SearcharxivSearch

arXiv subjects

Etienne Vouga

Publications and source records attributed to Etienne Vouga.

At least 19 recordsLinked to original sources

Love Handles: Decimation for Deformation Handles with Compact Support and Low Memory Footprints

Estimating the deformation of solids via physical simulation is an important problem spanning fields such as computer animation, engineering and robotics. Such simulations are computationally expensive and scale poorly when the representation of an object is refined by increasing the level of discretization. Reduced Order Methods (ROM) offer computational savings by decreasing the number of degrees of freedom, for example by using \emph{handles} that control groups of vertices. We present the first decimation-based algorithm for computing a sparse, compactly supported set of deformation handles. The crux of our method utilizes iterative algebraic simplification to optimize handle deformation to match any input deformation, such as linear vibration modes. This applies to any volumetric input mesh, including those with high genus or porous features, since we do not alter the geometry. We also devise an efficient algorithm to compute and update compact supports and their associated weights. We leverage compact support to develop an efficient, reduced-cubature computation scheme. Once optimized, our handles offer a memory-efficient solution while enabling real-time elastodynamics simulation of complex geometry. We show real-time performance on a variety of tetrahedral meshes with up to 796,623 tetrahedra.

cs.GR

Recovering Physically Plausible Human-Object Interactions from Monocular Videos

In this paper, we propose RePHO, a method to reconstruct physically plausible human-object interactions (HOI) from monocular videos. While existing kinematic-based approaches produce visually plausible motion, they often result in physically implausible artifacts such as interpenetration and object floating. To overcome these issues, we introduce a physics-guided reconstruction framework. We begin with a kinematic estimate and then refine it by training a policy with reinforcement learning (RL). This policy is optimized to reproduce the interaction in a physics simulator. Because kinematic estimates are typically noisy, naive RL training can fail. Therefore, we propose an adaptive sampling strategy with a dual self-updating mechanism that can identify the frames with the most informative and reliable kinematic reconstruction. Our process progressively improves reconstruction quality and yields physically consistent HOI sequences. We demonstrate our approach on two standard HOI benchmarks and achieve clear improvements in physical plausibility metrics over state-of-the-art methods. Project Page: https://dingbang777.github.io/RePHO/

cs.CV

SpringTime: Learning Simulatable Models of Cloth with Spatially-varying Constitutive Properties

Materials used in real clothing exhibit remarkable complexity and spatial variation due to common processes such as stitching, hemming, dyeing, printing, padding, and bonding. Simulating these materials, for instance using finite element methods, is often computationally demanding and slow. Worse, such methods can suffer from numerical artifacts called ``membrane locking'' that makes cloth appear artificially stiff. Here we propose a general framework, called SpringTime, for learning a simple yet efficient surrogate model that captures the effects of these complex materials using only motion observations. The cloth is discretized into a mass-spring network with unknown material parameters that are learned directly from the motion data, using a novel force-and-impulse loss function. Our approach demonstrates the ability to accurately model spatially varying material properties from a variety of data sources, and immunity to membrane locking which plagues FEM-based simulations. Compared to graph-based networks and neural ODE-based architectures, our method achieves significantly faster training times, higher reconstruction accuracy, and improved generalization to novel dynamic scenarios. Codebase for the paper can be found at https://github.com/ericchen321/springtime.

cs.GR

Reconstructing Humans with a Biomechanically Accurate Skeleton

In this paper, we introduce a method for reconstructing 3D humans from a single image using a biomechanically accurate skeleton model. To achieve this, we train a transformer that takes an image as input and estimates the parameters of the model. Due to the lack of training data for this task, we build a pipeline to produce pseudo ground truth model parameters for single images and implement a training procedure that iteratively refines these pseudo labels. Compared to state-of-the-art methods for 3D human mesh recovery, our model achieves competitive performance on standard benchmarks, while it significantly outperforms them in settings with extreme 3D poses and viewpoints. Additionally, we show that previous reconstruction methods frequently violate joint angle limits, leading to unnatural rotations. In contrast, our approach leverages the biomechanically plausible degrees of freedom making more realistic joint rotation estimates. We validate our approach across multiple human pose estimation benchmarks. We make the code, models and data available at: https://isshikihugh.github.io/HSMR/

