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Jeffrey
Chadwick, Steven
An, and
Doug
L. James, Harmonic Shells: A Practical Nonlinear Sound Model
for Near-Rigid Thin Shells,
ACM
Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings),
December 2009 (to appear)
ABSTRACT:
We propose a procedural method for synthesizing realistic sounds due to
nonlinear thin-shell vibrations. We use linear modal analysis to
generate a small-deformation displacement basis, then couple the modes
together using nonlinear thin-shell forces. To enable audio-rate
time-stepping of mode amplitudes with mesh-independent cost, we propose
a reduced-order dynamics model based on a thin-shell cubature scheme.
Limitations such as mode locking and pitch glide are addressed. To
support fast evaluation of mid-frequency mode-based sound radiation for
detailed meshes, we propose far-field acoustic transfer maps (FFAT
maps) which can be precomputed using state-of-the-art fast Helmholtz
multipole methods. Familiar examples are presented including rumbling
trash cans and plastic bottles, crashing cymbals, and noisy sheet metal
objects, each with increased richness over linear modal sound models.
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Theodore Kim and
Doug
L. James, Skipping Steps in Deformable Simulation with Online
Model Reduction, ACM
Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings),
27(5), December 2009 (to appear)
ABSTRACT:
Finite element simulations of nonlinear deformable models are
computationally costly, routinely taking hours or days to compute the
motion of detailed meshes. Dimensional model reduction can make
simulations orders of magnitude faster, but is unsuitable for general
deformable body simulations because it requires expensive
precomputations, and it can suppress motion that lies outside the span
of a pre-specified low-rank basis. We present an online model reduction
method that does not have these limitations. In lieu of precomputation,
we analyze the motion of the full model as the simulation progresses,
incrementally building a reduced-order nonlinear model, and detecting
when our reduced model is capable of performing the next timestep. For
these subspace steps, full-model computation is “skipped” and replaced
with a very fast (on the order of milliseconds) reduced order step. We
present algorithms for both dynamic and quasistatic simulations, and a
“throttle” parameter that allows a user to trade off between faster,
approximate previews and slower, more conservative results. For
detailed meshes undergoing low-rank motion, we have observed speedups
of over an order of magnitude with our method.
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![Pouring water with thousands of acoustic bubbles [Zheng and James 2009]](http://www.cs.cornell.edu/%7Edjames/research/pics/thumb_harmonicFluids.jpg)
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Changxi
Zheng and Doug L. James, Harmonic
Fluids, ACM Transaction on
Graphics (SIGGRAPH 2009), 28(3), August 2009, pp. 37:1-37:12.
ABSTRACT:
Fluid sounds, such as splashing and pouring, are ubiquitous and
familiar but we lack physically based algorithms to synthesize them in
computer animation or interactive virtual environments. We propose a
practical method for automatic procedural synthesis of synchronized
harmonic bubble-based sounds from 3D fluid animations. To avoid
audio-rate time-stepping of compressible fluids, we acoustically
augment existing incompressible fluid solvers with particle-based
models for bubble creation, vibration, advection, and radiation. Sound
radiation from harmonic fluid vibrations is modeled using a
time-varying linear superposition of bubble oscillators. We weight each
oscillator by its bubble-to-ear acoustic transfer function, which is
modeled as a discrete Green's function of the Helmholtz equation. To
solve potentially millions of 3D Helmholtz problems, we propose a fast
dual-domain multipole boundary-integral solver, with cost linear in the
complexity of the fluid domain's boundary. Enhancements are proposed
for robust evaluation, noise elimination, acceleration, and
parallelization. Examples of harmonic fluid sounds are provided for
water drops, pouring, babbling, and splashing phenomena, often with
thousands of acoustic bubbles, and hundreds of thousands of transfer
function solves.
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Steven
An, Theodore Kim
and
Doug
L. James, Optimizing Cubature for
Efficient Integration of Subspace Deformations, ACM
Transactions on Graphics (SIGGRAPH ASIA Conference Proceedings),
27(5), December 2008, pp. 164:1-164:11.
