Desai Chen
Massachusetts Institute of Technology
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Featured researches published by Desai Chen.
Computational Linguistics | 2014
Dipanjan Das; Desai Chen; André F. T. Martins; Nathan Schneider; Noah A. Smith
Frame semantics is a linguistic theory that has been instantiated for English in the FrameNet lexicon. We solve the problem of frame-semantic parsing using a two-stage statistical model that takes lexical targets (i.e., content words and phrases) in their sentential contexts and predicts frame-semantic structures. Given a target in context, the first stage disambiguates it to a semantic frame. This model uses latent variables and semi-supervised learning to improve frame disambiguation for targets unseen at training time. The second stage finds the targets locally expressed semantic arguments. At inference time, a fast exact dual decomposition algorithm collectively predicts all the arguments of a frame at once in order to respect declaratively stated linguistic constraints, resulting in qualitatively better structures than naïve local predictors. Both components are feature-based and discriminatively trained on a small set of annotated frame-semantic parses. On the SemEval 2007 benchmark data set, the approach, along with a heuristic identifier of frame-evoking targets, outperforms the prior state of the art by significant margins. Additionally, we present experiments on the much larger FrameNet 1.5 data set. We have released our frame-semantic parser as open-source software.
international conference on computer graphics and interactive techniques | 2013
Desai Chen; David I. W. Levin; Piotr Didyk; Pitchaya Sitthi-Amorn; Wojciech Matusik
Multi-material 3D printing allows objects to be composed of complex, heterogenous arrangements of materials. It is often more natural to define a functional goal than to define the material composition of an object. Translating these functional requirements to fabri-cable 3D prints is still an open research problem. Recently, several specific instances of this problem have been explored (e.g., appearance or elastic deformation), but they exist as isolated, monolithic algorithms. In this paper, we propose an abstraction mechanism that simplifies the design, development, implementation, and reuse of these algorithms. Our solution relies on two new data structures: a reducer tree that efficiently parameterizes the space of material assignments and a tuner network that describes the optimization process used to compute material arrangement. We provide an application programming interface for specifying the desired object and for defining parameters for the reducer tree and tuner network. We illustrate the utility of our framework by implementing several fabrication algorithms as well as demonstrating the manufactured results.
Computer Graphics Forum | 2013
Desai Chen; Pitchaya Sitthi-Amorn; Justin T. Lan; Wojciech Matusik
We present a method for converting computer 3D models into physical equivalents. More specifically, we address the problem of approximating a 3D textured mesh using a small number of planar polygonal primitives that form a closed surface. This simplified representation allows us to easily manufacture individual components using computer controlled cutters (e.g., laser cutters or CNC machines). These polygonal pieces can be assembled into the final 3D model using internal planar connectors that are manufactured simultaneously. Our shape approximation algorithm iteratively assigns mesh faces to planar segments and slowly deforms these faces towards corresponding segments. This approach ensures that the output for a given closed mesh is still a closed mesh and avoids introducing self‐intersections. After this step we also compute the shape of polygonal connectors that internally hold the whole mesh surface. Both the polygonal surface elements and connectors can be manufactured in a single cutting pass. We validate the use of our method by computing and manufacturing a variety of textured polyhedral models.
ACM Transactions on Graphics | 2016
Fredrik Kjolstad; Shoaib Kamil; Jonathan Ragan-Kelley; David I. W. Levin; Shinjiro Sueda; Desai Chen; Etienne Vouga; Danny M. Kaufman; Gurtej Kanwar; Wojciech Matusik; Saman P. Amarasinghe
With existing programming tools, writing high-performance simulation code is labor intensive and requires sacrificing readability and portability. The alternative is to prototype simulations in a high-level language like Matlab, thereby sacrificing performance. The Matlab programming model naturally describes the behavior of an entire physical system using the language of linear algebra. However, simulations also manipulate individual geometric elements, which are best represented using linked data structures like meshes. Translating between the linked data structures and linear algebra comes at significant cost, both to the programmer and to the machine. High-performance implementations avoid the cost by rephrasing the computation in terms of linked or index data structures, leaving the code complicated and monolithic, often increasing its size by an order of magnitude. In this article, we present Simit, a new language for physical simulations that lets the programmer view the system both as a linked data structure in the form of a hypergraph and as a set of global vectors, matrices, and tensors depending on what is convenient at any given time. Simit provides a novel assembly construct that makes it conceptually easy and computationally efficient to move between the two abstractions. Using the information provided by the assembly construct, the compiler generates efficient in-place computation on the graph. We demonstrate that Simit is easy to use: a Simit program is typically shorter than a Matlab program; that it is high performance: a Simit program running sequentially on a CPU performs comparably to hand-optimized simulations; and that it is portable: Simit programs can be compiled for GPUs with no change to the program, delivering 4 to 20× speedups over our optimized CPU code.
