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Dive into the research topics where Gabriel Cirio is active.

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Featured researches published by Gabriel Cirio.


international conference on computer graphics and interactive techniques | 2014

Yarn-level simulation of woven cloth

Gabriel Cirio; Jorge Lopez-Moreno; David Miraut; Miguel A. Otaduy

The large-scale mechanical behavior of woven cloth is determined by the mechanical properties of the yarns, the weave pattern, and frictional contact between yarns. Using standard simulation methods for elastic rod models and yarn-yarn contact handling, the simulation of woven garments at realistic yarn densities is deemed intractable. This paper introduces an efficient solution for simulating woven cloth at the yarn level. Central to our solution is a novel discretization of interlaced yarns based on yarn crossings and yarn sliding, which allows modeling yarn-yarn contact implicitly, avoiding contact handling at yarn crossings altogether. Combined with models for internal yarn forces and inter-yarn frictional contact, as well as a massively parallel solver, we are able to simulate garments with hundreds of thousands of yarn crossings at practical frame-rates on a desktop machine, showing combinations of large-scale and fine-scale effects induced by yarn-level mechanics.


world haptics conference | 2015

Soft finger tactile rendering for wearable haptics

Alvaro G. Perez; Daniel Lobo; Francesco Chinello; Gabriel Cirio; Monica Malvezzi; Jose San Martin; Domenico Prattichizzo; Miguel A. Otaduy

This paper introduces a tactile rendering algorithm for wearable cutaneous devices that stimulate the skin through local contact surface modulation. The first step in the algorithm simulates contact between a skin model and virtual objects, and computes the contact surface to be rendered. The accuracy of this surface is maximized by simulating soft skin with its characteristic nonlinear behavior. The second step takes the desired contact surface as input, and computes the device configuration by solving an optimization problem, i.e., minimizing the deviation between the contact surface in the virtual environment and the contact surface rendered by the device. The method is implemented on a thimble-like wearable device.


world haptics conference | 2013

Strain limiting for soft finger contact simulation

Alvaro G. Perez; Gabriel Cirio; Fernando Hernandez; Carlos Garre; Miguel A. Otaduy

The command of haptic devices for rendering direct interaction with the hand requires thorough knowledge of the forces and deformations caused by contact interactions on the fingers. In this paper, we propose an algorithm to simulate nonlinear elasticity under frictional contact, with the goal of establishing a model-based strategy to command haptic devices and to render direct hand interaction. The key novelty in our algorithm is an approach to model the extremely nonlinear elasticity of finger skin and flesh using strain-limiting constraints, which are seamlessly combined with frictional contact constraints in a standard constrained dynamics solver. We show that our approach enables haptic rendering of rich and compelling deformations of the fingertip.


symposium on computer animation | 2015

Efficient simulation of knitted cloth using persistent contacts

Gabriel Cirio; Jorge Lopez-Moreno; Miguel A. Otaduy

Knitted cloth is made of yarns that are stitched in regular patterns, and its macroscopic behavior is dictated by the contact interactions between such yarns. We propose an efficient representation of knitted cloth at the yarn level that treats yarn-yarn contacts as persistent, thereby avoiding expensive contact handling altogether. We introduce a compact representation of yarn geometry and kinematics, capturing the essential deformation modes of yarn loops and stitches with a minimum cost. Based on this representation, we design force models that reproduce the characteristic macroscopic behavior of knitted fabrics. We demonstrate the efficiency of our method on simulations with millions of degrees of freedom (hundreds of thousands of yarn loops), almost one order of magnitude faster than previous techniques.


