Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Rundong Wu

dblp:179/4746 · DBLP profile ↗
← Back
8ranked-venue papers
3as first author
2since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1

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

Computer graphics and multimedia
7 papers
Computational fabrication · 40% Computer animation and physical simulation · 28% Rendering · 25%
Human-computer interaction and pervasive computing
2 papers
User interface design and tools · 50% Personal fabrication and tangible interfaces · 50%

Topics — the 14 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.512021
Revisiting integration in the material point method: a scheme for easier separation and less dissipation · ACM Trans. Graph. 2021
Computer animation and physical simulation › particle-based simulation
material point method
0.512021
Revisiting integration in the material point method: a scheme for easier separation and less dissipation · ACM Trans. Graph. 2021
Computational fabrication
textile fabrication
0.412020
Automatic structure synthesis for 3D woven relief · ACM Trans. Graph. 2020
User interface design and tools
interactive design tools
0.412020
Weavecraft: an interactive design and simulation tool for 3D weaving · ACM Trans. Graph. 2020
Computer animation and physical simulation
cloth simulation
0.312018
Interactive design of periodic yarn-level cloth patterns · ACM Trans. Graph. 2018
Computer animation and physical simulation › cloth simulation
yarn-level cloth
0.312018
Interactive design of periodic yarn-level cloth patterns · ACM Trans. Graph. 2018
Rendering
global illumination
0.312017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Rendering › light transport
precomputed light transport
0.312017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Computational fabrication
additive manufacturing
0.212016
Printing arbitrary meshes with a 5DOF wireframe printer · ACM Trans. Graph. 2016
Personal fabrication and tangible interfaces › computational design tools
3d modeling
0.212016
On-The-Fly Print: Incremental Printing While Modelling · CHI 2016
Personal fabrication and tangible interfaces › digital fabrication
interactive fabrication
0.212016
On-The-Fly Print: Incremental Printing While Modelling · CHI 2016
Computer animation and physical simulation › fracture simulation
brittle fracture simulation
0.112021
Revisiting integration in the material point method: a scheme for easier separation and less dissipation · ACM Trans. Graph. 2021
Rendering
GPU rendering
0.112017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017
Rendering
real-time rendering
0.112017
Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights · ACM Trans. Graph. 2017

