Bernhard Thomaszewski
Disney Research
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Featured researches published by Bernhard Thomaszewski.
international conference on computer graphics and interactive techniques | 2013
Stelian Coros; Bernhard Thomaszewski; Gioacchino Noris; Shinjiro Sueda; Moira Forberg; Robert W. Sumner; Wojciech Matusik; Bernd Bickel
We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.
international conference on computer graphics and interactive techniques | 2011
Sebastian Martin; Bernhard Thomaszewski; Eitan Grinspun; Markus H. Gross
We propose an example-based approach for simulating complex elastic material behavior. Supplied with a few poses that characterize a given object, our system starts by constructing a space of prefered deformations by means of interpolation. During simulation, this example manifold then acts as an additional elastic attractor that guides the object towards its space of prefered shapes. Added on top of existing solid simulation codes, this example potential effectively allows us to implement inhomogeneous and anisotropic materials in a direct and intuitive way. Due to its example-based interface, our method promotes an art-directed approach to solid simulation, which we exemplify on a set of practical examples.
international conference on computer graphics and interactive techniques | 2013
Mélina Skouras; Bernhard Thomaszewski; Stelian Coros; Bernd Bickel; Markus H. Gross
We present a method for fabrication-oriented design of actuated deformable characters that allows a user to automatically create physical replicas of digitally designed characters using rapid manufacturing technologies. Given a deformable character and a set of target poses as input, our method computes a small set of actuators along with their locations on the surface and optimizes the internal material distribution such that the resulting character exhibits the desired deformation behavior. We approach this problem with a dedicated algorithm that combines finite-element analysis, sparse regularization, and constrained optimization. We validate our pipeline on a set of two- and three-dimensional example characters and present results in simulation and physically-fabricated prototypes.
Computer Graphics Forum | 2009
Bernhard Thomaszewski; Simon Pabst; Wolfgang Straßer
We present Continuum‐based Strain Limiting (CSL) – a new method for limiting deformations in physically‐based cloth simulations. Despite recent developments for nearly inextensible materials, the efficient simulation of general biphasic textiles and their anisotropic behavior remains challenging. Many approaches use soft materials and enforce limits on edge elongations, leading to discretization‐dependent behavior. Moreover, they offer no explicit control over shearing and stretching unless specifically aligned meshes are used. Based on a continuum deformation measure, our method allows accurate control over all strain components using individual thresholds. We impose deformation limits element‐wise and cast the problem as a 6×6 system of linear equations. CSL can be combined with any cloth simulator and, as a velocity filter, integrates seamlessly into standard collision handling.
international conference on computer graphics and interactive techniques | 2012
Fabian Hahn; Sebastian Martin; Bernhard Thomaszewski; Robert W. Sumner; Stelian Coros; Markus H. Gross
We present a method that brings the benefits of physics-based simulations to traditional animation pipelines. We formulate the equations of motions in the subspace of deformations defined by an animators rig. Our framework fits seamlessly into the workflow typically employed by artists, as our output consists of animation curves that are identical in nature to the result of manual keyframing. Artists can therefore explore the full spectrum between handcrafted animation and unrestricted physical simulation. To enhance the artists control, we provide a method that transforms stiffness values defined on rig parameters to a non-homogeneous distribution of material parameters for the underlying FEM model. In addition, we use automatically extracted high-level rig parameters to intuitively edit the results of our simulations, and also to speed up computation. To demonstrate the effectiveness of our method, we create compelling results by adding rich physical motions to coarse input animations. In the absence of artist input, we create realistic passive motion directly in rig space.
