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Creators/Authors contains: "Yuksel, Cem"

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  1. We introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve numerical convergence with unconditional stability and exceptional computation performance. It can also fit in a given computation budget by simply limiting the iteration count while maintaining its stability and superior convergence rate. We present and evaluate our method in the context of elastic body dynamics, providing details of all essential components and showing that it outperforms alternative techniques. In addition, we discuss and show examples of how our method can be used for other simulation systems, including particle-based simulations and rigid bodies. 
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  2. 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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  3. We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead. 
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  4. 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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  5. In recent years, reservoir-based spatiotemporal importance resampling (ReSTIR) algorithms appeared out of nowhere to take parts of the realtime rendering community by storm, with sample reuse speeding direct lighting from millions of dynamic lights [1], diffuse multi-bounce lighting [2], participating media [3], and even complex global illumination paths [4]. Highly optimized variants (e.g. [5]) can give 100x efficiency improvement over traditional ray- and path-tracing methods; this is key to achieve 30 or 60 Hz framerates. In production engines, tracing even one ray or path per pixel may only be feasible on the highest-end systems, so maximizing image quality per sample is vital. ReSTIR builds on the math in Talbot et al.'s [6] resampled importance sampling (RIS), which previously was not widely used or taught, leaving many practitioners missing key intuitions and theoretical grounding. A firm grounding is vital, as seemingly obvious "optimizations" arising during ReSTIR engine integration can silently introduce conditional probabilities and dependencies that, left ignored, add uncontrollable bias to the results. In this course, we plan to: 1. Provide concrete motivation and intuition for why ReSTIR works, where it applies, what assumptions it makes, and the limitations of today's theory and implementations; 2. Gently develop the theory, targeting attendees with basic Monte Carlo sampling experience but without prior knowledge of resampling algorithms (e.g., Talbot et al. [6]); 3. Give explicit algorithmic samples and pseudocode, pointing out easily-encountered pitfalls when implementing ReSTIR; 4. Discuss actual game integrations, highlighting the gotchas, challenges, and corner cases we encountered along the way, and highlighting ReSTIR's practical benefits. 
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  6. Recent advancements in spatiotemporal reservoir resampling (ReSTIR) leverage sample reuse from neighbors to efficiently evaluate the path integral. Like rasterization, ReSTIR methods implicitly assume a pinhole camera and evaluate the light arriving at a pixel through a single predetermined subpixel location at a time (e.g., the pixel center). This prevents efficient path reuse in and near pixels with high-frequency details. We introduceArea ReSTIR, extending ReSTIR reservoirs to also integrate each pixel's 4D ray space, including 2D areas on the film and lens. We design novel subpixel-tracking temporal reuse and shift mappings that maximize resampling quality in such regions. This robustifies ReSTIR against high-frequency content, letting us importance sample subpixel and lens coordinates and efficiently render antialiasing and depth of field. 
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  7. We present a computationally-efficient and numerically-robust algorithm for finding real roots of polynomials. It begins with determining the intervals where the given polynomial is monotonic. Then, it performs a robust variant of Newton iterations to find the real root within each interval, providing fast and guaranteed convergence and satisfying the given error bound, as permitted by the numerical precision used. For cubic polynomials, the algorithm is more accurate and faster than both the analytical solution and directly applying Newton iterations. It trivially extends to polynomials with arbitrary degrees, but it is limited to finding the real roots only and has quadratic worst-case complexity in terms of the polynomial's degree. We show that our method outperforms alternative polynomial solutions we tested up to degree 20. We also present an example rendering application with a known efficient numerical solution and show that our method provides faster, more accurate, and more robust solutions by solving polynomials of degree 10. 
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  8. 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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