Deform Me a Solid

Technical Papers

Deform Me a Solid

Tuesday, 11 August 2:00 PM - 3:30 PM | Los Angeles Convention Center, Room 153A-C Session Chair: Ladislav Kavan, University of Pennsylvania


Interactive Material Design Using Model Reduction

This paper demonstrates how to design heterogeneous material distributions of a three-dimensional solid elastic object so that the object exhibits prescribed stresses under prescribed deformations.

Hongyi Xu
University of Southern California

Yijing Li
University of Southern California

Yong Chen
University of Southern California

Jernej Barbič
University of Southern California

Data-Driven Finite Elements for Geometry and Material Design

This approach performs fast coarsening of heterogeneous non-linear material and handles material and geometry changes in an object. It yields speed gains of up to two orders of magnitude while maintaining a reasonable level of accuracy.

Desai Chen
Massachusetts Institute of Technology

David Levin
Massachusetts Institute of Technology, Disney Research

Shinjiro Sueda
California Polytechnic State University, Disney Research, Massachusetts Institute of Technology

Wojciech Matusik
Massachusetts Institute of Technology

Nonlinear Material Design Using Principal Stretches

A stable FEM simulation method for hyper-realstic materials described using principal stretches. Based on this, the technique decouples the hyper-elastic energy into 1-D functions and provides a tool that enables the user to design both custom isotropic and orthotropic material with a simple and intuitive spline editing system.

Hongyi Xu
University of Southern California

Fun Shing Sin
University of Southern California, Activision Blizzard, Inc.

Yufeng Zhu
The University of British Columbia, University of Southern California

Jernej Barbič
University of Southern California

Subspace Condensation: Full Space Adaptivity for Subspace Deformations

Subspace deformable body simulations are fast, but they have trouble handling novel events that were not seen during their training stage. This method overcomes this limitation by activating full-space computation on the fly in the neighborhood of such events. The method is fast, generic, and even applies to non-linear materials.

Yun Teng
University of California, Santa Barbara, Pixar Animation Studios

Mark Meyer
Pixar Animation Studios

Tony DeRose
Pixar Animation Studios

Theodore Kim
University of California, Santa Barbara