international conference on computer graphics and interactive techniques | 2014
Bernhard Thomaszewski; Stelian Coros; Damien Gauge; Vittorio Megaro; Eitan Grinspun; Markus H. Gross
We present a design system for linkage-based characters, combining form and function in an aesthetically-pleasing manner. Linkage-based character design exhibits a mix of discrete and continuous problems, making for a highly unintuitive design space that is difficult to navigate without assistance. Our system significantly simplifies this task by allowing users to interactively browse different topology options, thus guiding the discrete set of choices that need to be made. A subsequent continuous optimization step improves motion quality and, crucially, safeguards against singularities. We demonstrate the flexibility of our method on a diverse set of character designs, and then realize our designs by physically fabricating prototypes.
symposium on computer animation | 2006
Bernhard Thomaszewski; Markus Wacker; Wolfgang Straßer
Wrinkles and folds play an important role in the appearance of real textiles. The way in which they form depends mainly on the bending properties of the specific material type. Existing approaches fail to reliably reproduce characteristic behaviour like folding and buckling for different material types or resolutions. It is therefore crucial for the realistic simulation of cloth to model bending energy in a physically accurate and consistent way. In this paper we present a new method based on a corotational formulation of subdivision finite elements. Due to the non-local nature of the employed subdivision basis functions a C1-continuous displacement field can be defined. In this way, it is possible to use the governing equations of thin shell analysis leading to physically accurate bending behaviour. Using a corotated strain tensor allows the large displacement analysis of cloth while retaining a linear system of equations. Hence, known convergence properties and computational efficiency are preserved while convincing and detailed folding behaviour is obtained in the simualtion.
international conference on computer graphics and interactive techniques | 2012
Bernd Bickel; Peter Kaufmann; Mélina Skouras; Bernhard Thomaszewski; Derek Bradley; Thabo Beeler; Philip J. B. Jackson; Steve Marschner; Wojciech Matusik; Markus H. Gross
We propose a complete process for designing, simulating, and fabricating synthetic skin for an animatronics character that mimics the face of a given subject and its expressions. The process starts with measuring the elastic properties of a material used to manufacture synthetic soft tissue. Given these measurements we use physics-based simulation to predict the behavior of a face when it is driven by the underlying robotic actuation. Next, we capture 3D facial expressions for a given target subject. As the key component of our process, we present a novel optimization scheme that determines the shape of the synthetic skin as well as the actuation parameters that provide the best match to the target expressions. We demonstrate this computational skin design by physically cloning a real human face onto an animatronics figure.
Computer Graphics Forum | 2012
Eder Miguel; Derek Bradley; Bernhard Thomaszewski; Bernd Bickel; Wojciech Matusik; Miguel A. Otaduy; Steve Marschner
Progress in cloth simulation for computer animation and apparel design has led to a multitude of deformation models, each with its own way of relating geometry, deformation, and forces. As simulators improve, differences between these models become more important, but it is difficult to choose a model and a set of parameters to match a given real material simply by looking at simulation results. This paper provides measurement and fitting methods that allow nonlinear models to be fit to the observed deformation of a particular cloth sample. Unlike standard textile testing, our system measures complex 3D deformations of a sheet of cloth, not just one‐dimensional force‐displacement curves, so it works under a wider range of deformation conditions. The fitted models are then evaluated by comparison to measured deformations with motions very different from those used for fitting.
international conference on computer graphics and interactive techniques | 2014
Mélina Skouras; Bernhard Thomaszewski; Peter Kaufmann; Akash Garg; Bernd Bickel; Eitan Grinspun; Markus H. Gross
We propose an interactive, optimization-in-the-loop tool for designing inflatable structures. Given a target shape, the user draws a network of seams defining desired segment boundaries in 3D. Our method computes optimally-shaped flat panels for the segments, such that the inflated structure is as close as possible to the target while satisfying the desired seam positions. Our approach is underpinned by physics-based pattern optimization, accurate coarse-scale simulation using tension field theory, and a specialized constraint-optimization method. Our system is fast enough to warrant interactive exploration of different seam layouts, including internal connections, and their effects on the inflated shape. We demonstrate the resulting design process on a varied set of simulation examples, some of which we have fabricated, demonstrating excellent agreement with the design intent.