@unpublished{12846, abstract = {We present a formula for the signed area of a spherical polygon via prequantization. In contrast to the traditional formula based on the Gauss-Bonnet theorem that requires measuring angles, the new formula mimics Green's theorem and is applicable to a wider range of degenerate spherical curves and polygons.}, author = {Chern, Albert and Ishida, Sadashige}, booktitle = {arXiv}, title = {{Area formula for spherical polygons via prequantization}}, doi = {10.48550/arXiv.2303.14555}, year = {2023}, } @article{14628, abstract = {We introduce a compact, intuitive procedural graph representation for cellular metamaterials, which are small-scale, tileable structures that can be architected to exhibit many useful material properties. Because the structures’ “architectures” vary widely—with elements such as beams, thin shells, and solid bulks—it is difficult to explore them using existing representations. Generic approaches like voxel grids are versatile, but it is cumbersome to represent and edit individual structures; architecture-specific approaches address these issues, but are incompatible with one another. By contrast, our procedural graph succinctly represents the construction process for any structure using a simple skeleton annotated with spatially varying thickness. To express the highly constrained triply periodic minimal surfaces (TPMS) in this manner, we present the first fully automated version of the conjugate surface construction method, which allows novices to create complex TPMS from intuitive input. We demonstrate our representation’s expressiveness, accuracy, and compactness by constructing a wide range of established structures and hundreds of novel structures with diverse architectures and material properties. We also conduct a user study to verify our representation’s ease-of-use and ability to expand engineers’ capacity for exploration.}, author = {Makatura, Liane and Wang, Bohan and Chen, Yi-Lu and Deng, Bolei and Wojtan, Christopher J and Bickel, Bernd and Matusik, Wojciech}, issn = {0730-0301}, journal = {ACM Transactions on Graphics}, keywords = {Computer Graphics and Computer-Aided Design}, number = {5}, publisher = {Association for Computing Machinery}, title = {{Procedural metamaterials: A unified procedural graph for metamaterial design}}, doi = {10.1145/3605389}, volume = {42}, year = {2023}, } @unpublished{14703, abstract = {We present a discretization of the dynamic optimal transport problem for which we can obtain the convergence rate for the value of the transport cost to its continuous value when the temporal and spatial stepsize vanish. This convergence result does not require any regularity assumption on the measures, though experiments suggest that the rate is not sharp. Via an analysis of the duality gap we also obtain the convergence rates for the gradient of the optimal potentials and the velocity field under mild regularity assumptions. To obtain such rates we discretize the dual formulation of the dynamic optimal transport problem and use the mature literature related to the error due to discretizing the Hamilton-Jacobi equation.}, author = {Ishida, Sadashige and Lavenant, Hugo}, booktitle = {arXiv}, keywords = {Optimal transport, Hamilton-Jacobi equation, convex optimization}, title = {{Quantitative convergence of a discretization of dynamic optimal transport using the dual formulation}}, doi = {10.48550/arXiv.2312.12213}, year = {2023}, } @article{14240, abstract = {This paper introduces a novel method for simulating large bodies of water as a height field. At the start of each time step, we partition the waves into a bulk flow (which approximately satisfies the assumptions of the shallow water equations) and surface waves (which approximately satisfy the assumptions of Airy wave theory). We then solve the two wave regimes separately using appropriate state-of-the-art techniques, and re-combine the resulting wave velocities at the end of each step. This strategy leads to the first heightfield wave model capable of simulating complex interactions between both deep and shallow water effects, like the waves from a boat wake sloshing up onto a beach, or a dam break producing wave interference patterns and eddies. We also analyze the numerical dispersion created by our method and derive an exact correction factor for waves at a constant water depth, giving us a numerically perfect re-creation of theoretical water wave dispersion patterns.