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Jonathan Leaf

dblp:230/7838 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0004-5822-5074ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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
Visual content generation and editing · 43% Computer animation and physical simulation · 38% Computational fabrication · 19%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
0.912025
SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing · CVPR 2025
Visual content generation and editing › 3d content creation
text-to-3d avatar generation
0.912025
SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing · CVPR 2025
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
Computer vision › 3D vision
3d human reconstruction
0.312025
SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing · CVPR 2025

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

physics simulation · 1.7diffusion model · 1.73d gaussian splatting · 1.7weave block representation · 0.9physically based simulation · 0.9periodic boundary conditions · 0.3GPU solver · 0.3
YearPublicationVenuePosition
2025 SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing
abstract
We introduce SimAvatar, a framework designed to generate simulation-ready clothed 3D human avatars from a text prompt. Current text-driven human avatar generation methods either model hair, clothing, and the human body using a unified geometry or produce hair and garments that are not easily adaptable for simulation within existing simulation pipelines. The primary challenge lies in representing the hair and garment geometry in a way that allows leveraging established prior knowledge from foundational image diffusion models (e.g., Stable Diffusion) while being simulation-ready using either physics or neural simulators. To address this task, we propose a two-stage framework that combines the flexibility of 3D Gaussians with simulation-ready hair strands and garment meshes. Specifically, we first employ three text-conditioned 3D generative models to generate garment mesh, body shape and hair strands from the given text prompt. To leverage prior knowledge from foundational diffusion models, we attach 3D Gaussians to the body mesh, garment mesh, as well as hair strands and learn the avatar appearance through optimization. To drive the avatar given a pose sequence, we first apply physics simulators onto the garment meshes and hair strands. We then transfer the motion onto 3D Gaussians through carefully designed mechanisms for each body part. As a result, our synthesized avatars have vivid texture and realistic dynamic motion. To the best of our knowledge, our method is the first to produce highly realistic, fully simulation-ready 3D avatars, surpassing the capabilities of current approaches. Project page: https://research.nvidia.com/labs/dair/simavatar/
Ye Yuan 0007, Shalini De Mello, Gilles Daviet, Jonathan Leaf, Miles Macklin, Jan Kautz, Umar Iqbal 0001
CVPR5
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.3
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.1