ABSTRACT:
We propose an efficient scheme for evaluating nonlinear subspace forces
(and Jacobians) associated with subspace deformations. The core problem
we address is efficient integration of the subspace force density over
the 3D spatial domain. Similar to Gaussian quadrature schemes that
efficiently integrate functions that lie in particular polynomial
subspaces, we propose cubature schemes (multi-dimensional quadrature)
optimized for efficient integration of force densities associated with
particular subspace deformations, particular materials, and particular
geometric domains. We support generic subspace deformation kinematics,
and nonlinear hyperelastic materials. For an r-dimensional deformation
subspace with O(r) cubature points, our method is able to evaluate
subspace forces at O(r^2) cost. We also describe composite cubature
rules for runtime error estimation. Results are provided for various
subspace deformation models, several hyperelastic materials
(St.Venant-Kirchhoff, Mooney-Rivlin, Arruda-Boyce), and multimodal
(graphics, haptics, sound) applications. We show dramatically better
efficiency than traditional Monte Carlo integration.
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Danny
M. Kaufman, Shinjiro Sueda,
Doug L. James
and Dinesh K. Pai, Staggered
Projections for Frictional
Contact in Multibody Systems, ACM Transactions on
Graphics (SIGGRAPH ASIA Conference Proceedings), 27(5), December
2008, pp. 164:1-164:11.
ABSTRACT:
We present a new discrete, velocity-level formulation of frictional
contact dynamics that reduces to a pair of coupled projections, and
introduce a simple fixed-point property of the projections. This allows
us to construct a novel algorithm for accurate frictional contact
resolution based on a simple staggered sequence of projections.
The algorithm accelerates performance using warm starts to leverage the
potentially high temporal coherence between contact states and provides
users with direct control over frictional accuracy. Applying this
algorithm to rigid and deformable systems, we obtain robust and
accurate simulations of frictional contact behavior not previously
possible, at rates suitable for interactive haptic simulations, as well
as large-scale animations. By construction, the proposed algorithm
guarantees exact, velocity-level contact constraint enforcement and
obtains long-term stable and robust integration. Examples are
given to illustrate the performance, plausibility and accuracy of the
obtained solutions.
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Jonathan Kaldor,
Doug L. James and Steve
Marschner, Simulating Knitted Cloth at the Yarn Level,
ACM Transactions on Graphics (SIGGRAPH Conference Proceedings),
27(3), August 2008, pp. 65:1-65:9.
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.
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Christopher D. Twigg and
Doug L. James, Backward Steps in Rigid Body Simulation,
ACM Transactions on Graphics (SIGGRAPH Conference Proceedings),
27(3), August 2008, pp. 25:1-25:10.
ABSTRACT: Physically based
simulation of rigid body dynamics is commonly done by time-stepping
systems forward in time. In this paper, we propose methods to allow
time-stepping rigid body systems backward in time. Unfortunately,
reverse-time integration of rigid bodies involving frictional contact
is mathematically ill-posed, and can lack unique solutions. We instead
propose time-reversed rigid body integrators that can sample possible
solutions when unique ones do not exist. We also discuss challenges
related to dissipation-related energy gain, sensitivity to initial
conditions, stacking, constraints and articulation, rolling, sliding,
skidding, bouncing, high angular velocities, rapid velocity growth from
micro-collisions, and other problems encountered when going against the
usual flow of time.
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Theodore Kim, Nils Thuerey, Doug L.
James and Markus Gross,
Wavelet Turbulence for Fluid Simulation, ACM
Transactions on Graphics (SIGGRAPH Conference Proceedings), 27(3),
August 2008, pp. 50:1-50:6.
ABSTRACT: We present a novel
wavelet method for the simulation of fluids at high spatial resolution.
The algorithm enables large- and small-scale detail to be edited
separately, allowing high-resolution detail to be added as a
post-processing step. Instead of solving the Navier-Stokes equations
over a highly refined mesh, we use the wavelet decomposition of a
low-resolution simulation to determine the location and energy
characteristics of missing high-frequency components. We then
synthesize these missing components using a novel incompressible
turbulence function, and provide a method to maintain the temporal
coherence of the resulting structures. There is no linear system to
solve, so the method parallelizes trivially and requires only a few
auxiliary arrays. The method guarantees that the new frequencies will
not interfere with existing frequencies, allowing animators to set up a
low resolution simulation quickly and later add details without
changing the overall fluid motion.
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Nicolas
Bonneel, George
Drettakis, Nicolas
Tsingos, Isabelle
Viaud-Delmon and Doug L. James, Fast Modal Sounds with
Scalable Frequency-Domain Synthesis, ACM Transactions on
Graphics (SIGGRAPH Conference Proceedings), 27(3), August 2008,
pp. 24:1-24:9.
