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Joshua Litven

dblp:60/9924 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3

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 · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › biomechanical simulation
musculoskeletal simulation
0.212014
Active volumetric musculoskeletal systems · ACM Trans. Graph. 2014
Computer animation and physical simulation › physically-based modeling
solid simulation
0.212013
Eulerian-on-lagrangian simulation · ACM Trans. Graph. 2013
Computer animation and physical simulation
collision handling
0.112011
Eulerian solid simulation with contact · ACM Trans. Graph. 2011
Computer animation and physical simulation › collision handling
contact resolution
0.112011
Eulerian solid simulation with contact · ACM Trans. Graph. 2011
Medical and health informatics › biomedical modeling
biomechanical modeling
0.112014
Active volumetric musculoskeletal systems · ACM Trans. Graph. 2014

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

multibody dynamics coupling · 0.4eulerian-on-lagrangian discretization · 0.4data-driven muscle activation · 0.4least-squares solver · 0.2eulerian-lagrangian coupling · 0.2quadratic programming · 0.1GPU parallelization · 0.1
YearPublicationVenuePosition
2014 Active volumetric musculoskeletal systems
abstract
We introduce a new framework for simulating the dynamics of musculoskeletal systems, with volumetric muscles in close contact and a novel data-driven muscle activation model. Muscles are simulated using an Eulerian-on-Lagrangian discretization that handles volume preservation, large deformation, and close contact between adjacent tissues. Volume preservation is crucial for accurately capturing the dynamics of muscles and other biological tissues. We show how to couple the dynamics of soft tissues with Lagrangian multi-body dynamics simulators, which are widely available. Our physiologically based muscle activation model utilizes knowledge of the active shapes of muscles, which can be easily obtained from medical imaging data or designed to meet artistic needs. We demonstrate results with models derived from MRI data and models designed for artistic effect.
Joshua Litven, Dinesh K. Pai
ACM Trans. Graph.2
2013 Eulerian-on-lagrangian simulation
abstract
We describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains their advantages. Our method does not require the construction of an explicit object discretization and the fixed nature of the simulation mesh avoids tangling during large deformations. By introducing Lagrangian modes to the simulation we enable unbounded simulation domains and reduce the time-step restrictions which can plague Eulerian simulations. Our method features a new solver that can resolve contact between multiple objects while simultaneously distributing motion between the Lagrangian and Eulerian modes in a least-squares fashion. Our method successfully bridges the gap between Lagrangian and Eulerian simulation methodologies without having to abandon either one.
Joshua Litven, David I. W. Levin, Dinesh K. Pai
ACM Trans. Graph.2
2011 Eulerian solid simulation with contact
abstract
Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI.
David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai
ACM Trans. Graph.2