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Dive into the research topics where Sara C. Schvartzman is active.

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Featured researches published by Sara C. Schvartzman.


international conference on computer graphics and interactive techniques | 2010

Star-contours for efficient hierarchical self-collision detection

Sara C. Schvartzman; Alvaro G. Perez; Miguel A. Otaduy

Collision detection is a problem that has often been addressed efficiently with the use of hierarchical culling data structures. In the subproblem of self-collision detection for triangle meshes, however, such hierarchical data structures lose much of their power, because triangles adjacent to each other cannot be distinguished from actually colliding ones unless individually tested. Shape regularity of surface patches, described in terms of orientation and contour conditions, was proposed long ago as a culling criterion for hierarchical self-collision detection. However, to date, algorithms based on shape regularity had to trade conservativeness for efficiency, because there was no known algorithm for efficiently performing 2D contour self-intersection tests. In this paper, we introduce a star-contour criterion that is amenable to hierarchical computations. Together with a thorough analysis of the tree traversal process in hierarchical self-collision detection, it has led us to novel hierarchical data structures and algorithms for efficient yet conservative self-collision detection. We demonstrate the application of our algorithm to several example animations, and we show that it consistently outperforms other approaches.


symposium on computer animation | 2009

Bounded normal trees for reduced deformations of triangulated surfaces

Sara C. Schvartzman; Jorge Gascón; Miguel A. Otaduy

Several reduced deformation models in computer animation, such as linear blend skinning, point-based animation, embedding in finite element meshes, cage-based deformation, or subdivision surfaces, define surface vertex positions through convex combination of a rather small set of linear transformations. In this paper, we present an algorithm for computing tight normal bounds for a surface patch with an arbitrary number of triangles, with a cost linear in the number of governor linear transformations. This algorithm for normal bound computation constitutes the key element of the Bounded Normal Tree (BN-Tree), a novel culling data structure for hierarchical self-collision detection. In situations with sparse self-contact, normal-based culling can be performed with a small output-sensitive cost, regardless of the number of triangles in the surface.


international conference on computer graphics and interactive techniques | 2013

Modeling and estimation of internal friction in cloth

Eder Miguel; Rasmus Tamstorf; Derek Bradley; Sara C. Schvartzman; Bernhard Thomaszewski; Bernd Bickel; Wojciech Matusik; Steve Marschner; Miguel A. Otaduy

Force-deformation measurements of cloth exhibit significant hysteresis, and many researchers have identified internal friction as the source of this effect. However, it has not been incorporated into computer animation models of cloth. In this paper, we propose a model of internal friction based on an augmented reparameterization of Dahls model, and we show that this model provides a good match to several important features of cloth hysteresis even with a minimal set of parameters. We also propose novel parameter estimation procedures that are based on simple and inexpensive setups and need only sparse data, as opposed to the complex hardware and dense data acquisition of previous methods. Finally, we provide an algorithm for the efficient simulation of internal friction, and we demonstrate it on simulation examples that show disparate behavior with and without internal friction.


symposium on computer animation | 2012

Efficient collision detection for brittle fracture

Loeiz Glondu; Sara C. Schvartzman; Maud Marchal; Georges Dumont; Miguel A. Otaduy

In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true for fracture simulation, where multiple new objects are dynamically created. In this paper, we present novel algorithms and data structures for collision detection in real-time brittle fracture simulations. We build on a combination of well-known efficient data structures, namely distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex brittle fracture simulations involving many dynamically created objects.


Journal of Oral and Maxillofacial Surgery | 2014

Computer-aided trauma simulation system with haptic feedback is easy and fast for oral-maxillofacial surgeons to learn and use.

Sara C. Schvartzman; Rebeka Silva; Ken Salisbury; Dyani Gaudilliere; Sabine Girod

PURPOSE Computer-assisted surgical (CAS) planning tools have become widely available in craniomaxillofacial surgery, but are time consuming and often require professional technical assistance to simulate a case. An initial oral and maxillofacial (OM) surgical user experience was evaluated with a newly developed CAS system featuring a bimanual sense of touch (haptic). MATERIALS AND METHODS Three volunteer OM surgeons received a 5-minute verbal introduction to the use of a newly developed haptic-enabled planning system. The surgeons were instructed to simulate mandibular fracture reductions of 3 clinical cases, within a 15-minute time limit and without a time limit, and complete a questionnaire to assess their subjective experience with the system. Standard landmarks and linear and angular measurements between the simulated results and the actual surgical outcome were compared. RESULTS After the 5-minute instruction, all 3 surgeons were able to use the system independently. The analysis of standardized anatomic measurements showed that the simulation results within a 15-minute time limit were not significantly different from those without a time limit. Mean differences between measurements of surgical and simulated fracture reductions were within current resolution limitations in collision detection, segmentation of computed tomographic scans, and haptic devices. All 3 surgeons reported that the system was easy to learn and use and that they would be comfortable integrating it into their daily clinical practice for trauma cases. CONCLUSION A CAS system with a haptic interface that capitalizes on touch and force feedback experience similar to operative procedures is fast and easy for OM surgeons to learn and use.