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

two-scale rendering · 0.9multi-view capture · 0.9differentiable rendering · 0.9weave block representation · 0.9physically based simulation · 0.9position correction · 0.5particle-grid-particle transfer · 0.5momentum conservation · 0.5slicing · 0.4path computation · 0.4wireframe printing · 0.2retractable cutting · 0.2
YearPublicationVenuePosition
2025 Predicting Fabric Appearance Through Thread Scattering and Inversion
abstract
The fashion industry has a real need to preview fabric designs using the actual threads they intend to use, ensuring that the designs they envisage can be physically realized. Unfortunately, today's fabric rendering relies on either hand-tuned parameters or parameters acquired from already fabricated cloth. Furthermore, existing curve-based scattering models are not suitable for this problem: they are either not naturally differentiable due to discrete fiber count parameters, or require a more detailed geometry representation, introducing extra complexity. In this work, we bridge this gap by presenting a novel pipeline that captures and digitizes physical threads and predicts the appearance of the fabric based on the weaving pattern. We develop a practical thread scattering model based on simulations of multiple fiber scattering within a thread. Using a cost-efficient multi-view setup, we capture threads of diverse colors and materials. We apply differentiable rendering to digitize threads, demonstrating that our model significantly improves the reconstruction accuracy compared to existing models, matching both reflection and transmission. We leverage a two-scale rendering technique to efficiently render woven cloth. We validate that our digital threads, combined with simulated woven yarn geometry, can accurately predict the fabric appearance by comparing to real samples. We show how our work can aid designs using diverse thread profiles, woven patterns, and textured design patterns.
Mengqi (Mandy) Xia, Sumit Chaturvedi, Yutong Yi, Rundong Wu, Holly E. Rushmeier, Julie Dorsey
ACM Trans. Graph.5
2021 Revisiting integration in the material point method: a scheme for easier separation and less dissipation
abstract
The material point method (MPM) recently demonstrated its efficacy at simulating many materials and the coupling between them on a massive scale. However, in scenarios containing debris, MPM manifests more dissipation and numerical viscosity than traditional Lagrangian methods. We have two observations from carefully revisiting existing integration methods used in MPM. First, nearby particles would end up with smoothed velocities without recovering momentum for each particle during the particle-grid-particle transfers. Second, most existing integrators assume continuity in the entire domain and advect particles by directly interpolating the positions from deformed nodal positions, which would trap the particles and make them harder to separate. We propose an integration scheme that corrects particle positions at each time step. We demonstrate our method's effectiveness with several large-scale simulations involving brittle materials. Our approach effectively reduces diffusion and unphysical viscosity compared to traditional integrators.
Yun Fei, Qi Guo 0006, Rundong Wu, Ming Gao 0023
ACM Trans. Graph.3
2020 Automatic structure synthesis for 3D woven relief
abstract
3D weaving is a manufacturing technique that creates multilayer textiles with substantial thickness. Currently, the primary use for these materials is in regularly structured carbon-polymer or glass-polymer composites, but in principle a wide range of complex shapes can be achieved, providing the opportunity to customize the fiber structure for individual parts and also making 3D weaving appealing in many soft-goods applications. The primary obstacle to broader use is the need to design intricate weave structures, involving tens to hundreds of thousands of yarn crossings, which are different for every shape to be produced. The goal of this research is to make 3D weaving as readily usable as CNC machining or 3D printing, by providing an algorithm to convert an arbitrary 3D solid model into machine instructions to weave the corresponding shape. We propose a method to generate 3D weaving patterns for height fields by slicing the shape along intersecting arrays of parallel planes and then computing the paths for all the warp and weft yarns, which travel in these planes. We demonstrate the method by generating weave structures for different shapes and fabricating a number of examples in polyester yarn using a Jacquard loom.
Rundong Wu, Claire Harvey, Joy Xiaoji Zhang, Sean Kroszner, Brooks Hagan, Steve Marschner
ACM Trans. Graph.1
2020 Weavecraft: an interactive design and simulation tool for 3D weaving
abstract
3D weaving is an emerging technology for manufacturing multilayer woven textiles. In this work, we present Weavecraft: an interactive, simulation-based design tool for 3D weaving. Unlike existing textile software that uses 2D representations for design patterns, we propose a novel weave block representation that helps the user to understand 3D woven structures and to create complex multi-layered patterns. With Weavecraft, users can create blocks either from scratch or by loading traditional weaves, compose the blocks into large structures, and edit the pattern at various scales. Furthermore, users can verify the design with a physically based simulator, which predicts and visualizes the geometric structure of the woven material and reveals potential defects at an interactive rate. We demonstrate a range of results created with our tool, from simple two-layer cloth and well known 3D structures to a more sophisticated design of a 3D woven shoe, and we evaluate the effectiveness of our system via a formative user study.
