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Creators/Authors contains: "Hsu, Jerry"

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  1. Lightweight, mesh-level models of knit fabric behavior are useful for both interactive pattern editing and initialization of yarn-level simulations. However, existing mesh-level simulation methods abstract knitting as a homogeneous material, which prevents them from capturing more complicated mixed structures. Furthermore, these methods require different simulation parameters depending on the knit pattern, or arrangement of stitches within the knit. Thus, fitting these parameters to physical examples must be done for each new pattern, even when the same types of stitches are used. To address this, we observe that physical behavior of a stitch is determined not only by its individual structure but also by the stitch types that surround it. In our work, we extend the stitch mesh model to allow for neighbor-aware material properties at the stitch level. Using structural analysis of stitch connections, we derive a finite set of four-way kernels that combine to create general knit-purl patterns for relaxation. From this, we generate a set of reference patterns that can be measured to infer the rest-lengths of the kernels using a linear model. After knitting and measuring these reference patterns, we used the derived kernel rest lengths to run relaxation on our stitch mesh models with mixtures of knits and purls that we then validated against physical examples. Our results show that the 4 neighbors of each stitch is sufficient to account for much of the neighborhood-dependent deformation, while remaining simple enough to directly fit to measured data with a set of 11 basis swatches. This allows our relaxation method to efficiently estimate the rest shape of mixed knit-purl patterns, which enables fast fabric preview and more accurate yarn-level simulation. 
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  2. Cosserat rods have become an increasingly popular framework for simulating complex bending and twisting in thin elastic rods, used for hair, tree, and yarn-level cloth models. However, traditional approaches often encounter significant challenges in robustly and efficiently solving for valid quaternion orientations, even when employing small time steps or computationally expensive global solvers. We introduce stable Cosserat rods, a new solver that can achieve high accuracy with high stiffness levels and maintain stability under large time steps. It is also inherently suitable for parallelization. Our key contribution is a split position and rotation optimization scheme with a closed-form Gauss-Seidel quasi-static orientation update. This solver significantly improves the numerical stability with Cosserat rods, allowing faster computation and larger time steps. We validate our method across a wide range of applications, including simulations of hair, trees, yarn-level cloth, slingshots, and bridges, demonstrating its ability to handle diverse material behaviors and complex geometries. Furthermore, we show that our method is orders of magnitude faster and more stable than alternative rod solvers, such as extended position-based dynamics and discrete elastic rods. 
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  3. We present a novel contact model, termed Offset Geometric Contact (OGC), for guaranteed penetration-free simulation of codimensional objects with minimal computational overhead. Our method is based on constructing a volumetric shape by offsetting each face along its normal direction, ensuring orthogonal contact forces, thus allows large contact radius without artifacts. We compute vertex-specific displacement bounds to guarantee penetration-free simulation, which improves convergence and avoids the need for expensive continuous collision detection. Our method relies solely on massively parallel local operations, avoiding global synchronization and enabling efficient GPU implementation. Experiments demonstrate real-time, large-scale simulations with performance more than two orders of magnitude faster than prior methods while maintaining consistent computational budgets. 
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  4. Strand-based hair simulations have recently become increasingly popular for a range of real-time applications. However, accurately simulating the full number of hair strands remains challenging. A commonly employed technique involves simulating a subset of guide hairs to capture the overall behavior of the hairstyle. Details are then enriched by interpolation using linear skinning. Hair interpolation enables fast real-time simulations but frequently leads to various artifacts during runtime. As the skinning weights are often pre-computed, substantial variations between the initial and deformed shapes of the hair can cause severe deviations in fine hair geometry. Straight hairs may become kinked, and curly hairs may become zigzags. This work introduces a novel physical-driven hair interpolation scheme that utilizes existing simulated guide hair data. Instead of directly operating on positions, we interpolate the internal forces from the guide hairs before efficiently reconstructing the rendered hairs based on their material model. We formulate our problem as a constraint satisfaction problem for which we present an efficient solution. Further practical considerations are addressed using regularization terms that regulate penetration avoidance and drift correction. We have tested various hairstyles to illustrate that our approach can generate visually plausible rendered hairs with only a few guide hairs and minimal computational overhead, amounting to only about 20% of conventional linear hair interpolation. This efficiency underscores the practical viability of our method for real-time applications. 
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  5. Lagrangian/Eulerian hybrid strand-based hair simulation techniques have quickly become a popular approach in VFX and real-time graphics applications. With Lagrangian hair dynamics, the inter-hair contacts are resolved in the Eulerian grid using the continuum method, i.e., the MPM scheme with the granular Drucker-Prager rheology, to avoid expensive collision detection and handling. This fuzzy collision handling makes the authoring process significantly easier. However, although current hair grooming tools provide a wide range of strand-based modeling tools for this simulation approach, the crucial sag-free initialization functionality remains often ignored. Thus, when the simulation starts, gravity would cause any artistic hairstyle to sag and deform into unintended and undesirable shapes. This paper proposes a novel four-stage sag-free initialization framework to solve stable quasistatic configurations for hybrid strand-based hair dynamic systems. These four stages are split into two global-local pairs. The first one ensures static equilibrium at every Eulerian grid node with additional inequality constraints to prevent stress from exiting the yielding surface. We then derive several associated closed-form solutions in the local stage to compute segment rest lengths, orientations, and particle deformation gradients in parallel. The second global-local step solves along each hair strand to ensure all the bend and twist constraints produce zero net torque on every hair segment, followed by a local step to adjust the rest Darboux vectors to a unit quaternion. We also introduce an essential modification for the Darboux vector to eliminate the ambiguity of the Cosserat rod rest pose in both initialization and simulation. We evaluate our method on a wide range of hairstyles, and our approach can only take a few seconds to minutes to get the rest quasistatic configurations for hundreds of hair strands. Our results show that our method successfully prevents sagging and has minimal impact on the hair motion during simulation. 
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  6. Initializing simulations of deformable objects involves setting the rest state of all internal forces at the rest shape of the object. However, often times the rest shape is not explicitly provided. In its absence, it is common to initialize by treating the given initial shape as the rest shape. This leads to sagging, the undesirable deformation under gravity as soon as the simulation begins. Prior solutions to sagging are limited to specific simulation systems and material models, most of them cannot handle frictional contact, and they require solving expensive global nonlinear optimization problems. We introduce a novel solution to the sagging problem that can be applied to a variety of simulation systems and materials. The key feature of our approach is that we avoid solving a global nonlinear optimization problem by performing the initialization in two stages. First, we use a global linear optimization for static equilibrium. Any nonlinearity of the material definition is handled in the local stage, which solves many small local problems efficiently and in parallel. Notably, our method can properly handle frictional contact orders of magnitude faster than prior work. We show that our approach can be applied to various simulation systems by presenting examples with mass-spring systems, cloth simulations, the finite element method, the material point method, and position-based dynamics. 
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