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Timothy R. Langlois

Publications and source records attributed to Timothy R. Langlois.

4 recordsLinked to original sources

Fluid Control with Localized Spacetime Windows

We present a physics-based fluid control method utilizing localized spacetime windows, extending force-based fluid control to substantially larger simulation scales. In many practical editing scenarios, user-specified objectives affect only a small region of an otherwise satisfactory simulation, resulting in optimal control force distributions that are highly sparse in both space and time. However, existing optimization-based fluid control methods typically solve for control forces over the entire spacetime domain, leading to unnecessarily high computational cost and poor scalability. Motivated by this observation, we restrict optimization to localized spacetime regions surrounding the edit of interest, significantly reducing the dimensionality of the control problem. Within this framework, control forces are parameterized on a coarse "floating" background grid, decoupling control degrees of freedom from simulation resolution and promoting smooth, physically plausible forces. We further analyze spacetime-window selection as a joint spatial-temporal problem. While the full problem can be formulated as a 2D search over spatial and temporal window extents, practical workflows can often leverage user-specified spatial regions and lightweight temporal-window selection strategies to reduce search cost. Our method enables a range of intuitive editing tasks, where sparse user inputs can induce coherent motion in surrounding fluid structures. We demonstrate the effectiveness and efficiency of our method with various 2D and 3D particle-based free-surface simulation examples.

cs.GR

Scene-Aware Audio Rendering via Deep Acoustic Analysis

We present a new method to capture the acoustic characteristics of real-world rooms using commodity devices, and use the captured characteristics to generate similar sounding sources with virtual models. Given the captured audio and an approximate geometric model of a real-world room, we present a novel learning-based method to estimate its acoustic material properties. Our approach is based on deep neural networks that estimate the reverberation time and equalization of the room from recorded audio. These estimates are used to compute material properties related to room reverberation using a novel material optimization objective. We use the estimated acoustic material characteristics for audio rendering using interactive geometric sound propagation and highlight the performance on many real-world scenarios. We also perform a user study to evaluate the perceptual similarity between the recorded sounds and our rendered audio.

cs.SD

Designing Volumetric Truss Structures

We present the first algorithm for designing volumetric Michell Trusses. Our method uses a parametrization approach to generate trusses made of structural elements aligned with the primary direction of an object's stress field. Such trusses exhibit high strength-to-weight ratios. We demonstrate the structural robustness of our designs via a posteriori physical simulation. We believe our algorithm serves as an important complement to existing structural optimization tools and as a novel standalone design tool itself.

cs.GR

Scene-Aware Audio for 360\textdegree{} Videos

Although 360\textdegree{} cameras ease the capture of panoramic footage, it remains challenging to add realistic 360\textdegree{} audio that blends into the captured scene and is synchronized with the camera motion. We present a method for adding scene-aware spatial audio to 360\textdegree{} videos in typical indoor scenes, using only a conventional mono-channel microphone and a speaker. We observe that the late reverberation of a room's impulse response is usually diffuse spatially and directionally. Exploiting this fact, we propose a method that synthesizes the directional impulse response between any source and listening locations by combining a synthesized early reverberation part and a measured late reverberation tail. The early reverberation is simulated using a geometric acoustic simulation and then enhanced using a frequency modulation method to capture room resonances. The late reverberation is extracted from a recorded impulse response, with a carefully chosen time duration that separates out the late reverberation from the early reverberation. In our validations, we show that our synthesized spatial audio matches closely with recordings using ambisonic microphones. Lastly, we demonstrate the strength of our method in several applications.

cs.GR