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Dive into the research topics where Shinjiro Sueda is active.

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Featured researches published by Shinjiro Sueda.


international conference on computer graphics and interactive techniques | 2008

Musculotendon simulation for hand animation

Shinjiro Sueda; Andrew Kaufman; Dinesh K. Pai

We describe an automatic technique for generating the motion of tendons and muscles under the skin of a traditionally animated character. This is achieved by integrating the traditional animation pipeline with a novel biomechanical simulator capable of dynamic simulation with complex routing constraints on muscles and tendons. We also describe an algorithm for computing the activation levels of muscles required to track the input animation. We demonstrate the results with several animations of the human hand.


international conference on computer graphics and interactive techniques | 2013

Computational design of mechanical characters

Stelian Coros; Bernhard Thomaszewski; Gioacchino Noris; Shinjiro Sueda; Moira Forberg; Robert W. Sumner; Wojciech Matusik; Bernd Bickel

We present an interactive design system that allows non-expert users to create animated mechanical characters. Given an articulated character as input, the user iteratively creates an animation by sketching motion curves indicating how different parts of the character should move. For each motion curve, our framework creates an optimized mechanism that reproduces it as closely as possible. The resulting mechanisms are attached to the character and then connected to each other using gear trains, which are created in a semi-automated fashion. The mechanical assemblies generated with our system can be driven with a single input driver, such as a hand-operated crank or an electric motor, and they can be fabricated using rapid prototyping devices. We demonstrate the versatility of our approach by designing a wide range of mechanical characters, several of which we manufactured using 3D printing. While our pipeline is designed for characters driven by planar mechanisms, significant parts of it extend directly to non-planar mechanisms, allowing us to create characters with compelling 3D motions.


international conference on computer graphics and interactive techniques | 2008

Staggered projections for frictional contact in multibody systems

Danny M. Kaufman; Shinjiro Sueda; Doug L. James; Dinesh K. Pai

We present a new discrete velocity-level formulation of frictional contact dynamics that reduces to a pair of coupled projections and introduce a simple fixed-point property of this coupled system. This allows us to construct a novel algorithm for accurate frictional contact resolution based on a simple staggered sequence of projections. The algorithm accelerates performance using warm starts to leverage the potentially high temporal coherence between contact states and provides users with direct control over frictional accuracy. Applying this algorithm to rigid and deformable systems, we obtain robust and accurate simulations of frictional contact behavior not previously possible, at rates suitable for interactive haptic simulations, as well as large-scale animations. By construction, the proposed algorithm guarantees exact, velocity-level contact constraint enforcement and obtains long-term stable and robust integration. Examples are given to illustrate the performance, plausibility and accuracy of the obtained solutions.


international conference on computer graphics and interactive techniques | 2013

Thin skin elastodynamics

Duo Li; Shinjiro Sueda; Debanga Raj Neog; Dinesh K. Pai

We present a novel approach for simulating thin hyperelastic skin. Real human skin is only a few millimeters thick. It can stretch and slide over underlying body structures such as muscles, bones, and tendons, revealing rich details of a moving character. Simulating such skin is challenging because it is in close contact with the body and shares its geometry. Despite major advances in simulating elastodynamics of cloth and soft bodies for computer graphics, such methods are difficult to use for simulating thin skin due to the need to deal with non-conforming meshes, collision detection, and contact response. We propose a novel Eulerian representation of skin that avoids all the difficulties of constraining the skin to lie on the body surface by working directly on the surface itself. Skin is modeled as a 2D hyperelastic membrane with arbitrary topology, which makes it easy to cover an entire character or object. Unlike most Eulerian simulations, we do not require a regular grid and can use triangular meshes to model body and skin geometry. The method is easy to implement, and can use low resolution meshes to animate high-resolution details stored in texture-like maps. Skin movement is driven by the animation of body shape prescribed by an artist or by another simulation, and so it can be easily added as a post-processing stage to an existing animation pipeline. We provide several examples simulating human and animal skin, and skin-tight clothes.


international conference on computer graphics and interactive techniques | 2011

Large-scale dynamic simulation of highly constrained strands

Shinjiro Sueda; Garrett L. Jones; David I. W. Levin; Dinesh K. Pai

A significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node, whose degrees of freedom precisely match the constraint, and the Eulerian node, which allows constraint handling that is independent of the initial discretization of the strand. The resulting system generates robust, efficient, and accurate simulations of massively constrained systems of rigid bodies and strands.


international conference on computer graphics and interactive techniques | 2015

AutoConnect: computational design of 3D-printable connectors

Yuki Koyama; Shinjiro Sueda; Emma Steinhardt; Takeo Igarashi; Ariel Shamir; Wojciech Matusik

We present AutoConnect, an automatic method that creates customized, 3D-printable connectors attaching two physical objects together. Users simply position and orient virtual models of the two objects that they want to connect and indicate some auxiliary information such as weight and dimensions. Then, AutoConnect creates several alternative designs that users can choose from for 3D printing. The design of the connector is created by combining two holders, one for each object. We categorize the holders into two types. The first type holds standard objects such as pipes and planes. We utilize a database of parameterized mechanical holders and optimize the holder shape based on the grip strength and material consumption. The second type holds free-form objects. These are procedurally generated shell-gripper designs created based on geometric analysis of the object. We illustrate the use of our method by demonstrating many examples of connectors and practical use cases.


international conference on computer graphics and interactive techniques | 2011

Eulerian solid simulation with contact

David I. W. Levin; Joshua Litven; Garrett L. Jones; Shinjiro Sueda; Dinesh K. Pai

Simulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI.


ACM Transactions on Graphics | 2016

Simit: A Language for Physical Simulation

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

Data-driven finite elements for geometry and material design

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.


international conference on computer graphics and interactive techniques | 2015

Biomechanical simulation and control of hands and tendinous systems

Prashant Sachdeva; Shinjiro Sueda; Susanne Bradley; Mikhail Fain; Dinesh K. Pai

The tendons of the hand and other biomechanical systems form a complex network of sheaths, pulleys, and branches. By modeling these anatomical structures, we obtain realistic simulations of coordination and dynamics that were previously not possible. First, we introduce Eulerian-on-Lagrangian discretization of tendon strands, with a new selective quasistatic formulation that eliminates unnecessary degrees of freedom in the longitudinal direction, while maintaining the dynamic behavior in transverse directions. This formulation also allows us to take larger time steps. Second, we introduce two control methods for biomechanical systems: first, a general-purpose learning-based approach requiring no previous system knowledge, and a second approach using data extracted from the simulator. We use various examples to compare the performance of these controllers.

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Dinesh K. Pai

University of British Columbia

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David I. W. Levin

University of British Columbia

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Wojciech Matusik

Massachusetts Institute of Technology

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Qi Wei

University of British Columbia

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Mitsunori Tada

National Institute of Advanced Industrial Science and Technology

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