Rundong Wu, Joy Xiaoji Zhang, Jonathan Leaf, Xinru Hua, Ante Qu, Claire Harvey, Emily Holtzman, Joy Ko, Brooks Hagan, Doug L. James, François Guimbretière, Steve Marschner
ACM Trans. Graph.1
2018 Interactive design of periodic yarn-level cloth patterns
abstract
We describe an interactive design tool for authoring, simulating, and adjusting yarn-level patterns for knitted and woven cloth. To achieve interactive performance for notoriously slow yarn-level simulations, we propose two acceleration schemes: (a) yarn-level periodic boundary conditions that enable the restricted simulation of only small periodic patches, thereby exploiting the spatial repetition of many cloth patterns in cardinal directions, and (b) a highly parallel GPU solver for efficient yarn-level simulation of the small patch. Our system supports interactive pattern editing and simulation, and runtime modification of parameters. To adjust the amount of material used (yarn take-up) we support "on the fly" modification of (a) local yarn rest-length adjustments for pattern specific edits, e.g., to tighten slip stitches, and (b) global yarn length by way of a novel yarn-radius similarity transformation. We demonstrate the tool's ability to support interactive modeling, by novice users, of a wide variety of yarn-level knit and woven patterns. Finally, to validate our approach, we compare dozens of generated patterns against reference images of actual woven or knitted cloth samples, and we release this corpus of digital patterns and simulated models as a public dataset to support future comparisons.
Jonathan Leaf, Rundong Wu, Eston Schweickart, Doug L. James, Steve Marschner
ACM Trans. Graph.2
2017 Fast rendering of fabric micro-appearance models under directional and spherical gaussian lights
abstract
Rendering fabrics using micro-appearance models---fiber-level microgeometry coupled with a fiber scattering model---can take hours per frame. We present a fast, precomputation-based algorithm for rendering both single and multiple scattering in fabrics with repeating structure illuminated by directional and spherical Gaussian lights. Precomputed light transport (PRT) is well established but challenging to apply directly to cloth. This paper shows how to decompose the problem and pick the right approximations to achieve very high accuracy, with significant performance gains over path tracing. We treat single and multiple scattering separately and approximate local multiple scattering using precomputed transfer functions represented in spherical harmonics. We handle shadowing between fibers with precomputed per-fiber-segment visibility functions, using two different representations to separately deal with low and high frequency spherical Gaussian lights. Our algorithm is designed for GPU performance and high visual quality. Compared to existing PRT methods, it is more accurate. In tens of seconds on a commodity GPU, it renders high-quality supersampled images that take path tracing tens of minutes on a compute cluster.
Pramook Khungurn, Rundong Wu, James Noeckel, Steve Marschner, Kavita Bala
ACM Trans. Graph.2
2016 On-The-Fly Print: Incremental Printing While Modelling
abstract
Current interactive fabrication tools offer tangible feedback by allowing users to work directly on the physical model, but they are slow because users need to participate in the physical instantiation of their designs. In contrast, CAD software offers powerful tools for 3D modeling but delays access to the physical workpiece until the end of the design process. In this paper we propose On-the-Fly Print: a 3D modeling approach that allows the user to design 3D models digitally while having a low-fidelity physical wireframe model printed in parallel. Our software starts printing features as soon as they are created and updates the physical model as needed. Users can quickly check the design in a real usage context by removing the partial physical print from the printer and replacing it afterwards to continue printing. Digital content modification can be updated with quick physical correction using a retractable cutting blade. We present the detailed description of On-the-Fly Print and showcase several examples designed and printed with our system.
Huaishu Peng, Rundong Wu, Steve Marschner, François Guimbretière
CHI2
2016 Printing arbitrary meshes with a 5DOF wireframe printer
abstract
Traditional 3D printers fabricate objects by depositing material to build up the model layer by layer. Instead printing only wireframes can reduce printing time and the cost of material while producing effective depictions of shape. However, wireframe printing requires the printer to undergo arbitrary 3D motions, rather than slice-wise 2D motions, which can lead to collisions with already-printed parts of the model. Previous work has either limited itself to restricted meshes that are collision free by construction, or simply dropped unreachable parts of the model, but in this paper we present a method to print arbitrary meshes on a 5DOF wireframe printer. We formalize the collision avoidance problem using a directed graph, and propose an algorithm that finds a locally minimal set of constraints on the order of edges that guarantees there will be no collisions. Then a second algorithm orders the edges so that the printing progresses smoothly. Though meshes do exist that still cannot be printed, our method prints a wide range of models that previous methods cannot, and it provides a fundamental enabling algorithm for future development of wireframe printing.
Rundong Wu, Huaishu Peng, François Guimbretière, Steve Marschner
ACM Trans. Graph.1