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Dive into the research topics where Huamin Wang is active.

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Featured researches published by Huamin Wang.


international conference on computer graphics and interactive techniques | 2005

Water drops on surfaces

Huamin Wang; Peter J. Mucha; Greg Turk

We present a physically-based method to enforce contact angles at the intersection of fluid free surfaces and solid objects, allowing us to simulate a variety of small-scale fluid phenomena including water drops on surfaces. The heart of this technique is a virtual surface method, which modifies the level set distance field representing the fluid surface in order to maintain an appropriate contact angle. The surface tension that is calculated on the contact line between the solid surface and liquid surface can then capture all interfacial tensions, including liquid-solid, liquid-air and solid-air tensions. We use a simple dynamic contact angle model to select contact angles according to the solid material property, water history, and the fluid fronts motion. Our algorithm robustly and accurately treats various drop shape deformations, and handles both flat and curved solid surfaces. Our results show that our algorithm is capable of realistically simulating several small-scale liquid phenomena such as beading and flattened drops, stretched and separating drops, suspended drops on curved surfaces, and capillary action.


international conference on computer graphics and interactive techniques | 2010

Example-based wrinkle synthesis for clothing animation

Huamin Wang; Florian Hecht; Ravi Ramamoorthi; James F. O'Brien

This paper describes a method for animating the appearance of clothing, such as pants or a shirt, that fits closely to a figures body. Compared to flowing cloth, such as loose dresses or capes, these types of garments involve nearly continuous collision contact and small wrinkles, that can be troublesome for traditional cloth simulation methods. Based on the observation that the wrinkles in close-fitting clothing behave in a predominantly kinematic fashion, we have developed an example-based wrinkle synthesis technique. Our method drives wrinkle generation from the pose of the figures kinematic skeleton. This approach allows high quality clothing wrinkles to be combined with a coarse cloth simulation that computes the global and dynamic aspects of the clothing motion. While the combined results do not exactly match a high-resolution reference simulation, they do capture many of the characteristic fine-scale features and wrinkles. Further, the combined system runs at interactive rates, making it suitable for applications where high-resolution offline simulations would not be a viable option. The wrinkle synthesis method uses a precomputed database built by simulating the high-resolution clothing as the articulated figure is moved over a range of poses. In principle, the space of poses is exponential in the total number of degrees of freedom; however clothing wrinkles are primarily affected by the nearest joints, allowing each joint to be processed independently. During synthesis, mesh interpolation is used to consider the influence of multiple joints, and combined with a coarse simulation to produce the final results at interactive rates.


international conference on computer graphics and interactive techniques | 2011

Data-driven elastic models for cloth: modeling and measurement

Huamin Wang; James F. O'Brien; Ravi Ramamoorthi

Cloth often has complicated nonlinear, anisotropic elastic behavior due to its woven pattern and fiber properties. However, most current cloth simulation techniques simply use linear and isotropic elastic models with manually selected stiffness parameters. Such simple simulations do not allow differentiating the behavior of distinct cloth materials such as silk or denim, and they cannot model most materials with fidelity to their real-world counterparts. In this paper, we present a data-driven technique to more realistically animate cloth. We propose a piecewise linear elastic model that is a good approximation to nonlinear, anisotropic stretching and bending behaviors of various materials. We develop new measurement techniques for studying the elastic deformations for both stretching and bending in real cloth samples. Our setup is easy and inexpensive to construct, and the parameters of our model can be fit to observed data with a well-posed optimization procedure. We have measured a database of ten different cloth materials, each of which exhibits distinctive elastic behaviors. These measurements can be used in most cloth simulation systems to create natural and realistic clothing wrinkles and shapes, for a range of different materials.


international conference on computer vision | 2009

Modeling deformable objects from a single depth camera

Miao Liao; Qing Zhang; Huamin Wang; Ruigang Yang; Minglun Gong

We propose a novel approach to reconstruct complete 3D deformable models over time by a single depth camera, provided that most parts of the models are observed by the camera at least once. The core of this algorithm is based on the assumption that the deformation is continuous and predictable in a short temporal interval. While the camera can only capture part of a whole surface at any time instant, partial surfaces reconstructed from different times are assembled together to form a complete 3D surface for each time instant, even when the shape is under severe deformation. A mesh warping algorithm based on linear mesh deformation is used to align different partial surfaces. A volumetric method is then used to combine partial surfaces, fix missing holes, and smooth alignment errors. Our experiment shows that this approach is able to reconstruct visually plausible 3D surface deformation results with a single camera.


international conference on computer graphics and interactive techniques | 2010

Multi-resolution isotropic strain limiting

Huamin Wang; James F. O'Brien; Ravi Ramamoorthi

In this paper we describe a fast strain-limiting method that allows stiff, incompliant materials to be simulated efficiently. Unlike prior approaches, which act on springs or individual strain components, this method acts on the strain tensors in a coordinate-invariant fashion allowing isotropic behavior. Our method applies to both two-and three-dimensional strains, and only requires computing the singular value decomposition of the deformation gradient, either a small 2x2 or 3x3 matrix, for each element. We demonstrate its use with triangular and tetrahedral linear-basis elements. For triangulated surfaces in three-dimensional space, we also describe a complementary edge-angle-limiting method to limit out-of-plane bending. All of the limits are enforced through an iterative, non-linear, Gauss-Seidel-like constraint procedure. To accelerate convergence, we propose a novel multi-resolution algorithm that enforces fitted limits at each level of a non-conforming hierarchy. Compared with other constraint-based techniques, our isotropic multi-resolution strain-limiting method is straightforward to implement, efficient to use, and applicable to a wide range of shell and solid materials.