}, author = {Jeschke, Stefan and Wojtan, Christopher J}, issn = {1557-7368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{Generalizing shallow water simulations with dispersive surface waves}}, doi = {10.1145/3592098}, volume = {42}, year = {2023}, } @inproceedings{14748, author = {Chen, Yi-Lu and Ly, Mickaël and Wojtan, Christopher J}, booktitle = {Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation}, isbn = {9798400702686}, location = {Los Angeles, CA, United States}, publisher = {Association for Computing Machinery}, title = {{Unified treatment of contact, friction and shock-propagation in rigid body animation}}, doi = {10.1145/3606037.3606836}, year = {2023}, } @article{11432, abstract = {This paper proposes a method for simulating liquids in large bodies of water by coupling together a water surface wave simulator with a 3D Navier-Stokes simulator. The surface wave simulation uses the equivalent sources method (ESM) to efficiently animate large bodies of water with precisely controllable wave propagation behavior. The 3D liquid simulator animates complex non-linear fluid behaviors like splashes and breaking waves using off-the-shelf simulators using FLIP or the level set method with semi-Lagrangian advection. We combine the two approaches by using the 3D solver to animate localized non-linear behaviors, and the 2D wave solver to animate larger regions with linear surface physics. We use the surface motion from the 3D solver as boundary conditions for 2D surface wave simulator, and we use the velocity and surface heights from the 2D surface wave simulator as boundary conditions for the 3D fluid simulation. We also introduce a novel technique for removing visual artifacts caused by numerical errors in 3D fluid solvers: we use experimental data to estimate the artificial dispersion caused by the 3D solver and we then carefully tune the wave speeds of the 2D solver to match it, effectively eliminating any differences in wave behavior across the boundary. To the best of our knowledge, this is the first time such a empirically driven error compensation approach has been used to remove coupling errors from a physics simulator. Our coupled simulation approach leverages the strengths of each simulation technique, animating large environments with seamless transitions between 2D and 3D physics.}, author = {Schreck, Camille and Wojtan, Christopher J}, issn = {1467-8659}, journal = {Computer Graphics Forum}, number = {2}, pages = {343--353}, publisher = {Wiley}, title = {{Coupling 3D liquid simulation with 2D wave propagation for large scale water surface animation using the equivalent sources method}}, doi = {10.1111/cgf.14478}, volume = {41}, year = {2022}, } @article{11556, abstract = {We revisit two basic Direct Simulation Monte Carlo Methods to model aggregation kinetics and extend them for aggregation processes with collisional fragmentation (shattering). We test the performance and accuracy of the extended methods and compare their performance with efficient deterministic finite-difference method applied to the same model. We validate the stochastic methods on the test problems and apply them to verify the existence of oscillating regimes in the aggregation-fragmentation kinetics recently detected in deterministic simulations. We confirm the emergence of steady oscillations of densities in such systems and prove the stability of the oscillations with respect to fluctuations and noise.}, author = {Kalinov, Aleksei and Osinskiy, A.I. and Matveev, S.A. and Otieno, W. and Brilliantov, N.V.}, issn = {0021-9991}, journal = {Journal of Computational Physics}, keywords = {Computer Science Applications, Physics and Astronomy (miscellaneous), Applied Mathematics, Computational Mathematics, Modeling and Simulation, Numerical Analysis}, publisher = {Elsevier}, title = {{Direct simulation Monte Carlo for new regimes in aggregation-fragmentation kinetics}}, doi = {10.1016/j.jcp.2022.111439}, volume = {467}, year = {2022}, } @article{11736, abstract = {This paper introduces a methodology for inverse-modeling of yarn-level mechanics of cloth, based on the mechanical response of fabrics in the real world. We compiled a database from physical tests of several different knitted fabrics used in the textile industry. These data span different types of complex knit patterns, yarn compositions, and fabric finishes, and the results demonstrate diverse physical properties like stiffness, nonlinearity, and anisotropy. We then develop a system for approximating these mechanical responses with yarn-level cloth simulation. To do so, we introduce an efficient pipeline for converting between fabric-level data and yarn-level simulation, including a novel swatch-level approximation for speeding up computation, and some small-but-necessary extensions to yarn-level models used in computer graphics. The dataset used for this paper can be found at http://mslab.es/projects/YarnLevelFabrics.}, author = {Sperl, Georg and Sánchez-Banderas, Rosa M. and Li, Manwen and Wojtan, Christopher J and Otaduy, Miguel A.