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Funshing Sin

dblp:40/1903 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2015
0009-0003-9506-1358ORCID · corroborated

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

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
2 papers
Computer animation and physical simulation · 80% Visual content generation and editing · 20%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.422015
Nonlinear material design using principal stretches · ACM Trans. Graph. 2015
Interactive editing of deformable simulations · ACM Trans. Graph. 2012
Computer animation and physical simulation
finite element method
0.212015
Nonlinear material design using principal stretches · ACM Trans. Graph. 2015
Visual content generation and editing
interactive editing
0.112012
Interactive editing of deformable simulations · ACM Trans. Graph. 2012

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

spline interface · 0.2principal stretches · 0.2finite element method · 0.2rotation-strain warping · 0.1linearized elasticity · 0.1direct manipulation · 0.1
YearPublicationVenuePosition
2015 Nonlinear material design using principal stretches
abstract
The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear corotational, nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or Mooney-Rivlin materials. However, the spaces of all nonlinear isotropic and anisotropic materials are infinite-dimensional and much broader than these standard materials. In this paper, we demonstrate how to intuitively explore the space of isotropic and anisotropic nonlinear materials, for design of animations in computer graphics and related fields. In order to do so, we first formulate the internal elastic forces and tangent stiffness matrices in the space of the principal stretches of the material. We then demonstrate how to design new isotropic materials by editing a single stress-strain curve, using a spline interface. Similarly, anisotropic (orthotropic) materials can be designed by editing three curves, one for each material direction. We demonstrate that modifying these curves using our proposed interface has an intuitive, visual, effect on the simulation. Our materials accelerate simulation design and enable visual effects that are difficult or impossible to achieve with standard nonlinear materials.
Funshing Sin, Yufeng Zhu, Jernej Barbic
ACM Trans. Graph.2
2013 Vega: Non-Linear FEM Deformable Object Simulator
abstract
Abstract This practice and experience paper describes a robust C++ implementation of several non‐linear solid three‐dimensional deformable object strategies commonly employed in computer graphics, named the Vega finite element method (FEM) simulation library. Deformable models supported include co‐rotational linear FEM elasticity, Saint–Venant Kirchhoff FEM model, mass–spring system and invertible FEM models: neo‐Hookean, Saint–Venant Kirchhoff and Mooney–Rivlin. We provide several timestepping schemes, including implicit Newmark and backward Euler integrators, and explicit central differences. The implementation of material models is separated from integration, which makes it possible to employ our code not only for simulation, but also for deformable object control and shape modelling. We extensively compare the different material models and timestepping schemes. We provide practical experience and insight gained while using our code in several computer animation and simulation research projects.
Funshing Sin, Daniel Schroeder, Jernej Barbic
Comput. Graph. Forum1
2012 Interactive editing of deformable simulations
abstract
We present an interactive animation editor for complex deformable object animations. Given an existing animation, the artist directly manipulates the deformable body at any time frame, and the surrounding animation immediately adjusts in response. The automatic adjustments are designed to respect physics, preserve detail in both the input motion and geometry, respect prescribed bilateral contact constraints, and controllably and smoothly decay in space-time. While the utility of interactive editing for rigid body and articulated figure animations is widely recognized, a corresponding approach to deformable bodies has not been technically feasible before. We achieve interactive rates by combining spacetime model reduction, rotation-strain coordinate warping, linearized elasticity, and direct manipulation. This direct editing tool can serve the final stages of animation production, which often call for detailed, direct adjustments that are otherwise tedious to realize by re-simulation or frame-by-frame editing.
Jernej Barbic, Funshing Sin, Eitan Grinspun
ACM Trans. Graph.2