Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Nuttapong Chentanez is active.

Publication


Featured researches published by Nuttapong Chentanez.


international conference on computer graphics and interactive techniques | 2006

Fluid animation with dynamic meshes

Bryan Matthew Klingner; Bryan E. Feldman; Nuttapong Chentanez; James F. O'Brien

This paper presents a method for animating fluid using unstructured tetrahedral meshes that change at each time step. We show that meshes that conform well to changing boundaries and that focus computation in the visually important parts of the domain can be generated quickly and reliably using existing techniques. We also describe a new approach to two-way coupling of fluid and rigid bodies that, while general, benefits from remeshing. Overall, the method provides a flexible environment for creating complex scenes involving fluid animation.


international conference on computer graphics and interactive techniques | 2009

Interactive simulation of surgical needle insertion and steering

Nuttapong Chentanez; Ron Alterovitz; Daniel Ritchie; Lita Cho; Kris K. Hauser; Ken Goldberg; Jonathan Richard Shewchuk; James F. O'Brien

We present algorithms for simulating and visualizing the insertion and steering of needles through deformable tissues for surgical training and planning. Needle insertion is an essential component of many clinical procedures such as biopsies, injections, neurosurgery, and brachytherapy cancer treatment. The success of these procedures depends on accurate guidance of the needle tip to a clinical target while avoiding vital tissues. Needle insertion deforms body tissues, making accurate placement difficult. Our interactive needle insertion simulator models the coupling between a steerable needle and deformable tissue. We introduce (1) a novel algorithm for local remeshing that quickly enforces the conformity of a tetrahedral mesh to a curvilinear needle path, enabling accurate computation of contact forces, (2) an efficient method for coupling a 3D finite element simulation with a 1D inextensible rod with stick-slip friction, and (3) optimizations that reduce the computation time for physically based simulations. We can realistically and interactively simulate needle insertion into a prostate mesh of 13,375 tetrahedra and 2,763 vertices at a 25 Hz frame rate on an 8-core 3.0 GHz Intel Xeon PC. The simulation models prostate brachytherapy with needles of varying stiffness, steering needles around obstacles, and supports motion planning for robotic needle insertion. We evaluate the accuracy of the simulation by comparing against real-world experiments in which flexible, steerable needles were inserted into gel tissue phantoms.


robotics science and systems | 2009

Feedback Control for Steering Needles Through 3D Deformable Tissue Using Helical Paths

Kris K. Hauser; Ron Alterovitz; Nuttapong Chentanez; Allison M. Okamura; Ken Goldberg

Bevel-tip steerable needles are a promising new technology for improving accuracy and accessibility in minimally invasive medical procedures. As yet, 3D needle steering has not been demonstrated in the presence of tissue deformation and uncertainty, despite the application of progressively more sophisticated planning algorithms. This paper presents a feedback controller that steers a needle along 3D helical paths, and varies the helix radius to correct for perturbations. It achieves high accuracy for targets sufficiently far from the needle insertion point; this is counterintuitive because the system is highly under-actuated and not locally controllable. The controller uses a model predictive control framework that chooses a needle twist rate such that the predicted helical trajectory minimizes the distance to the target. Fast branch and bound techniques enable execution at kilohertz rates on a 2GHz PC. We evaluate the controller under a variety of simulated perturbations, including imaging noise, needle deflections, and curvature estimation errors. We also test the controller in a 3D finite element simulator that incorporates deformation in the tissue as well as the needle. In deformable tissue examples, the controller reduced targeting error by up to 88% compared to open-loop execution.


VRIPHYS | 2012

Fast Simulation of Inextensible Hair and Fur

Matthias Müller; Tae-Yong Kim; Nuttapong Chentanez

AbstractIn this paper we focus on the fast simulation of hair and fur on animated characters. While it is common in featurefilms to simulate hair and fur of computer generated actors, characters are still mostly hand-animated in computergames. A main difficulty of simulating hair is that it is perceived as inextensible by humans. Preventing an objectfrom being stretched is a global, non-linear problem. This is the reason why simulating completely inextensibleobjects in real-time remains a major challenge and an open research topic.Existing approaches typically use multiple iterations per visual frame to solve the physical equations followed bynumber of strain limiting iterations. Adjusting the number of iterations is a way to increase the accuracy of thesimulation at the expense of more computation and vice versa. In the extreme case of one solver iteration per visualframe, most existing methods break down, either by becoming unstable or by introducing a substantial amount ofstretching.In this paper, we present a robust method that guarantees inextensiblity with a single iteration per frame. Thisextreme performance comes at the price of reduced accuracy. We found that for applications in graphics, it isworth to pay this price because the inaccuracies are not visually disturbing but the speed of the method allows thesimulation of thousands of hairs in real-time.Categories and Subject Descriptors