}, issn = {1557-7368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{Estimation of yarn-level simulation models for production fabrics}}, doi = {10.1145/3528223.3530167}, volume = {41}, year = {2022}, } @article{12431, abstract = {This paper presents a new representation of curve dynamics, with applications to vortex filaments in fluid dynamics. Instead of representing these filaments with explicit curve geometry and Lagrangian equations of motion, we represent curves implicitly with a new co-dimensional 2 level set description. Our implicit representation admits several redundant mathematical degrees of freedom in both the configuration and the dynamics of the curves, which can be tailored specifically to improve numerical robustness, in contrast to naive approaches for implicit curve dynamics that suffer from overwhelming numerical stability problems. Furthermore, we note how these hidden degrees of freedom perfectly map to a Clebsch representation in fluid dynamics. Motivated by these observations, we introduce untwisted level set functions and non-swirling dynamics which successfully regularize sources of numerical instability, particularly in the twisting modes around curve filaments. A consequence is a novel simulation method which produces stable dynamics for large numbers of interacting vortex filaments and effortlessly handles topological changes and re-connection events.}, author = {Ishida, Sadashige and Wojtan, Christopher J and Chern, Albert}, issn = {1557-7368}, journal = {ACM Transactions on Graphics}, number = {6}, publisher = {Association for Computing Machinery}, title = {{Hidden degrees of freedom in implicit vortex filaments}}, doi = {10.1145/3550454.3555459}, volume = {41}, year = {2022}, } @phdthesis{12358, abstract = {The complex yarn structure of knitted and woven fabrics gives rise to both a mechanical and visual complexity. The small-scale interactions of yarns colliding with and pulling on each other result in drastically different large-scale stretching and bending behavior, introducing anisotropy, curling, and more. While simulating cloth as individual yarns can reproduce this complexity and match the quality of real fabric, it may be too computationally expensive for large fabrics. On the other hand, continuum-based approaches do not need to discretize the cloth at a stitch-level, but it is non-trivial to find a material model that would replicate the large-scale behavior of yarn fabrics, and they discard the intricate visual detail. In this thesis, we discuss three methods to try and bridge the gap between small-scale and large-scale yarn mechanics using numerical homogenization: fitting a continuum model to periodic yarn simulations, adding mechanics-aware yarn detail onto thin-shell simulations, and quantitatively fitting yarn parameters to physical measurements of real fabric. To start, we present a method for animating yarn-level cloth effects using a thin-shell solver. We first use a large number of periodic yarn-level simulations to build a model of the potential energy density of the cloth, and then use it to compute forces in a thin-shell simulator. The resulting simulations faithfully reproduce expected effects like the stiffening of woven fabrics and the highly deformable nature and anisotropy of knitted fabrics at a fraction of the cost of full yarn-level simulation. While our thin-shell simulations are able to capture large-scale yarn mechanics, they lack the rich visual detail of yarn-level simulations. Therefore, we propose a method to animate yarn-level cloth geometry on top of an underlying deforming mesh in a mechanics-aware fashion in real time. Using triangle strains to interpolate precomputed yarn geometry, we are able to reproduce effects such as knit loops tightening under stretching at negligible cost. Finally, we introduce a methodology for inverse-modeling of yarn-level mechanics of cloth, based on the mechanical response of fabrics in the real world. We compile a database from physical tests of several knitted fabrics used in the textile industry spanning diverse physical properties like stiffness, nonlinearity, and anisotropy. We then develop a system for approximating these mechanical responses with yarn-level cloth simulation, using homogenized shell models to speed up computation and adding some small-but-necessary extensions to yarn-level models used in computer graphics. }, author = {Sperl, Georg}, isbn = {978-3-99078-020-6}, issn = {2663-337X}, pages = {138}, publisher = {Institute of Science and Technology Austria}, title = {{Homogenizing yarn simulations: Large-scale mechanics, small-scale detail, and quantitative fitting}}, doi = {10.15479/at:ista:12103}, year = {2022}, } @article{9818, abstract = {Triangle mesh-based simulations are able to produce satisfying animations of knitted and woven cloth; however, they lack the rich geometric detail of yarn-level simulations. Naive texturing approaches do not consider yarn-level physics, while full yarn-level simulations may become prohibitively expensive for large garments. We propose a method to animate yarn-level cloth geometry on top of an underlying deforming mesh in a mechanics-aware fashion. Using triangle strains to interpolate precomputed yarn geometry, we are able to reproduce effects such as knit loops tightening under stretching. In combination with precomputed mesh animation or real-time mesh simulation, our method is able to animate yarn-level cloth in real-time at large scales.