cs.CV

FabHacks: Transform Everyday Objects into Functional Fixtures

Storage, organizing, and decorating are an important part of home design. While one can buy commercial items for many of these tasks, this can be costly, and re-use is more sustainable. An alternative is a "home hack", a functional assembly that can be constructed from existing household items. However, coming up with such hacks requires combining objects to make a physically valid design, which might be difficult to test if they are large, require nailing or screwing something to the wall, or the designer has mobility limitations. In this work, we present a design and visualization system for creating workable functional assemblies, FabHacks, which is based on a solver-aided domain-specific language (S-DSL) FabHaL. By analyzing existing home hacks shared online, we create a design abstraction for connecting household items using predefined types of connections. We provide a UI for FabHaL that can be used to design assemblies that fulfill a given specification. Our system leverages a physics-based solver that takes an assembly design and finds its expected physical configuration. Our validation includes a user study showing that users can create assemblies successfully using our UI and explore a range of designs.

cs.GR

Milestoning estimators of dissipation in systems observed at a coarse resolution: When ignorance is truly bliss

Many non-equilibrium, active processes are observed at a coarse-grained level, where different microscopic configurations are projected onto the same observable state. Such "lumped" observables display memory, and in many cases the irreversible character of the underlying microscopic dynamics becomes blurred, e.g., when the projection hides dissipative cycles. As a result, the observations appear less irreversible, and it is very challenging to infer the degree of broken time-reversal symmetry. Here we show, contrary to intuition, that by ignoring parts of the already coarse-grained state space we may -- via a process called milestoning -- improve entropy-production estimates. Milestoning systematically renders observations "closer to underlying microscopic dynamics" and thereby improves thermodynamic inference from lumped data assuming a given range of memory. Moreover, whereas the correct general physical definition of time-reversal in the presence of memory remains unknown, we here show by means of systematic, physically relevant examples that at least for semi-Markov processes of first and second order, waiting-time contributions arising from adopting a naive Markovian definition of time-reversal generally must be discarded.

cond-mat.stat-mech

Data-Free Learning of Reduced-Order Kinematics

Physical systems ranging from elastic bodies to kinematic linkages are defined on high-dimensional configuration spaces, yet their typical low-energy configurations are concentrated on much lower-dimensional subspaces. This work addresses the challenge of identifying such subspaces automatically: given as input an energy function for a high-dimensional system, we produce a low-dimensional map whose image parameterizes a diverse yet low-energy submanifold of configurations. The only additional input needed is a single seed configuration for the system to initialize our procedure; no dataset of trajectories is required. We represent subspaces as neural networks that map a low-dimensional latent vector to the full configuration space, and propose a training scheme to fit network parameters to any system of interest. This formulation is effective across a very general range of physical systems; our experiments demonstrate not only nonlinear and very low-dimensional elastic body and cloth subspaces, but also more general systems like colliding rigid bodies and linkages. We briefly explore applications built on this formulation, including manipulation, latent interpolation, and sampling.

cs.GR

Virtual Elastic Objects

We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do objects have to be captured including the physical forces acting on them, then faithfully reconstructed and rendered, but also plausible material parameters found and simulated. To create VEOs, we built a multi-view capture system that captures objects under the influence of a compressed air stream. Building on recent advances in model-free, dynamic Neural Radiance Fields, we reconstruct the objects and corresponding deformation fields. We propose to use a differentiable, particle-based simulator to use these deformation fields to find representative material parameters, which enable us to run new simulations. To render simulated objects, we devise a method for integrating the simulation results with Neural Radiance Fields. The resulting method is applicable to a wide range of scenarios: it can handle objects composed of inhomogeneous material, with very different shapes, and it can simulate interactions with other virtual objects. We present our results using a newly collected dataset of 12 objects under a variety of force fields, which will be shared with the community.

