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Avirup Mandal

Publications and source records attributed to Avirup Mandal.

4 recordsLinked to original sources

Geometric Shape Optimization for Limbless Locomotion

The simulation of locomotion in limbless, deformable organisms remains a challenging problem across computer graphics, soft robotics, and computational modeling. In this work, we present a novel differential-geometric framework for modeling the motion of slender soft bodies, such as snakes. The body is represented as a three-dimensional parametric curve using a Fourier-Chebyshev polynomial basis. Motion is computed by solving an optimization problem that determines the interaction between the curve and its environment by estimating polynomial coefficients. To ensure physically plausible and non-self-intersecting behavior, bending and torsional energy terms are incorporated into the formulation. The resulting curve is then used to drive a surface representation via interpolation, enabling realistic visualization analogous to skinning techniques. We evaluate the proposed approach across a range of complex scenarios and parameter settings to demonstrate its robustness and versatility. Comparative analysis with state-of-the-art methods indicates that our approach achieves improved simulation quality and generates more physically realistic motion.

cs.GR

High-Fidelity Surface Splatting-Based 3D Reconstruction from Multi-View Images

Multi-view mesh reconstruction remains a core challenge in computer graphics and vision, especially for recovering high-frequency geometry from sparse observations. Recent methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) rely on post-processing for mesh extraction, thereby limiting joint optimization of geometry and appearance. Implicit Moving Least Squares (IMLS) instead enables direct conversion of point clouds into signed distance and texture fields, supporting end-to-end reconstruction and rendering. However, existing IMLS formulations use exponential kernels that struggle with high-frequency detail. We introduce a compact polynomial kernel with local support and greater flexibility, allowing better control over frequency content and improved geometric fidelity. To further enhance fine details, we incorporate stochastic regularization with Laplacian filtering. Together, these improve the preservation of high-frequency structure while maintaining stable optimization. Experiments show state-of-the-art performance in both surface reconstruction and rendering, yielding more accurate geometry and sharper visuals from multi-view data.

cs.CV

Physics-based Mesh Deformation with Haptic Feedback and Material Anisotropy

We present a physics-based framework to simulate porous, deformable materials and interactive tools with haptic feedback that can reshape it. In order to allow the material to be moulded non-homogeneously, we propose an algorithm to change the material properties of the object depending on its water content. We present a multi-resolution, multi-timescale simulation framework to enable stable visual and haptic feedback at interactive rates. We test our model for physical consistency, accuracy, interactivity and appeal through a user study and quantitative performance evaluation.

cs.GR

Remeshing-Free Graph-Based Finite Element Method for Ductile and Brittle Fracture

Fracture produces new mesh fragments that introduce additional degrees of freedom in the system dynamics. Existing finite element method (FEM) based solutions suffer from an explosion in computational cost as the system matrix size increases. We solve this problem by presenting a graph-based FEM model for fracture simulation that is remeshing-free and easily scales to high-resolution meshes. Our algorithm models fracture on the graph induced in a volumetric mesh with tetrahedral elements. We relabel the edges of the graph using a computed damage variable to initialize and propagate fracture. We prove that non-linear, hyper-elastic strain energy is expressible entirely in terms of the edge lengths of the induced graph. This allows us to reformulate the system dynamics for the relabeled graph without changing the size of system dynamics matrix and thus prevents the computational cost from blowing up. The fractured surface has to be reconstructed explicitly only for visualization purposes. We simulate standard laboratory experiments from structural mechanics and compare the results with corresponding real-world experiments. We fracture objects made of a variety of brittle and ductile materials, and show that our technique offers stability and speed that is unmatched in current literature.

cs.GR