}, author = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J}, issn = {15577368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{Mechanics-aware deformation of yarn pattern geometry}}, doi = {10.1145/3450626.3459816}, volume = {40}, year = {2021}, } @misc{9327, abstract = {This archive contains the missing sweater mesh animations and displacement models for the code of "Mechanics-Aware Deformation of Yarn Pattern Geometry" Code Repository: https://git.ist.ac.at/gsperl/MADYPG}, author = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J}, publisher = {IST Austria}, title = {{Mechanics-Aware Deformation of Yarn Pattern Geometry (Additional Animation/Model Data)}}, doi = {10.15479/AT:ISTA:9327}, year = {2021}, } @article{8535, abstract = {We propose a method to enhance the visual detail of a water surface simulation. Our method works as a post-processing step which takes a simulation as input and increases its apparent resolution by simulating many detailed Lagrangian water waves on top of it. We extend linear water wave theory to work in non-planar domains which deform over time, and we discretize the theory using Lagrangian wave packets attached to spline curves. The method is numerically stable and trivially parallelizable, and it produces high frequency ripples with dispersive wave-like behaviors customized to the underlying fluid simulation.}, author = {Skrivan, Tomas and Soderstrom, Andreas and Johansson, John and Sprenger, Christoph and Museth, Ken and Wojtan, Christopher J}, issn = {15577368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{Wave curves: Simulating Lagrangian water waves on dynamically deforming surfaces}}, doi = {10.1145/3386569.3392466}, volume = {39}, year = {2020}, } @article{8765, abstract = {This paper introduces a simple method for simulating highly anisotropic elastoplastic material behaviors like the dissolution of fibrous phenomena (splintering wood, shredding bales of hay) and materials composed of large numbers of irregularly‐shaped bodies (piles of twigs, pencils, or cards). We introduce a simple transformation of the anisotropic problem into an equivalent isotropic one, and we solve this new “fictitious” isotropic problem using an existing simulator based on the material point method. Our approach results in minimal changes to existing simulators, and it allows us to re‐use popular isotropic plasticity models like the Drucker‐Prager yield criterion instead of inventing new anisotropic plasticity models for every phenomenon we wish to simulate.}, author = {Schreck, Camille and Wojtan, Christopher J}, issn = {1467-8659}, journal = {Computer Graphics Forum}, keywords = {Computer Networks and Communications}, number = {2}, pages = {89--99}, publisher = {Wiley}, title = {{A practical method for animating anisotropic elastoplastic materials}}, doi = {10.1111/cgf.13914}, volume = {39}, year = {2020}, } @article{5681, abstract = {We introduce dynamically warping grids for adaptive liquid simulation. Our primary contributions are a strategy for dynamically deforming regular grids over the course of a simulation and a method for efficiently utilizing these deforming grids for liquid simulation. Prior work has shown that unstructured grids are very effective for adaptive fluid simulations. However, unstructured grids often lead to complicated implementations and a poor cache hit rate due to inconsistent memory access. Regular grids, on the other hand, provide a fast, fixed memory access pattern and straightforward implementation. Our method combines the advantages of both: we leverage the simplicity of regular grids while still achieving practical and controllable spatial adaptivity. We demonstrate that our method enables adaptive simulations that are fast, flexible, and robust to null-space issues. At the same time, our method is simple to implement and takes advantage of existing highly-tuned algorithms.}, author = {Hikaru, Ibayashi and Wojtan, Christopher J and Thuerey, Nils and Igarashi, Takeo and Ando, Ryoichi}, issn = {19410506}, journal = {IEEE Transactions on Visualization and Computer Graphics}, number = {6}, pages = {2288--2302}, publisher = {IEEE}, title = {{Simulating liquids on dynamically warping grids}}, doi = {10.1109/TVCG.2018.2883628}, volume = {26}, year = {2020}, } @article{8384, abstract = {Previous research on animations of soap bubbles, films, and foams largely focuses on the motion and geometric shape of the bubble surface. These works neglect the evolution of the bubble’s thickness, which is normally responsible for visual phenomena like surface vortices, Newton’s interference patterns, capillary waves, and deformation-dependent rupturing of films in a foam. In this paper, we model these natural phenomena by introducing the film thickness as a reduced degree of freedom in the Navier-Stokes equations and deriving their equations of motion. We discretize the equations on a nonmanifold triangle mesh surface and couple it to an existing bubble solver. In doing so, we also introduce an incompressible fluid solver for 2.5D films and a novel advection algorithm for convecting fields across non-manifold surface junctions. Our simulations enhance state-of-the-art bubble solvers with additional effects caused by convection, rippling, draining, and evaporation of the thin film.