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Jonathan M. Kaldor

dblp:22/4643 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author

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
3 papers
Computer animation and physical simulation · 68% Geometric modeling and processing · 32%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › cloth simulation
yarn-level cloth
0.322012
Stitch meshes for modeling knitted clothing with yarn-level detail · ACM Trans. Graph. 2012
Efficient yarn-based cloth with adaptive contact linearization · ACM Trans. Graph. 2010
Computer animation and physical simulation
cloth simulation
0.222010
Efficient yarn-based cloth with adaptive contact linearization · ACM Trans. Graph. 2010
Simulating knitted cloth at the yarn level · ACM Trans. Graph. 2008
Geometric modeling and processing
collision detection
0.112010
Efficient yarn-based cloth with adaptive contact linearization · ACM Trans. Graph. 2010
Computer animation and physical simulation › contact modeling
friction modeling
0.112008
Simulating knitted cloth at the yarn level · ACM Trans. Graph. 2008

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

yarn-level physical simulation · 0.1stitch layout modeling · 0.1temporal coherence · 0.1rotated linear force model · 0.1penalty-based contact forces · 0.1penalty forces · 0.1implicit-explicit integrator · 0.1b-spline tube model · 0.1
YearPublicationVenuePosition
2012 Stitch meshes for modeling knitted clothing with yarn-level detail
abstract
Recent yarn-based simulation techniques permit realistic and efficient dynamic simulation of knitted clothing, but producing the required yarn-level models remains a challenge. The lack of practical modeling techniques significantly limits the diversity and complexity of knitted garments that can be simulated. We propose a new modeling technique that builds yarn-level models of complex knitted garments for virtual characters. We start with a polygonal model that represents the large-scale surface of the knitted cloth. Using this mesh as an input, our interactive modeling tool produces a finer mesh representing the layout of stitches in the garment, which we call the stitch mesh . By manipulating this mesh and assigning stitch types to its faces, the user can replicate a variety of complicated knitting patterns. The curve model representing the yarn is generated from the stitch mesh, then the final shape is computed by a yarn-level physical simulation that locally relaxes the yarn into realistic shape while preserving global shape of the garment and avoiding "yarn pull-through," thereby producing valid yarn geometry suitable for dynamic simulation. Using our system, we can efficiently create yarn-level models of knitted clothing with a rich variety of patterns that would be completely impractical to model using traditional techniques. We show a variety of example knitting patterns and full-scale garments produced using our system.
Cem Yuksel, Jonathan M. Kaldor, Doug L. James, Steve Marschner
ACM Trans. Graph.2
2010 Efficient yarn-based cloth with adaptive contact linearization
abstract
Yarn-based cloth simulation can improve visual quality but at high computational costs due to the reliance on numerous persistent yarn-yarn contacts to generate material behavior. Finding so many contacts in densely interlinked geometry is a pathological case for traditional collision detection, and the sheer number of contact interactions makes contact processing the simulation bottleneck. In this paper, we propose a method for approximating penalty-based contact forces in yarn-yarn collisions by computing the exact contact response at one time step, then using a rotated linear force model to approximate forces in nearby deformed configurations. Because contacts internal to the cloth exhibit good temporal coherence, sufficient accuracy can be obtained with infrequent updates to the approximation, which are done adaptively in space and time. Furthermore, by tracking contact models we reduce the time to detect new contacts. The end result is a 7- to 9-fold speedup in contact processing and a 4- to 5-fold overall speedup, enabling simulation of character-scale garments.
Jonathan M. Kaldor, Doug L. James, Steve Marschner
ACM Trans. Graph.1
2008 Simulating knitted cloth at the yarn level
abstract
Knitted fabric is widely used in clothing because of its unique and stretchy behavior, which is fundamentally different from the behavior of woven cloth. The properties of knits come from the nonlinear, three-dimensional kinematics of long, inter-looping yarns, and despite significant advances in cloth animation we still do not know how to simulate knitted fabric faithfully. Existing cloth simulators mainly adopt elastic-sheet mechanical models inspired by woven materials, focusing less on the model itself than on important simulation challenges such as efficiency, stability, and robustness. We define a new computational model for knits in terms of the motion of yarns, rather than the motion of a sheet. Each yarn is modeled as an inextensible, yet otherwise flexible, B-spline tube. To simulate complex knitted garments, we propose an implicit-explicit integrator, with yarn inextensibility constraints imposed using efficient projections. Friction among yarns is approximated using rigid-body velocity filters, and key yarn-yarn interactions are mediated by stiff penalty forces. Our results show that this simple model predicts the key mechanical properties of different knits, as demonstrated by qualitative comparisons to observed deformations of actual samples in the laboratory, and that the simulator can scale up to substantial animations with complex dynamic motion.
Jonathan M. Kaldor, Doug L. James, Steve Marschner
ACM Trans. Graph.1