IEEE Transactions on Haptics | 2017

Optimization-Based Wearable Tactile Rendering

Alvaro G. Perez; Daniel Lobo; Francesco Chinello; Gabriel Cirio; Monica Malvezzi; Jose San Martin; Domenico Prattichizzo; Miguel A. Otaduy

Novel wearable tactile interfaces offer the possibility to simulate tactile interactions with virtual environments directly on our skin. But, unlike kinesthetic interfaces, for which haptic rendering is a well explored problem, they pose new questions about the formulation of the rendering problem. In this work, we propose a formulation of tactile rendering as an optimization problem, which is general for a large family of tactile interfaces. Based on an accurate simulation of contact between a finger model and the virtual environment, we pose tactile rendering as the optimization of the device configuration, such that the contact surface between the device and the actual finger matches as close as possible the contact surface in the virtual environment. We describe the optimization formulation in general terms, and we also demonstrate its implementation on a thimble-like wearable device. We validate the tactile rendering formulation by analyzing its force error, and we show that it outperforms other approaches.


IEEE Transactions on Visualization and Computer Graphics | 2017

Yarn-Level Cloth Simulation with Sliding Persistent Contacts

Gabriel Cirio; Jorge Lopez-Moreno; Miguel A. Otaduy

Cloth is made of yarns that are stitched together forming semi-regular patterns. Due to the complexity of stitches and patterns, the macroscopic behavior of cloth is dictated by the contact interactions between yarns, not by the mechanical properties of yarns alone. The computation of cloth mechanics at the yarn level appears as a computationally complex and costly process at first sight, due to the need to resolve many fine-scale contact interactions. We propose instead an efficient representation of cloth at the yarn level that treats yarn-yarn contacts as persistent, but with the possibility to slide, thereby avoiding expensive contact handling altogether. We introduce a compact representation of yarn geometry and kinematics, capturing the essential deformation modes of yarn crossings, loops, stitches, and stacks, with a minimum cost. Based on this representation, we design force models that reproduce the characteristic macroscopic behavior of yarn-based fabrics. Our approach is suited for both woven and knitted fabrics. We demonstrate the efficiency of our method on simulations with millions of degrees of freedom (hundreds of thousands of yarn loops), almost one order of magnitude faster than previous techniques. We also compare the different macroscopic behavior under woven and knitted patterns with the same yarn density.


Computer Graphics Forum | 2017

Sparse GPU Voxelization of Yarn-Level Cloth

Jorge Lopez-Moreno; David Miraut; Gabriel Cirio; Miguel A. Otaduy

Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.


ieee haptics symposium | 2016

Efficient nonlinear skin simulation for multi-finger tactile rendering

Alvaro G. Perez; Gabriel Cirio; Daniel Lobo; Francesco Chinello; Domenico Prattichizzo; Miguel A. Otaduy

Recent advances in tactile rendering span, among others, wearable cutaneous interfaces, tactile rendering algorithms, or nonlinear soft skin models. However, the adoption of these advances for multi-finger tactile rendering of dexterous grasping and manipulation is hampered by the computational cost incurred with nonlinear skin models when applied to the full hand. We have observed that classic constrained dynamics solvers, typically designed for contact mechanics, fail to perform efficiently on deformation constraints of nonlinear skin models. In this paper, we propose a novel constrained dynamics solver designed to perform well with highly nonlinear deformation constraints. In practice, we achieve more than 10× speed-up over previous approaches, and as a result we enable multi-finger tactile rendering of manipulation actions that capture the nonlinearity of skin.


CEIG | 2014

GPU Visualization and Voxelization of Yarn-Level Cloth

Jorge Lopez-Moreno; Gabriel Cirio; David Miraut; Miguel A. Otaduy


Archive | 2015

Soft Skin Simulation for Wearable Haptic Rendering

Gabriel Cirio; Alvaro G. Perez; Miguel A. Otaduy

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Miguel A. Otaduy

King Juan Carlos University

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Alvaro G. Perez

King Juan Carlos University

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Daniel Lobo

King Juan Carlos University

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David Miraut

King Juan Carlos University

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Jose San Martin

King Juan Carlos University

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Carlos Garre

King Juan Carlos University

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