}, author = {Ishida, Sadashige and Synak, Peter and Narita, Fumiya and Hachisuka, Toshiya and Wojtan, Christopher J}, issn = {15577368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{A model for soap film dynamics with evolving thickness}}, doi = {10.1145/3386569.3392405}, volume = {39}, year = {2020}, } @article{8385, abstract = {We present a method for animating yarn-level cloth effects using a thin-shell solver. We accomplish this through numerical homogenization: we first use a large number of yarn-level simulations to build a model of the potential energy density of the cloth, and then use this energy density function to compute forces in a thin shell simulator. We model several yarn-based materials, including both woven and knitted fabrics. Our model faithfully reproduces expected effects like the stiffness of woven fabrics, and the highly deformable nature and anisotropy of knitted fabrics. Our approach does not require any real-world experiments nor measurements; because the method is based entirely on simulations, it can generate entirely new material models quickly, without the need for testing apparatuses or human intervention. We provide data-driven models of several woven and knitted fabrics, which can be used for efficient simulation with an off-the-shelf cloth solver.}, author = {Sperl, Georg and Narain, Rahul and Wojtan, Christopher J}, issn = {15577368}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {Association for Computing Machinery}, title = {{Homogenized yarn-level cloth}}, doi = {10.1145/3386569.3392412}, volume = {39}, year = {2020}, } @article{8766, abstract = {The “procedural” approach to animating ocean waves is the dominant algorithm for animating larger bodies of water in interactive applications as well as in off-line productions — it provides high visual quality with a low computational demand. In this paper, we widen the applicability of procedural water wave animation with an extension that guarantees the satisfaction of boundary conditions imposed by terrain while still approximating physical wave behavior. In combination with a particle system that models wave breaking, foam, and spray, this allows us to naturally model waves interacting with beaches and rocks. Our system is able to animate waves at large scales at interactive frame rates on a commodity PC.}, author = {Jeschke, Stefan and Hafner, Christian and Chentanez, Nuttapong and Macklin, Miles and Müller-Fischer, Matthias and Wojtan, Christopher J}, journal = {Computer Graphics forum}, location = {Online Symposium}, number = {8}, pages = {47--54}, publisher = {Wiley}, title = {{Making procedural water waves boundary-aware}}, doi = {10.1111/cgf.14100}, volume = {39}, year = {2020}, } @article{6442, abstract = {This paper investigates the use of fundamental solutions for animating detailed linear water surface waves. We first propose an analytical solution for efficiently animating circular ripples in closed form. We then show how to adapt the method of fundamental solutions (MFS) to create ambient waves interacting with complex obstacles. Subsequently, we present a novel wavelet-based discretization which outperforms the state of the art MFS approach for simulating time-varying water surface waves with moving obstacles. Our results feature high-resolution spatial details, interactions with complex boundaries, and large open ocean domains. Our method compares favorably with previous work as well as known analytical solutions. We also present comparisons between our method and real world examples.}, author = {Schreck, Camille and Hafner, Christian and Wojtan, Christopher J}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {ACM}, title = {{Fundamental solutions for water wave animation}}, doi = {10.1145/3306346.3323002}, volume = {38}, year = {2019}, } @article{7002, abstract = {Multiple Importance Sampling (MIS) is a key technique for achieving robustness of Monte Carlo estimators in computer graphics and other fields. We derive optimal weighting functions for MIS that provably minimize the variance of an MIS estimator, given a set of sampling techniques. We show that the resulting variance reduction over the balance heuristic can be higher than predicted by the variance bounds derived by Veach and Guibas, who assumed only non-negative weights in their proof. We theoretically analyze the variance of the optimal MIS weights and show the relation to the variance of the balance heuristic. Furthermore, we establish a connection between the new weighting functions and control variates as previously applied to mixture sampling. We apply the new optimal weights to integration problems in light transport and show that they allow for new design considerations when choosing the appropriate sampling techniques for a given integration problem.}, author = {Kondapaneni, Ivo and Vevoda, Petr and Grittmann, Pascal and Skrivan, Tomas and Slusallek, Philipp and Křivánek, Jaroslav}, issn = {0730-0301}, journal = {ACM Transactions on Graphics}, number = {4}, publisher = {ACM}, title = {{Optimal multiple importance sampling}}, doi = {10.1145/3306346.3323009}, volume = {38}, year = {2019}, }