Research Overview

Physics-Based Sound Synthesis

We are exploring how to synthesize synchronized and realistic sounds automatically for a wide spectrum of physically based simulation models (rigid bodies [JP06], nonlinear thin-shells [CAJ09] and elastic rods [SJM17], splashing fluids [ZJ09,L+16], fracturing solids [ZJ10], self-collision chattering [BJ10], etc.). One major focus has been developing efficient reduced-order algorithms to synthesize vibrations and sound radiation to enable realistic, real-time sound models for future virtual environments. We are also exploring off-line methods for high-quality audio-visual rendering of general physics-based animations.

Pixar Research

My work at Pixar explores new ways of applying mathematics and physically based simulation to the Pixar creative process. Recently, I have been investigating analytical methods of mathematical physics to develop fast physics-based tools for artists, an example of which is our work on Kelvinlets for real-time deformable sculpting. After years of exploring numerical precomputation methods to solve equations ahead of time, it is interesting to revisit classical methods for “analytical precomputation.”

Yarn-Level Cloth

Following the pioneering work of Terzopoulos and others more than three decades ago, computational models of cloth have been essentially “rubber sheets.” Starting with a sequence of works at Cornell with Steve Marschner and our students, we advanced fundamentally different computational cloth models based on direct simulation of constitutive yarns in pervasive contact. We devised a family of algorithms to efficiently simulate complex assemblies of inter-looping elastic rods and resolve millions of contacts [KJM08], along with space-time adaptive methods for exploiting temporal coherence in yarn-yarn contact computations [KJM10]. We invented Stitch Meshes to allow artists to interactively design realistic knitted garments with yarn-level details, while providing topological guarantees that the yarns will not unravel when simulated [YKJM12]. We continue to explore technology for faster and better simulation of yarn-level systems for the graphics and textile industries.

Deformation processing

By and large, many of our contributions address efficient deformation processing methods: fast precomputed Green’s function models [JP99, PvdDJ+01, JP03], hardware-accelerated skinning [JP02, JT05], data-driven animation using motion graphs [JF03, JTCW07], dimensional model reduction and nonlinear reduced-order dynamics [BJ05, AKJ08, KJ09], deformable collision processing [JP04, KSJP08, BJ10], vibration-based sound synthesis [JBP06, BDT+08, CAJ09], fast lattice shape matching [RJ07], and extra-warm yarn-level cloth [KJM08, KJM10].

Physics-Based Sound Synthesis

We are exploring how to synthesize synchronized and realistic sounds automatically for a wide spectrum of physically based simulation models (rigid bodies [JP06], nonlinear thin-shells [CAJ09] and elastic rods [SJM17], splashing fluids [ZJ09,L+16], fracturing solids [ZJ10], self-collision chattering [BJ10], etc.). One major focus has been developing efficient reduced-order algorithms to synthesize vibrations and sound radiation to enable realistic, real-time sound models for future virtual environments. We are also exploring off-line methods for high-quality audio-visual rendering of general physics-based animations.

Pixar Research

My work at Pixar explores new ways of applying mathematics and physically based simulation to the Pixar creative process. Recently, I have been investigating analytical methods of mathematical physics to develop fast physics-based tools for artists, an example of which is our work on Kelvinlets for real-time deformable sculpting. After years of exploring numerical precomputation methods to solve equations ahead of time, it is interesting to revisit classical methods for “analytical precomputation.”

Yarn-Level Cloth

Following the pioneering work of Terzopoulos and others more than three decades ago, computational models of cloth have been essentially “rubber sheets.” Starting with a sequence of works at Cornell with Steve Marschner and our students, we advanced fundamentally different computational cloth models based on direct simulation of constitutive yarns in pervasive contact. We devised a family of algorithms to efficiently simulate complex assemblies of inter-looping elastic rods and resolve millions of contacts [KJM08], along with space-time adaptive methods for exploiting temporal coherence in yarn-yarn contact computations [KJM10]. We invented Stitch Meshes to allow artists to interactively design realistic knitted garments with yarn-level details, while providing topological guarantees that the yarns will not unravel when simulated [YKJM12]. We continue to explore technology for faster and better simulation of yarn-level systems for the graphics and textile industries.

Deformation processing

By and large, many of our contributions address efficient deformation processing methods: fast precomputed Green’s function models [JP99, PvdDJ+01, JP03], hardware-accelerated skinning [JP02, JT05], data-driven animation using motion graphs [JF03, JTCW07], dimensional model reduction and nonlinear reduced-order dynamics [BJ05, AKJ08, KJ09], deformable collision processing [JP04, KSJP08, BJ10], vibration-based sound synthesis [JBP06, BDT+08, CAJ09], fast lattice shape matching [RJ07], and extra-warm yarn-level cloth [KJM08, KJM10].

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