international conference on computer graphics and interactive techniques | 2015
Desai Chen; David I. W. Levin; Shinjiro Sueda; Wojciech Matusik
Crafting the behavior of a deformable object is difficult---whether it is a biomechanically accurate character model or a new multimaterial 3D printable design. Getting it right requires constant iteration, performed either manually or driven by an automated system. Unfortunately, Previous algorithms for accelerating three-dimensional finite element analysis of elastic objects suffer from expensive precomputation stages that rely on a priori knowledge of the objects geometry and material composition. In this paper we introduce Data-Driven Finite Elements as a solution to this problem. Given a material palette, our method constructs a metamaterial library which is reusable for subsequent simulations, regardless of object geometry and/or material composition. At runtime, we perform fast coarsening of a simulation mesh using a simple table lookup to select the appropriate metamaterial model for the coarsened elements. When the objects material distribution or geometry changes, we do not need to update the metamaterial library---we simply need to update the metamaterial assignments to the coarsened elements. An important advantage of our approach is that it is applicable to non-linear material models. This is important for designing objects that undergo finite deformation (such as those produced by multimaterial 3D printing). Our method yields speed gains of up to two orders of magnitude while maintaining good accuracy. We demonstrate the effectiveness of the method on both virtual and 3D printed examples in order to show its utility as a tool for deformable object design.
ACM Transactions on Graphics | 2017
Bo Zhu; Mélina Skouras; Desai Chen; Wojciech Matusik
In this article, we present a novel two-scale framework to optimize the structure and the material distribution of an object given its functional specifications. Our approach utilizes multi-material microstructures as low-level building blocks of the object. We start by precomputing the material property gamut—the set of bulk material properties that can be achieved with all material microstructures of a given size. We represent the boundary of this material property gamut using a level set field. Next, we propose an efficient and general topology optimization algorithm that simultaneously computes an optimal object topology and spatially varying material properties constrained by the precomputed gamut. Finally, we map the optimal spatially varying material properties onto the microstructures with the corresponding properties to generate a high-resolution printable structure. We demonstrate the efficacy of our framework by designing, optimizing, and fabricating objects in different material property spaces on the level of a trillion voxels, that is, several orders of magnitude higher than what can be achieved with current systems.
ACM Transactions on Graphics | 2017
Desai Chen; David I. W. Levin; Wojciech Matusik; Danny M. Kaufman
The realistic simulation of highly-dynamic elastic objects is important for a broad range of applications in computer graphics, engineering and computational fabrication. However, whether simulating flipping toys, jumping robots, prosthetics or quickly moving creatures, performing such simulations in the presence of contact, impact and friction is both time consuming and inaccurate. In this paper we present Dynamics-Aware Coarsening (DAC) and the Boundary Balanced Impact (BBI) model which allow for the accurate simulation of dynamic, elastic objects undergoing both large scale deformation and frictional contact, at rates up to 79 times faster than state-of-the-art methods. DAC and BBI produce simulations that are accurate and fast enough to be used (for the first time) for the computational design of 3D-printable compliant dynamic mechanisms. Thus we demonstrate the efficacy of DAC and BBI by designing and fabricating mechanisms which flip, throw and jump over and onto obstacles as requested.
Science Advances | 2018
Desai Chen; Mélina Skouras; Bo Zhu; Wojciech Matusik
We report the first fully automatic method for discovering microstructure families with extremal physical properties. Modern fabrication techniques, such as additive manufacturing, can be used to create materials with complex custom internal structures. These engineered materials exhibit a much broader range of bulk properties than their base materials and are typically referred to as metamaterials or microstructures. Although metamaterials with extraordinary properties have many applications, designing them is very difficult and is generally done by hand. We propose a computational approach to discover families of microstructures with extremal macroscale properties automatically. Using efficient simulation and sampling techniques, we compute the space of mechanical properties covered by physically realizable microstructures. Our system then clusters microstructures with common topologies into families. Parameterized templates are eventually extracted from families to generate new microstructure designs. We demonstrate these capabilities on the computational design of mechanical metamaterials and present five auxetic microstructure families with extremal elastic material properties. Our study opens the way for the completely automated discovery of extremal microstructures across multiple domains of physics, including applications reliant on thermal, electrical, and magnetic properties.
north american chapter of the association for computational linguistics | 2010
Dipanjan Das; Nathan Schneider; Desai Chen; Noah A. Smith
meeting of the association for computational linguistics | 2010
Desai Chen; Nathan Schneider; Dipanjan Das; Noah A. Smith