Figure 1: Many fluid phenomena consist of thin films and filaments. (Far Left) Film Catenoid: a membrane suspended between two rings contracts due to surface tension. (Middle Left) Fishbone: two colliding jets form a thin sheet, filaments, and droplets. This phenomena is named for its resemblance to a fish skeleton. (Middle Right) Waterbell: a jet of water striking an impactor results in a closed circular water sheet that resembles a bell. (Far Right) Paint Splash: a splash caused by a rock falling into a tank filled with layers of colored paint. AbstractMany visually interesting natural phenomena are characterized by thin liquid sheets, long filaments, and droplets. We present a new Lagrangian-based numerical method to simulate these codimensional surface tension driven phenomena using non-manifold simplicial complexes. Tetrahedra, triangles, segments, and points are used to model the fluid volume, thin films, filaments, and droplets, respectively. We present a new method for enforcing fluid incompressibility on simplicial complexes along with a physically-guided meshing algorithm to provide temporally consistent information for interparticle forces. Our method naturally allows for transitions between codimensions, either from tetrahedra to triangles to segments to points or vice versa, regardless of the simulation resolution. We demonstrate the efficacy of this method by simulating various natural phenomena that are characterized by thin fluid sheets, filaments, and surface tension effects.
We present an efficient grid structure that extends a uniform grid to create a significantly larger far-field grid by dynamically extending the cells surrounding a fine uniform grid while still maintaining fine resolution about the regions of interest. The far-field grid preserves almost every computational advantage of uniform grids including cache coherency, regular subdivisions for parallelization, simple data layout, the existence of efficient numerical discretizations and algorithms for solving partial differential equations, etc. This allows fluid simulations to cover large domains that are often infeasible to enclose with sufficient resolution using a uniform grid, while still effectively capturing fine scale details in regions of interest using dynamic adaptivity.
Figure 1: Twelve anatomical face simulation models automatically generated using our procedure. We activated the levator palpabrae muscles to open the eyes and the zygomatic major and orbicularis oculi muscles to produce the smiles. These meshes were selected to represent a variety of features and characteristics. Asimov, Demon, Goblin, Artec Human, Kiran, Lincoln, Matthew, Ogre Head, Old Man, Orc, Spielberg and Yoda. AbstractWe present a fast, fully automatic morphing algorithm for creating simulatable flesh and muscle models for human and humanoid faces. Current techniques for creating such models require a significant amount of time and effort, making them infeasible or impractical. In fact, the vast majority of research papers use only a floating mask with no inner lips, teeth, tongue, eyelids, eyes, head, ears, etc.-and even those that build the full visual model would typically still lack the cranium, jaw, muscles, and other internal anatomy. Our method requires only the target surface mesh as input and can create a variety of models in only a few hours with no user interaction. We start with a symmetric, high resolution, anatomically accurate template model that includes auxiliary information such as feature points and curves. Then given a target mesh, we automatically orient it to the template, detect feature points, and use these to bootstrap the detection of corresponding feature curves. These curve correspondences are used to deform the surface mesh of the template model to match the target mesh. Then, the calculated displacements of the template surface mesh are used to drive a three-dimensional morph of the full template model including all interior anatomy. The resulting target model can be simulated to generate a large range of expressions that are consistent across characters using the same muscle activations. Full automation of this entire process makes it readily available to a wide range of users.
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose modifying a recently developed rather expressive muscle-based system in order to make it fully-differentiable; in fact, our proposed modifications allow this physically robust and anatomically accurate muscle model to conveniently be driven by an underlying blendshape basis. Our formulation is intuitive, natural, as well as monolithically and fully coupled such that one can differentiate the model from end to end, which makes it viable for both optimization and learning-based approaches for a variety of applications. We illustrate this with a number of examples including both shape matching of three-dimensional geometry as as well as the automatic determination of a threedimensional facial pose from a single two-dimensional RGB image without using markers or depth information.
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