ABSTRACT: Audio rendering of
impact sounds, such as those caused by falling objects or explosion
debris, adds realism to interactive 3D audio-visual applications, and
can be convincingly achieved using modal sound synthesis.
Unfortunately, mode-based computations can become prohibitively
expensive when many objects, each with many modes, are impacted
simultaneously. We introduce a fast sound synthesis approach, based on
short-time Fourier Tranforms, that exploits the inherent sparsity of
modal sounds in the frequency domain. For our test scenes, this “fast
mode summation” can give speedups of 5-8 times compared to a
time-domain solution, with slight degradation in quality. We discuss
different reconstruction windows, affecting the quality of impact sound
“attacks”. Our Fourier-domain processing method allows us to introduce
a scalable, real-time, audio processing pipeline for both recorded and
modal sounds, with auditory masking and sound source clustering. To
avoid abrupt computation peaks, such as during the simultaneous impacts
of an explosion, we use crossmodal perception results on audiovisual
synchrony to effect temporal scheduling. We also conducted a pilot
perceptual user evaluation of our method. Our implementation results
show that we can treat complex audiovisual scenes in real time with
high quality.
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Jernej Barbič and Doug L.
James, Six-DoF haptic rendering of contact between
geometrically complex reduced deformable models, IEEE
Transactions on Haptics, 1(1):39–52, 2008.
ABSTRACT: Real-time evaluation of
distributed contact forces between rigid or deformable 3D objects is a
key ingredient of 6-DoF force-feedback rendering. Unfortunately, at
very high temporal rates, there is often insufficient time to resolve
contact between geometrically complex objects. We propose a spatially
and temporally adaptive approach to approximate distributed contact
forces under hard real-time constraints. Our method is CPU based, and
supports contact between rigid or reduced deformable models with
complex geometry. We propose a contact model that uses a point-based
representation for one object, and a signed-distance field for the
other. This model is related to the Voxmap Pointshell Method (VPS), but
gives continuous contact forces and torques, enabling stable rendering
of stiff penalty-based distributed contacts. We demonstrate that stable
haptic interactions can be achieved by point-sampling offset surfaces
to input “polygon soup” geometry using particle repulsion. We introduce
a multi-resolution nested pointshell construction which permits
level-of-detail contact forces, and enables graceful degradation of
contact in close-proximity scenarios. Parametrically deformed distance
fields are proposed for contact between reduced deformable objects. We
present several examples of 6-DoF haptic rendering of geometrically
complex rigid and deformable objects in distributed contact at
real-time kilohertz rates.
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Twenty-First
Century Waterfall: Animating Water Bottle Recycling Rates
This
outreach animation was made to raise awareness
about the surprisingly poor recycling rates of
plastic water bottles.
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Jernej Barbič and Doug L.
James, Time-critical
distributed contact for 6-DoF haptic rendering of adaptively sampled
reduced deformable models, In Proceedings
of ACM SIGGRAPH Symposium on Computer Animation (SCA 2007), San
Diego, CA, August 2007. (Best paper award)
ABSTRACT:
Real-time evaluation of distributed contact forces for rigid or
deformable 3D objects is important for providing multi-sensory feedback
in emerging real-time applications, such as 6-DoF haptic force-feedback
rendering. Unfortunately, at very high temporal rates (1 kHz for
haptics), there is often insufficient time to resolve distributed
contact between geometrically complex objects.
In this paper, we present a spatially and temporally
adaptive sample-based approach to approximate contact forces under hard
real-time constraints. The approach is CPU based, and supports both
rigid and reduced deformable models with complex geometry.
Penalty-based contact forces are efficiently resolved using a
multi-resolution point-based representation for one object, and a
signed-distance oracle for the other. Hard real-time approximation of
distributed contact forces uses multi-level progressive point-contact
sampling, and exploits temporal coherence, graceful degradation and
other optimizations. We present several examples of 6-DoF haptic
rendering of geometrically complex rigid or deformable objects in
distributed contact at real-time kilohertz rates.
