void regions. We have also designed a mixed-precision multigrid-preconditioned iterative solver that keeps the memory footprint of the simulation to a compact size while maintaining double-precision accuracy. We have demonstrated the efficacy of the algorithm through optimizing a variety of complex structures from both natural and engineering systems.
Haixiang Liu, Yuanming Hu, Bo Zhu 0002, Wojciech Matusik, Eftychios Sifakis
ACM Trans. Graph.5
2017 Power diagrams and sparse paged grids for high resolution adaptive liquids
abstract
We present an efficient and scalable octree-inspired fluid simulation framework with the flexibility to leverage adaptivity in any part of the computational domain, even when resolution transitions reach the free surface. Our methodology ensures symmetry, definiteness and second order accuracy of the discrete Poisson operator, and eliminates numerical and visual artifacts of prior octree schemes. This is achieved by adapting the operators acting on the octree's simulation variables to reflect the structure and connectivity of a power diagram , which recovers primal-dual mesh orthogonality and eliminates problematic T-junction configurations. We show how such operators can be efficiently implemented using a pyramid of sparsely populated uniform grids, enhancing the regularity of operations and facilitating parallelization. A novel scheme is proposed for encoding the topology of the power diagram in the neighborhood of each octree cell, allowing us to locally reconstruct it on the fly via a lookup table, rather than resorting to costly explicit meshing. The pressure Poisson equation is solved via a highly efficient, matrix-free multigrid preconditioner for Conjugate Gradient, adapted to the power diagram discretization. We use another sparsely populated uniform grid for high resolution interface tracking with a narrow band level set representation. Using the recently introduced SPGrid data structure, sparse uniform grids in both the power diagram discretization and our narrow band level set can be compactly stored and efficiently updated via streaming operations. Additionally, we present enhancements to adaptive level set advection, velocity extrapolation, and the fast marching method for redistancing. Our overall framework gracefully accommodates the task of dynamically adapting the octree topology during simulation. We demonstrate end-to-end simulations of complex adaptive flows in irregularly shaped domains, with tens of millions of degrees of freedom.
Mridul Aanjaneya, Ming Gao 0023, Haixiang Liu, Christopher Batty, Eftychios Sifakis
ACM Trans. Graph.5
2017 An adaptive generalized interpolation material point method for simulating elastoplastic materials
abstract
We present an adaptive Generalized Interpolation Material Point (GIMP) method for simulating elastoplastic materials. Our approach allows adaptive refining and coarsening of different regions of the material, leading to an efficient MPM solver that concentrates most of the computation resources in specific regions of interest. We propose a C 1 continuous adaptive basis function that satisfies the partition of unity property and remains non-negative throughout the computational domain. We develop a practical strategy for particle-grid transfers that leverages the recently introduced SPGrid data structure for storing sparse multi-layered grids. We demonstrate the robustness and efficiency of our method on the simulation of various elastic and plastic materials. We also compare key kernel components to uniform grid MPM solvers to highlight performance benefits of our method.
Ming Gao 0023, Andre Pradhana Tampubolon, Chenfanfu Jiang, Eftychios Sifakis
ACM Trans. Graph.4
2016 Fast and Robust Inversion-Free Shape Manipulation
abstract
Abstract We present a shape manipulation technique capable of producing deformations of 2D and 3D meshes, guaranteeing that no elements will be inverted. We achieve this by augmenting the quadratic ex‐rotated elastic energy with additional convex terms that penalize the presence of inverted elements. Using a schedule of increasing penalty coefficients, we efficiently and robustly converge to an inversion free state by solving a sequence of unconstrained convex minimization problems. This process can be interpreted as a special purpose Semi‐Definite Programming (SDP) solver. We demonstrate that our method outperforms solvers used in previous work, including commercial‐grade SDP software (MOSEK). As an additional benefit, our method also converges to the solution via a more intuitive path, which can be used for quick preview. We demonstrate the efficacy of our scheme in a number of 2D and 3D shapes undergoing moderate to drastic deformation.