IEEE Transactions on Visualization and Computer Graphics | 2012

A Deformable Surface Model for Real-Time Water Drop Animation

Yizhong Zhang; Huamin Wang; Shuai Wang; Yiying Tong; Kun Zhou

A water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity makes the interior of a water drop less relevant to its motion, as the smooth velocity field can be well approximated by an interpolation of the velocity on the boundary. Consequently, we propose a fast deformable surface model to realistically animate water drops and their flowing behaviors on solid surfaces. Our system efficiently simulates water drop motions in a Lagrangian fashion, by reducing 3D fluid dynamics over the whole liquid volume to a deformable surface model. In each time step, the model uses an implicit mean curvature flow operator to produce surface tension effects, a contact angle operator to change droplet shapes on solid surfaces, and a set of mesh connectivity updates to handle topological changes and improve mesh quality over time. Our numerical experiments demonstrate a variety of physically plausible water drop phenomena at a real-time rate, including capillary waves when water drops collide, pinch-off of water jets, and droplets flowing over solid materials. The whole system performs orders-of-magnitude faster than existing simulation approaches that generate comparable water drop effects.


international conference on computer graphics and interactive techniques | 2009

Physically guided liquid surface modeling from videos

Huamin Wang; Miao Liao; Qing Zhang; Ruigang Yang; Greg Turk

We present an image-based reconstruction framework to model real water scenes captured by stereoscopic video. In contrast to many image-based modeling techniques that rely on user interaction to obtain high-quality 3D models, we instead apply automatically calculated physically-based constraints to refine the initial model. The combination of image-based reconstruction with physically-based simulation allows us to model complex and dynamic objects such as fluid. Using a depth map sequence as initial conditions, we use a physically based approach that automatically fills in missing regions, removes outliers, and refines the geometric shape so that the final 3D model is consistent to both the input video data and the laws of physics. Physically-guided modeling also makes interpolation or extrapolation in the space-time domain possible, and even allows the fusion of depth maps that were taken at different times or viewpoints. We demonstrated the effectiveness of our framework with a number of real scenes, all captured using only a single pair of cameras.


international conference on computer graphics and interactive techniques | 2012

Animating bubble interactions in a liquid foam

Oleksiy Busaryev; Tamal K. Dey; Huamin Wang; Zhong Ren

Bubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter <1cm) in a dense foam are highly affected by surface tension, so their shapes are much less deformable compared with larger bubbles. Under this small bubble assumption, we propose a more accurate and efficient particle-based algorithm to simulate bubble dynamics and interactions. The key component of this algorithm is an approximation of foam geometry, by treating bubble particles as the sites of a weighted Voronoi diagram. The connectivity information provided by the Voronoi diagram allows us to accurately model various interaction effects among bubbles. Using Voronoi cells and weights, we can also explicitly address the volume loss issue in foam simulation, which is a common problem in previous approaches. Under this framework, we present a set of bubble interaction forces to handle miscellaneous foam behaviors, including foam structure under Plateaus laws, clusters formed by liquid surface bubbles, bubble-liquid and bubble-solid coupling, bursting and coalescing. Our experiment shows that this method can be straightforwardly incorporated into existing liquid simulators, and it can efficiently generate realistic foam animations, some of which have never been produced in graphics before.


symposium on computer animation | 2007

Solving general shallow wave equations on surfaces

Huamin Wang; Gavin S. P. Miller; Greg Turk

We propose a new framework for solving General Shallow Wave Equations (GSWE) in order to efficiently simulate water flows on solid surfaces under shallow wave assumptions. Within this framework, we develop implicit schemes for solving the external forces applied to water, including gravity and surface tension. We also present a two-way coupling method to model interactions between fluid and floating rigid objects. Water flows in this system can be simulated not only on planar surfaces by using regular grids, but also on curved surfaces directly without surface parametrization. The experiments show that our system is fast, stable, physically sound, and straightforward to implement on both CPUs and GPUs. It is capable of simulating a variety of water effects including: shallow waves, water drops, rivulets, capillary events and fluid/floating rigid body coupling. Because the system is fast, we can also achieve real-time water drop control and shape design.


international conference on computer graphics and interactive techniques | 2015

Level-set-based partitioning and packing optimization of a printable model

Miaojun Yao; Zhili Chen; Linjie Luo; Rui Wang; Huamin Wang

As the 3D printing technology starts to revolutionize our daily life and the manufacturing industries, a critical problem is about to e-merge: how can we find an automatic way to divide a 3D model into multiple printable pieces, so as to save the space, to reduce the printing time, or to make a large model printable by small printers. In this paper, we present a systematic study on the partitioning and packing of 3D models under the multi-phase level set framework. We first construct analysis tools to evaluate the qualities of a partitioning using six metrics: stress load, surface details, interface area, packed size, printability, and assembling. Based on this analysis, we then formulate level set methods to improve the qualities of the partitioning according to the metrics. These methods are integrated into an automatic system, which repetitively and locally optimizes the partitioning. Given the optimized partitioning result, we further provide a container structure modeling algorithm to facilitate the packing process of the printed pieces. Our experiment shows that the system can generate quality partitioning of various 3D models for space saving and fast production purposes.

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Greg Turk

Georgia Institute of Technology

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Xiaowei He

Chinese Academy of Sciences

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Qing Zhang

University of Kentucky

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