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!["Spelling SIGGRAPH" from [Twigg and James 2007]](pics/thumb_MWB.png)
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Christopher D. Twigg and
Doug L. James, Many-Worlds
Browsing for
Control of Multibody Dynamics, ACM
Transactions on Graphics (Proc. SIGGRAPH 2007), 26(3), July
2007, pp. 14:1-14:8.
ABSTRACT:
Animation techniques for controlling passive simulation are commonly
based on an optimization paradigm: the user provides goals a priori,
and sophisticated numerical methods minimize a cost function that
represents these goals. Unfortunately, for multibody systems with
discontinuous contact events these optimization problems can be highly
nontrivial to solve, and many-hour offline optimizations, unintuitive
parameters, and convergence failures can frustrate end-users and limit
usage. On the other hand, users are quite adaptable, and systems which
provide interactive feedback via an intuitive interface can leverage
the user’s own abilities to quickly produce interesting animations.
However, the online computation necessary for interactivity limits
scene complexity in practice.
We introduce Many-Worlds
Browsing, a method which circumvents these
limits by exploiting the speed of multibody simulators to compute
numerous example simulations in parallel (offline and online), and
allow the user to browse and modify them interactively. We demonstrate
intuitive interfaces through which the user can select among the
examples and interactively adjust those parts of the scene that don’t
match his requirements. We show that using a combination of our
techniques, unusual and interesting results can be generated for
moderately sized scenes with under an hour of user time. Scalability is
demonstrated by sampling much larger scenes using modest offline
computations.
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Alec R. Rivers and Doug L.
James, FastLSM: Fast Lattice
Shape Matching for Robust Real-Time Deformation, ACM Transactions on Graphics (Proc.
SIGGRAPH 2007), 26(3), July 2007, pp. 82:1-82:6.
ABSTRACT:
We introduce a simple technique that enables robust approximation of
volumetric, large-deformation dynamics for real-time or large-scale
offline simulations. We propose Lattice
Shape Matching, an extension of deformable shape matching to
regular lattices with
embedded geometry; lattice vertices are smoothed by convolution of
rigid shape matching operators on local lattice regions, with the
effective mechanical stiffness specified by the amount of smoothing via
region width. Since the naive method can be very slow for stiff
models--per-vertex costs scale cubically with region width--we provide
a fast summation algorithm, Fast
Lattice Shape Matching (FastLSM),
that exploits the inherent summation redundancy of shape matching and
can provide large-region matching at constant per-vertex cost. With
this approach, large lattices can be simulated in linear time. We
present several examples and benchmarks of an efficient CPU
implementation, including many dozens of soft bodies simulated at
real-time rates on a typical desktop machine.
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Doug
L. James, Christopher
D. Twigg, Andrew
Cove and Robert Y.
Wang, Mesh Ensemble Motion Graphs: Data-driven
Mesh Animation with Constraints, ACM Transactions on Graphics,
26(4), October 2007, pp. 17:1-17:16.
ABSTRACT:
We describe a technique for using space-time cuts to smoothly
transition between stochastic mesh animation clips involving numerous
deformable mesh groups while subject to physical constraints. These
transitions are used to construct Mesh Ensemble Motion Graphs for
interactive data-driven animation of high-dimensional mesh animation
datasets, such as those arising from expensive physical simulations of
deformable objects blowing in the wind. We formulate the transition
computation as an integer programming problem, and introduce a novel
randomized algorithm to compute transitions subject to geometric
noninterpenetration constraints.
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Doug
L. James, Jernej
Barbić and Dinesh K. Pai,
Precomputed
Acoustic
Transfer: Output-sensitive, accurate sound generation for geometrically
complex vibration sources, ACM
Transactions on Graphics, 25(3), pp. 987-995, July 2006, pp.
987-995.
ABSTRACT:
Simulating sounds produced by realistic vibrating objects is
challenging because sound radiation involves complex diffraction and
interreflection effects that are very perceptible and important. These
wave phenomena are well understood, but have been largely ignored in
computer graphics due to the high cost and complexity of computing them
at audio rates. We describe a new algorithm for real-time synthesis of
realistic sound radiation from rigid objects. We start by precomputing
the linear vibration modes of an object, and then relate each mode to
its sound pressure field, or acoustic transfer function, using standard
methods from numerical acoustics. Each transfer function is then
approximated to a specified accuracy using low-order multipole sources
placed near the object. We provide a low-memory, multilevel, randomized
algorithm for optimized source placement that is suitable for complex
geometries. At runtime, we can simulate new interaction sounds by
quickly summing contributions from each modes equivalent multipole
sources. We can efficiently simulate global effects such as
interreflection and changes in sound due to listener location. The
simulation costs can be dynamically traded-off for sound quality. We
present several examples of sound generation from physically based
animations.