Tiantian Liu 0002, Ming Gao 0023, Lifeng Zhu, Eftychios Sifakis, Ladislav Kavan
Comput. Graph. Forum4
2016 A scalable schur-complement fluids solver for heterogeneous compute platforms
abstract
We present a scalable parallel solver for the pressure Poisson equation in fluids simulation which can accommodate complex irregular domains in the order of a billion degrees of freedom, using a single server or workstation fitted with GPU or Many-Core accelerators. The design of our numerical technique is attuned to the subtleties of heterogeneous computing, and allows us to benefit from the high memory and compute bandwidth of GPU accelerators even for problems that are too large to fit entirely on GPU memory. This is achieved via algebraic formulations that adequately increase the density of the GPU-hosted computation as to hide the overhead of offloading from the CPU, in exchange for accelerated convergence. Our solver follows the principles of Domain Decomposition techniques, and is based on the Schur complement method for elliptic partial differential equations. A large uniform grid is partitioned in non-overlapping subdomains, and bandwidth-optimized (GPU or Many-Core) accelerator cards are used to efficiently and concurrently solve independent Poisson problems on each resulting subdomain. Our novel contributions are centered on the careful steps necessary to assemble an accurate global solver from these constituent blocks, while avoiding excessive communication or dense linear algebra. We ultimately produce a highly effective Conjugate Gradients preconditioner, and demonstrate scalable and accurate performance on high-resolution simulations of water and smoke flow.
Haixiang Liu, Nathan Mitchell, Mridul Aanjaneya, Eftychios Sifakis
ACM Trans. Graph.4
2015 Non-manifold level sets: a multivalued implicit surface representation with applications to self-collision processing
abstract
Level sets have been established as highly versatile implicit surface representations, with widespread use in graphics applications including modeling and dynamic simulation. Nevertheless, level sets are often presumed to be limited, compared to explicit meshes, in their ability to represent domains with thin topological features (e.g. narrow slits and gaps) or, even worse, material overlap. Geometries with such features may arise from modeling tools that tolerate occasional self-intersections, fracture modeling algorithms that create narrow or zero-width cuts by design, or as transient states in collision processing pipelines for deformable objects. Converting such models to level sets can alter their topology if thin features are not resolved by the grid size. We argue that this ostensible limitation is not an inherent defect of the implicit surface concept, but a collateral consequence of the standard Cartesian lattice used to store the level set values. We propose storing signed distance values on a regular hexahedral mesh which can have multiple collocated cubic elements and non-manifold bifurcation to accommodate non-trivial topology. We show how such non-manifold level sets can be systematically generated from convenient alternative geometric representations. Finally we demonstrate how this representation can facilitate fast and robust treatment of self-collision in simulations of volumetric elastic deformable bodies.
Nathan Mitchell, Mridul Aanjaneya, Rajsekhar Setaluri, Eftychios Sifakis
ACM Trans. Graph.4
2015 GRIDiron: an interactive authoring and cognitive training foundation for reconstructive plastic surgery procedures
abstract
We present an interactive simulation framework for authoring surgical procedures of soft tissue manipulation using physics-based simulation to animate the flesh. This interactive authoring tool can be used by clinical educators to craft three-dimensional illustrations of the intricate maneuvers involved in craniofacial repairs, in contrast to two-dimensional sketches and still photographs which are the medium used to describe these procedures in the traditional surgical curriculum. Our virtual environment also allows surgeons-intraining to develop cognitive skills for craniofacial surgery by experimenting with different approaches to reconstructive challenges, adapting stock techniques to flesh regions with nonstandard shape, and reach preliminary predictions about the feasibility of a given repair plan. We use a Cartesian grid-based embedded discretization of nonlinear elasticity to maximize regularity, and expose opportunities for aggressive multithreading and SIMD accelerations. Using a grid-based approach facilitates performance and scalability, but constrains our ability to capture the topology of thin surgical incisions. We circumvent this restriction by hybridizing the grid-based discretization with an explicit hexahedral mesh representation in regions where the embedding mesh necessitates overlap or nonmanifold connectivity. Finally, we detail how the front-end of our system can run on lightweight clients, while the core simulation capability can be hosted on a dedicated server and delivered as a network service.