cs.CV

HPNet: Deep Primitive Segmentation Using Hybrid Representations

This paper introduces HPNet, a novel deep-learning approach for segmenting a 3D shape represented as a point cloud into primitive patches. The key to deep primitive segmentation is learning a feature representation that can separate points of different primitives. Unlike utilizing a single feature representation, HPNet leverages hybrid representations that combine one learned semantic descriptor, two spectral descriptors derived from predicted geometric parameters, as well as an adjacency matrix that encodes sharp edges. Moreover, instead of merely concatenating the descriptors, HPNet optimally combines hybrid representations by learning combination weights. This weighting module builds on the entropy of input features. The output primitive segmentation is obtained from a mean-shift clustering module. Experimental results on benchmark datasets ANSI and ABCParts show that HPNet leads to significant performance gains from baseline approaches.

cs.CV

Octahedral Frames for Feature-Aligned Cross-Fields

We present a method for designing smooth cross fields on surfaces that automatically align to sharp features of an underlying geometry. Our approach introduces a novel class of energies based on a representation of cross fields in the spherical harmonic basis. We provide theoretical analysis of these energies in the smooth setting, showing that they penalize deviations from surface creases while otherwise promoting intrinsically smooth fields. We demonstrate the applicability of our method to quad-meshing and include an extensive benchmark comparing our fields to other automatic approaches for generating feature-aligned cross fields on triangle meshes.

cs.GR

Locking-free Simulation of Isometric Thin Plates

To efficiently simulate very thin, inextensible materials like cloth or paper, it is tempting to replace force-based thin-plate dynamics with hard isometry constraints. Unfortunately, naive formulations of the constraints induce membrane locking---artificial stiffening of bending modes due to the inability of discrete kinematics to reproduce exact isometries. We propose a simple set of meshless isometry constraints, based on moving-least-squares averaging of the strain tensor, which do not lock, and which can be easily incorporated into standard constrained Lagrangian dynamics integration.

cs.GR

Programming Curvature using Origami Tessellations

Origami describes rules for creating folded structures from patterns on a flat sheet, but does not prescribe how patterns can be designed to fit target shapes. Here, starting from the simplest periodic origami pattern that yields one degree-of-freedom collapsible structures, we show that scale-independent elementary geometric constructions and constrained optimization algorithms can be used to determine spatially modulated patterns that yield approximations to given surfaces of constant or varying curvature. Paper models confirm the feasibility of our calculations. We also assess the difficulty of realizing these geometric structures by quantifying the energetic barrier that separates the metastable flat and folded states. Moreover, we characterize the trade-off between the accuracy to which the pattern conforms to the target surface, and the effort associated with creating finer folds. Our approach enables the tailoring of origami patterns to drape complex surfaces independent of absolute scale, and quantify the energetic and material cost of doing so.

cond-mat.soft

Deep Generative Modeling for Scene Synthesis via Hybrid Representations

We present a deep generative scene modeling technique for indoor environments. Our goal is to train a generative model using a feed-forward neural network that maps a prior distribution (e.g., a normal distribution) to the distribution of primary objects in indoor scenes. We introduce a 3D object arrangement representation that models the locations and orientations of objects, based on their size and shape attributes. Moreover, our scene representation is applicable for 3D objects with different multiplicities (repetition counts), selected from a database. We show a principled way to train this model by combining discriminator losses for both a 3D object arrangement representation and a 2D image-based representation. We demonstrate the effectiveness of our scene representation and the deep learning method on benchmark datasets. We also show the applications of this generative model in scene interpolation and scene completion.