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Doug
L. James and Christopher
D. Twigg, Skinning
Mesh Animations, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 24(3), pp. 399-407,
August 2005, pp. 399-407.
ABSTRACT:
We extend approaches for skinning characters to the general setting of
skinning deformable mesh animations. We provide an automatic algorithm
for generating progressive skinning approximations, that is
particularly efficient for pseudo-articulated motions. Our
contributions include the use of nonparametric mean shift clustering of
high-dimensional mesh rotation sequences to automatically identify
statistically relevant bones, and robust least squares methods to
determine bone transformations, bone-vertex influence sets, and vertex
weight values. We use a low-rank data reduction model defined in the
undeformed mesh configuration to provide progressive convergence with a
fixed number of bones. We show that the resulting skinned animations
enable efficient hardware rendering, rest pose editing, and deformable
collision detection. Finally, we present numerous examples where skins
were automatically generated using a single set of parameter values.
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Jernej Barbič and Doug
L. James, Real-Time Subspace Integration of St.Venant-Kirchhoff
Deformable Models, ACM
Transactions on Graphics (ACM SIGGRAPH 2005), 24(3), pp. 982-990,
August 2005, pp. 982-990.
ABSTRACT:
In this paper, we present an approach for fast subspace integration of
reduced-coordinate nonlinear deformable models that is suitable for
interactive applications in computer graphics and haptics. Our approach
exploits dimensional model reduction to build reduced-coordinate
deformable models for objects with complex geometry. We exploit
the fact that model reduction on large deformation models with linear
materials (as commonly used in graphics) result in internal force
models that are simply cubic polynomials in reduced coordinates.
Coefficients of these polynomials can be precomputed, for efficient
runtime evaluation. This allows simulation of nonlinear dynamics using
fast implicit Newmark subspace integrators, with subspace integration
costs independent of geometric complexity. We present two useful
approaches for generating low-dimensional subspace bases: modal
derivatives and an interactive sketch. Mass-scaled principal component
analysis (mass-PCA) is suggested for dimensionality reduction. Finally,
several examples are given from computer animation to illustrate high
performance, including force-feedback haptic rendering of a complicated
object undergoing large deformations.
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Doug L. James and Dinesh K. Pai, BD-Tree:
Output-Sensitive Collision Detection for Reduced Deformable Models,
ACM
Transactions on Graphics (ACM SIGGRAPH 2004),
23(3), pp. 393-398, August 2004, pp. 393-398. [BiBTeX]
ABSTRACT:
We introduce the Bounded Deformation Tree, or BD-Tree, which can
perform collision detection with reduced deformable models at costs
comparable to collision detection with rigid objects. Reduced
deformable
models represent complex deformations as linear superpositions of
arbitrary displacement fields, and are used in a variety of
applications
of interactive computer graphics. The BD-Tree is a bounding sphere
hierarchy for output-sensitive collision detection with such models.
Its bounding spheres can be updated after deformation in any order, and
at a cost independent of the geometric complexity of the model; in fact
the cost can be as low as one multiplication and addition per tested
sphere, and at most linear in the number of reduced deformation
coordinates. We show that the BD-Tree is also extremely simple to
implement, and performs well in practice for a variety of real-time and
complex off-line deformable simulation examples.

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"Niagara" sequence
(12,201 chairs; 218,568,714 triangles; level 8 collision
depth):
- VIDEO
(avi [DivX], 512x384, 66MB, FULL 1m10s clip)
- VIDEO (avi [DivX],
512x384, 4.4MB, MINI 5sec clip)
- VIDEO (avi [DivX],
1024x768, 70MB, FULL 1m10s clip)
- VIDEO (mov,
1024x768, 110MB, FULL 1m10s clip)
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Doug
L. James, Jernej Barbic,
and Christopher D. Twigg,Squashing
Cubes: Automating Deformable Model Construction for Graphics, In Proceedings of the
SIGGRAPH 2004 Conference on Sketches & Applications. ACM Press, August
2004. [BiBTeX]
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