Nathan Mitchell, Court B. Cutting, Eftychios Sifakis
ACM Trans. Graph.3
2015 Guest Editor's Introduction: Special Section on the ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA)
abstract
The papers in this special issue were presented at the 13th Annual ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA 2014), which was held in Copenhagen, Denmark from 21-23 July 2014.
Eftychios Sifakis, Vladlen Koltun
IEEE Trans. Vis. Comput. Graph.1
2014 SPGrid: a sparse paged grid structure applied to adaptive smoke simulation
abstract
We introduce a new method for fluid simulation on high-resolution adaptive grids which rivals the throughput and parallelism potential of methods based on uniform grids. Our enabling contribution is SPGrid , a new data structure for compact storage and efficient stream processing of sparsely populated uniform Cartesian grids. SPGrid leverages the extensive hardware acceleration mechanisms inherent in the x86 Virtual Memory Management system to deliver sequential and stencil access bandwidth comparable to dense uniform grids. Second, we eschew tree-based adaptive data structures in favor of storing simulation variables in a pyramid of sparsely populated uniform grids, thus avoiding the cost of indirect memory access associated with pointer-based representations. We show how the costliest algorithmic kernels of fluid simulation can be implemented as a composition of two kernel types: (a) stencil operations on a single sparse uniform grid, and (b) structured data transfers between adjacent levels of resolution, even when modeling non-graded octrees. Finally, we demonstrate an adaptive multigrid-preconditioned Conjugate Gradient solver that achieves resolution-independent convergence rates while admitting a lightweight implementation with a modest memory footprint. Our method is complemented by a new interpolation scheme that reduces dissipative effects and simplifies dynamic grid adaptation. We demonstrate the efficacy of our method in end-to-end simulations of smoke flow.
Rajsekhar Setaluri, Mridul Aanjaneya, Sean Bauer, Eftychios Sifakis
ACM Trans. Graph.4
2014 Realistic Biomechanical Simulation and Control of Human Swimming
abstract
We address the challenging problem of controlling a complex biomechanical model of the human body to synthesize realistic swimming animation. Our human model includes all of the relevant articular bones and muscles, including 103 bones (163 articular degrees of freedom) plus a total of 823 muscle actuators embedded in a finite element model of the musculotendinous soft tissues of the body that produces realistic deformations. To coordinate the numerous muscle actuators in order to produce natural swimming movements, we develop a biomimetically motivated motor control system based on Central Pattern Generators (CPGs), which learns to produce activation signals that drive the numerous muscle actuators.
Weiguang Si, Sung-Hee Lee, Eftychios Sifakis, Demetri Terzopoulos
ACM Trans. Graph.3
2012 Simulation of complex nonlinear elastic bodies using lattice deformers
abstract
Lattice deformers are a popular option for modeling the behavior of elastic bodies as they avoid the need for conforming mesh generation, and their regular structure offers significant opportunities for performance optimizations. Our work expands the scope of current lattice-based elastic deformers, adding support for a number of important simulation features. We accommodate complex nonlinear, optionally anisotropic materials while using an economical one-point quadrature scheme. Our formulation fully accommodates near-incompressibility by enforcing accurate nonlinear constraints, supports implicit integration for large time steps, and is not susceptible to locking or poor conditioning of the discrete equations. Additionally, we increase the accuracy of our solver by employing a novel high-order quadrature scheme on lattice cells overlapping with the model boundary, which are treated at sub-cell precision. Finally, we detail how this accurate boundary treatment can be implemented at a minimal computational premium over the cost of a voxel-accurate discretization. We demonstrate our method in the simulation of complex musculoskeletal human models.
Taylor Patterson, Nathan Mitchell, Eftychios Sifakis
ACM Trans. Graph.3
2011 Efficient elasticity for character skinning with contact and collisions
abstract
We present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system.
Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis
ACM Trans. Graph.7
2010 An efficient multigrid method for the simulation of high-resolution elastic solids
abstract
We present a multigrid framework for the simulation of high-resolution elastic deformable models, designed to facilitate scalability on shared memory multiprocessors. We incorporate several state-of-the-art techniques from multigrid theory, while adapting them to the specific requirements of graphics and animation applications, such as the ability to handle elaborate geometry and complex boundary conditions. Our method supports simulation of linear elasticity and corotational linear elasticity. The efficiency of our solver is practically independent of material parameters, even for near-incompressible materials. We achieve simulation rates as high as 6 frames per second for test models with 256K vertices on an 8-core SMP, and 1.6 frames per second for a 2M vertex object on a 16-core SMP.
Yongning Zhu, Eftychios Sifakis, Joseph Teran, Achi Brandt
ACM Trans. Graph.2
2009 Comprehensive biomechanical modeling and simulation of the upper body
abstract
We introduce a comprehensive biomechanical model of the human upper body. Our model confronts the combined challenge of modeling and controlling more or less all of the relevant articular bones and muscles, as well as simulating the physics-based deformations of the soft tissues. Its dynamic skeleton comprises 68 bones with 147 jointed degrees of freedom, including those of each vertebra and most of the ribs. To be properly actuated and controlled, the skeletal submodel requires comparable attention to detail with respect to muscle modeling. We incorporate 814 muscles, each of which is modeled as a piecewise uniaxial Hill-type force actuator. To simulate biomechanically-realistic flesh deformations, we also develop a coupled finite element model with the appropriate constitutive behavior, in which are embedded the detailed 3D anatomical geometries of the hard and soft tissues. Finally, we develop an associated physics-based animation controller that computes the muscle activation signals necessary to drive the elaborate musculoskeletal system in accordance with a sequence of target poses specified by an animator.
Sung-Hee Lee, Eftychios Sifakis, Demetri Terzopoulos
ACM Trans. Graph.2
2009 Detail preserving continuum simulation of straight hair
abstract
Hair simulation remains one of the most challenging aspects of creating virtual characters. Most research focuses on handling the massive geometric complexity of hundreds of thousands of interacting hairs. This is accomplished either by using brute force simulation or by reducing degrees of freedom with guide hairs. This paper presents a hybrid Eulerian/Lagrangian approach to handling both self and body collisions with hair efficiently while still maintaining detail. Bulk interactions and hair volume preservation is handled efficiently and effectively with a FLIP based fluid solver while intricate hair-hair interaction is handled with Lagrangian self-collisions. Thus the method has the efficiency of continuum/guide based hair models with the high detail of Lagrangian self-collision approaches.
Aleka McAdams, Andrew Selle, Kelly Ward, Eftychios Sifakis, Joseph Teran
ACM Trans. Graph.4
2007 Physical simulation for animation and visual effects: parallelization and characterization for chip multiprocessors
abstract
We explore the emerging application area of physics-based simulation for computer animation and visual special effects. In particular, we examine its parallelization potential and characterize its behavior on a chip multiprocessor (CMP). Applications in this domain model and simulate natural phenomena, and often direct visual components of motion pictures. We study a set of three workloads that exemplify the span and complexity of physical simulation applications used in a production environment: fluid dynamics, facial animation, and cloth simulation. They are computationally demanding, requiring from a few seconds to several minutes to simulate a single frame; therefore, they can benefit greatly from the acceleration possible with large scale CMPs.
Christopher J. Hughes, Radek Grzeszczuk, Eftychios Sifakis, Daehyun Kim 0001, Andrew Selle, Jatin Chhugani, Matthew J. Holliman, Yen-Kuang Chen
ISCA3
2005 Facial Muscle Activations from Motion Capture
abstract
Biomechanically accurate finite element models of facial musculature offer a superior accuracy in reproducing facial expressions. We employ such a finite element simulation model to determine the muscle activations and kinematic configuration of the rigid bones associated with an expression from a sparse sampling of the deformation of the face surface over time, acquired using a motion capture system. Our simulation model, consisting of 840K tetrahedral elements, was created through non-rigid registration of a muscle geometry template derived from the visible human dataset to MRI volumetric data acquired from the motion capture subject.