cs.CV

Metamorphs: Bistable Planar Structures

Extreme deformation can drastically morph a structure from one structural form into another. Programming such deformation properties into the structure is often challenging and in many cases an impossible task. The morphed forms do not hold and usually relapse to the original form, where the structure is in its lowest energy state. For example, a stick, when bent, resists its bent form and tends to go back to its initial straight form, where it holds the least amount of potential energy. In this project, we present a computational design method which can create fabricable planar structure that can morph into two different bistable forms. Once the user provides the initial desired forms, the method automatically creates support structures (internal springs), such that, the structure can not only morph, but also hold the respective forms under external force application. We achieve this through an iterative nonlinear optimization strategy for shaping the potential energy of the structure in the two forms simultaneously. Our approach guarantees first and second-order stability with respect to the potential energy of the bistable structure.

cs.GR

Functional Generative Design: An Evolutionary Approach to 3D-Printing

Consumer-grade printers are widely available, but their ability to print complex objects is limited. Therefore, new designs need to be discovered that serve the same function, but are printable. A representative such problem is to produce a working, reliable mechanical spring. The proposed methodology for discovering solutions to this problem consists of three components: First, an effective search space is learned through a variational autoencoder (VAE); second, a surrogate model for functional designs is built; and third, a genetic algorithm is used to simultaneously update the hyperparameters of the surrogate and to optimize the designs using the updated surrogate. Using a car-launcher mechanism as a test domain, spring designs were 3D-printed and evaluated to update the surrogate model. Two experiments were then performed: First, the initial set of designs for the surrogate-based optimizer was selected randomly from the training set that was used for training the VAE model, which resulted in an exploitative search behavior. On the other hand, in the second experiment, the initial set was composed of more uniformly selected designs from the same training set and a more explorative search behavior was observed. Both of the experiments showed that the methodology generates interesting, successful, and reliable spring geometries robust to the noise inherent in the 3D printing process. The methodology can be generalized to other functional design problems, thus making consumer-grade 3D printing more versatile.

cs.NE

Dense Human Body Correspondences Using Convolutional Networks

We propose a deep learning approach for finding dense correspondences between 3D scans of people. Our method requires only partial geometric information in the form of two depth maps or partial reconstructed surfaces, works for humans in arbitrary poses and wearing any clothing, does not require the two people to be scanned from similar viewpoints, and runs in real time. We use a deep convolutional neural network to train a feature descriptor on depth map pixels, but crucially, rather than training the network to solve the shape correspondence problem directly, we train it to solve a body region classification problem, modified to increase the smoothness of the learned descriptors near region boundaries. This approach ensures that nearby points on the human body are nearby in feature space, and vice versa, rendering the feature descriptor suitable for computing dense correspondences between the scans. We validate our method on real and synthetic data for both clothed and unclothed humans, and show that our correspondences are more robust than is possible with state-of-the-art unsupervised methods, and more accurate than those found using methods that require full watertight 3D geometry.

cs.CV

Capturing Dynamic Textured Surfaces of Moving Targets

We present an end-to-end system for reconstructing complete watertight and textured models of moving subjects such as clothed humans and animals, using only three or four handheld sensors. The heart of our framework is a new pairwise registration algorithm that minimizes, using a particle swarm strategy, an alignment error metric based on mutual visibility and occlusion. We show that this algorithm reliably registers partial scans with as little as 15% overlap without requiring any initial correspondences, and outperforms alternative global registration algorithms. This registration algorithm allows us to reconstruct moving subjects from free-viewpoint video produced by consumer-grade sensors, without extensive sensor calibration, constrained capture volume, expensive arrays of cameras, or templates of the subject geometry.

cs.CV

On the incompressibility of cylindrical origami patterns

The art and science of folding intricate three-dimensional structures out of paper has occupied artists, designers, engineers, and mathematicians for decades, culminating in the design of deployable structures and mechanical metamaterials. Here we investigate the axial compressibility of origami cylinders, i.e., cylindrical structures folded from rectangular sheets of paper. We prove, using geometric arguments, that a general fold pattern only allows for a finite number of \emph{isometric} cylindrical embeddings. Therefore, compressibility of such structures requires either stretching the material or deforming the folds. Our result considerably restricts the space of constructions that must be searched when designing new types of origami-based rigid-foldable deployable structures and metamaterials.

physics.comp-ph