interactive 3d graphics and games | 2014

Fracture animation based on high-dimensional Voronoi diagrams

Sara C. Schvartzman; Miguel A. Otaduy

We propose a novel algorithm to simulate brittle fracture. It augments previous methods based on Voronoi diagrams, improving their versatility and their ability to adapt fracture patterns automatically to diverse collision scenarios and object properties. We cast brittle fracture as the computation of a high-dimensional Centroidal Voronoi Diagram (CVD), where the distribution of fracture fragments is guided by the deformation field of the fractured object. By formulating the problem in high dimensions, we support robustly object and crack concavities, as well as intuitive artist control. We further accelerate the fracture animation process with example-based learning of the fracture degree, and a highly parallel tessellation algorithm. As a result, we obtain fast animations of detailed and rich fractures, with fracture patterns that adapt to each particular collision scenario.


IEEE Transactions on Visualization and Computer Graphics | 2014

Fast Collision Detection for Fracturing Rigid Bodies

Loeiz Glondu; Sara C. Schvartzman; Maud Marchal; Georges Dumont; Miguel A. Otaduy

In complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true in fracture simulation for two main reasons. One is that fracture fragments tend to exhibit very intensive contact, and the other is that collision detection data structures for new fragments need to be computed on the fly. In this paper, we present novel collision detection algorithms and data structures for real-time simulation of fracturing rigid bodies. We build on a combination of well-known efficient data structures, namely, distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex fracture simulations involving many dynamically created rigid objects.


Journal of Rehabilitation Research and Development | 2016

Haptic feedback improves surgeons' user experience and fracture reduction in facial trauma simulation.

Sabine Girod; Sara C. Schvartzman; Dyani Gaudilliere; Kenneth Salisbury; Rebeka Silva

Computer-assisted surgical (CAS) planning tools are available for craniofacial surgery, but are usually based on computer-aided design (CAD) tools that lack the ability to detect the collision of virtual objects (i.e., fractured bone segments). We developed a CAS system featuring a sense of touch (haptic) that enables surgeons to physically interact with individual, patient-specific anatomy and immerse in a three-dimensional virtual environment. In this study, we evaluated initial user experience with our novel system compared to an existing CAD system. Ten surgery resident trainees received a brief verbal introduction to both the haptic and CAD systems. Users simulated mandibular fracture reduction in three clinical cases within a 15 min time limit for each system and completed a questionnaire to assess their subjective experience. We compared standard landmarks and linear and angular measurements between the simulated results and the actual surgical outcome and found that haptic simulation results were not significantly different from actual postoperative outcomes. In contrast, CAD results significantly differed from both the haptic simulation and actual postoperative results. In addition to enabling a more accurate fracture repair, the haptic system provided a better user experience than the CAD system in terms of intuitiveness and self-reported quality of repair.


symposium on spatial user interaction | 2013

Bimanual spatial haptic interface for assembly tasks

Jonas Forsslund; Sara C. Schvartzman; Sabine Girod; Rebeka Silva; Kenneth Salisbury; Sonny Chan; Brian Jo

We have created a novel virtual assembly tool that uses two haptic devices for bimanual manipulation. The project is focused on the manipulation of fractured jaw bones for patient-specific surgical planning, but can be extended to any assembly task of organic shaped objects (Figure 1). Spatial input devices that support virtual object manipulation through direct mapping are easier and more natural to use for tasks that are fundamentally in 3D, like assembly tasks. Employing both hands further provides a frame of reference which improves spatial understanding of the manipulated objects [2]. Few studies have been carried out on the importance of haptic feedback for bimanual interactions, but it has been showed meaningful even for unimanual tasks [4]. We are showing a demo of our work in progress to bring high-fidelity haptic rendering to bimanually operated spatial interfaces. As bimanual direct manipulation interaction improves performance even without collision response, we hypothesize that haptic feedback improves it further.


Archive | 2014

Physics-Aware Voronoi Fracture with Example-Based Acceleration

Sara C. Schvartzman; Miguel A. Otaduy

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Miguel A. Otaduy

King Juan Carlos University

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Rasmus Tamstorf

Walt Disney Animation Studios

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