Eftychios Sifakis, Ronald Fedkiw
CVPR (2)1
2005 Automatic determination of facial muscle activations from sparse motion capture marker data
abstract
We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including controllable anisotropic muscle activations based on fiber directions. Detailed models of this sort can be difficult to animate requiring complex coordinated stimulation of the underlying musculature. We propose a solution to this problem automatically determining muscle activations that track a sparse set of surface landmarks, e.g. acquired from motion capture marker data. Since the resulting animation is obtained via a three dimensional nonlinear finite element method, we obtain visually plausible and anatomically correct deformations with spatial and temporal coherence that provides robustness against outliers in the motion capture data. Moreover, the obtained muscle activations can be used in a robust simulation framework including contact and collision of the face with external objects.
Eftychios Sifakis, Igor Neverov, Ronald Fedkiw
ACM Trans. Graph.1
2005 Creating and Simulating Skeletal Muscle from the Visible Human Data Set
abstract
Simulation of the musculoskeletal system has important applications in biomechanics, biomedical engineering, surgery simulation, and computer graphics. The accuracy of the muscle, bone, and tendon geometry as well as the accuracy of muscle and tendon dynamic deformation are of paramount importance in all these applications. We present a framework for extracting and simulating high resolution musculoskeletal geometry from the segmented visible human data set. We simulate 30 contact/collision coupled muscles in the upper limb and describe a computationally tractable implementation using an embedded mesh framework. Muscle geometry is embedded in a nonmanifold, connectivity preserving simulation mesh molded out of a lower resolution BCC lattice containing identical, well-shaped elements, leading to a relaxed time step restriction for stability and, thus, reduced computational cost. The muscles are endowed with a transversely isotropic, quasi-incompressible constitutive model that incorporates muscle fiber fields as well as passive and active components. The simulation takes advantage of a new robust finite element technique that handles both degenerate and inverted tetrahedra.
Joseph Teran, Eftychios Sifakis, Silvia S. Blemker, Victor Ng-Thow-Hing, Cynthia Lau, Ronald Fedkiw
IEEE Trans. Vis. Comput. Graph.2
2004 Colour and texture segmentation using wavelet frame analysis, deterministic relaxation, and fast marching algorithms
Spyros Liapis, Eftychios Sifakis, Georgios Tziritas
J. Vis. Commun. Image Represent.2
2003 Robust object boundary determination using a locally adaptive level set algorithm
abstract
This paper introduces a level set methodology for the precise boundary localization of image objects within an indicated region, designed to be particularly robust against weak or spurious edges, triple points or inhomogeneity of object features in the proximity of the actual interface. The proposed technique requires a reliable classification for a subset of the object interiors, which is propagated towards the unclassified space using a competitive, statistically motivated fast marching region growing algorithm. Color and texture features are used on a locally adaptive, dynamically updated fashion to allow for the robust discrimination of inhomogeneous objects and an efficient implementation. Applications are illustrated in the context of moving object localization and semiautomatic object extraction.
Eftychios Sifakis, Georgios Tziritas
ICIP (1)1
2002 Bayesian Level Sets for Image Segmentation
Eftychios Sifakis, Christophe Garcia, Georgios Tziritas
J. Vis. Commun. Image Represent.1
2001 Moving object localisation using a multi-label fast marching algorithm
Eftychios Sifakis, Georgios Tziritas
Signal Process. Image Commun.1
2000 Color and/or Texture Segmentation Using Deterministic Relaxation and Fast Marching Algorithms
abstract
The segmentation of colored texture images is considered. Either luminance, color, and/or texture features could be used for segmentation. For luminance and color the classes are described using the corresponding empirical probability distributions. The discrete wavelet frames analysis is used for obtaining features of texture patterns. At a first stage, pattern analysis is performed for extracting the features using the Bhattacharya distance. Two labeling algorithms are proposed. A deterministic relaxation algorithm using a likelihood based distance yields the labeling of pixels to the different color-texture patterns. In addition, a multi-label fast marching level set algorithm is utilized for the determination of the segment boundaries.
Spyros Liapis, Eftychios Sifakis, Georgios Tziritas
ICPR2