international conference on computer graphics and interactive techniques | 2007

Liquid simulation on lattice-based tetrahedral meshes

Nuttapong Chentanez

We describe a method for animating incompressible liquids with detailed free surfaces. For each time step, semi-Lagrangian contouring computes a new fluid boundary (represented as a fine surface triangulation) from the previous time steps fluid boundary and velocity field. Then a mesh generation algorithm called isosurface stuffing discretizes the region enclosed by the new fluid boundary, creating a tetrahedral mesh that grades from a fine resolution at the surface to a coarser resolution in the interior. The mesh has a structure, based on the body centered cubic lattice, that accommodates graded tetrahedron sizes but is regular enough to aid efficient point location and to save memory used to store geometric properties of identical tetrahedra. Although the mesh is warped to conform to the liquid boundary, it has a mathematical guarantee on tetrahedron quality, and is generated very rapidly. Each successive time step entails creating a new triangulated liquid surface and a new tetrahedral mesh. Semi-Lagrangian advection computes velocities at the current time step on the new mesh. We use a finite volume discretization to perform pressure projection required to enforce the fluids incompressibility, and we solve the linear system with algebraic multigrid. A novel thickening scheme prevents thin sheets and droplets of liquid from vanishing when their thicknesses drop below the mesh resolution. Examples demonstrate that the method captures complex liquid motions and fine details on the free surfaces without suffering from excessive volume loss or artificial damping.


intelligent robots and systems | 2009

Surgical retraction of non-uniform deformable layers of tissue: 2D robot grasping and path planning

Rik Jansen; Kris K. Hauser; Nuttapong Chentanez; A. Frank van der Stappen; Ken Goldberg

This paper considers robotic automation of a common surgical retraction primitive of exposing an underlying area by grasping and lifting a thin, 3D, possibly inhomogeneous layer of tissue. We present an algorithm that computes a set of stable and secure grasp-and-retract trajectories for a point-jaw gripper moving along a plane, and runs a 3D finite element (FEM) simulation to certify and assess the quality of each trajectory. To compute secure candidate grasp locations, we use a continuous spring model of thin, inhomogeneous deformable objects with linear energy potential. Experiments show that this method produces many of the same grasps as an exhaustive optimization with an FEM mesh, but is orders of magnitude cheaper: our method runs in O(v log v) time, where v is the number of veins, while the FEM computation takes O(pn3) time, where n is the number of nodes in the FEM mesh and p is the number of nodes on its perimeter. Furthermore, we present a constant tissue curvature (CTC) retraction trajectory that distributes strain uniformly around the medial axis of the tissue. 3D FEM simulations show that the CTC achieves retractions with lower tissue strain than circular and linear trajectories. Overall, our algorithm computes and certifies a high-quality retraction in about one minute on a PC.


VRIPHYS | 2011

SPH Based Shallow Water Simulation.

Barbara Solenthaler; Peter Bucher; Nuttapong Chentanez; Matthias Müller; Markus H. Gross

We present an efficient method that uses particles to solve the 2D shallow water equations. These equations describe the dynamics of a body of water represented by a height field. Instead of storing the surface heights using uniform grid cells, we discretize the fluid with 2D SPH particles and compute the height according to the density at each particle location. The particle discretization offers the benefits that it simplifies the use of sparsely filled domains and arbitrary boundary geometry. Our solver can handle terrain slopes and supports two-way coupling of the particle-based height field with rigid objects. An improved surface definition is presented that reduces visible bumps related to the underlying particle representation. It furthermore smoothes areas with separating particles to achieve better rendering results. Both the physics and the rendering are implemented on modern GPUs resulting in interactive performances in all our presented examples.


VRIPHYS | 2011

Adding Physics to Animated Characters with Oriented Particles

Matthias Müller; Nuttapong Chentanez

We present a method to enhance the realism of animated characters by adding physically based secondary motion to deformable parts such as cloth, skin or hair. To this end, we extend the oriented particles approach to incorporate animation information. In addition, we introduce techniques to increase the stability of the original method in order to make it suitable for the fast and sudden motions that typically occur in computer games. We also propose a method for the semi-automatic creation of particle representations from arbitrary visual meshes. This way, our technique allows us to simulate complex geometry such as hair, thick cloth with ornaments and multi-layered clothing, all interacting with each other and the animated character.


symposium on computer animation | 2006

Simultaneous coupling of fluids and deformable bodies

Nuttapong Chentanez; Tolga G. Goktekin; Bryan E. Feldman; James F. O'Brien


VRIPHYS | 2015

Grid-Free Surface Tracking on the GPU

Nuttapong Chentanez; Matthias Müller; Miles Macklin; Tae-Yong Kim

Collaboration


Dive into the Nuttapong Chentanez's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Ken Goldberg

University of California

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Ron Alterovitz

University of North Carolina at Chapel Hill

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Daniel Ritchie

University of California

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Lita Cho

University of California

View shared research outputs
Researchain Logo
Decentralizing Knowledge