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Dive into the research topics where Tiantian Liu is active.

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Featured researches published by Tiantian Liu.


international conference on computer graphics and interactive techniques | 2014

Projective dynamics: fusing constraint projections for fast simulation

Sofien Bouaziz; Sebastian Martin; Tiantian Liu; Ladislav Kavan; Mark Pauly

We present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many different types of constraints. We propose specially designed energy potentials that can be solved efficiently using an alternating optimization approach. Inspired by continuum mechanics, we derive a set of continuum-based potentials that can be efficiently incorporated within our solver. We demonstrate the generality and robustness of our approach in many different applications ranging from the simulation of solids, cloths, and shells, to example-based simulation. Comparisons to Newton-based and Position Based Dynamics solvers highlight the benefits of our formulation.


international conference on computer graphics and interactive techniques | 2013

Fast simulation of mass-spring systems

Tiantian Liu; Adam W. Bargteil; James F. O'Brien; Ladislav Kavan

We describe a scheme for time integration of mass-spring systems that makes use of a solver based on block coordinate descent. This scheme provides a fast solution for classical linear (Hookean) springs. We express the widely used implicit Euler method as an energy minimization problem and introduce spring directions as auxiliary unknown variables. The system is globally linear in the node positions, and the non-linear terms involving the directions are strictly local. Because the global linear system does not depend on run-time state, the matrix can be pre-factored, allowing for very fast iterations. Our method converges to the same final result as would be obtained by solving the standard form of implicit Euler using Newtons method. Although the asymptotic convergence of Newtons method is faster than ours, the initial ratio of work to error reduction with our method is much faster than Newtons. For real-time visual applications, where speed and stability are more important than precision, we obtain visually acceptable results at a total cost per timestep that is only a fraction of that required for a single Newton iteration. When higher accuracy is required, our algorithm can be used to compute a good starting point for subsequent Newtons iteration.


international conference on computer graphics and interactive techniques | 2013

Anatomy transfer

Dicko Ali-Hamadi; Tiantian Liu; Benjamin Gilles; Ladislav Kavan; François Faure; Olivier Palombi; Marie-Paule Cani

Characters with precise internal anatomy are important in film and visual effects, as well as in medical applications. We propose the first semi-automatic method for creating anatomical structures, such as bones, muscles, viscera and fat tissues. This is done by transferring a reference anatomical model from an input template to an arbitrary target character, only defined by its boundary representation (skin). The fat distribution of the target character needs to be specified. We can either infer this information from MRI data, or allow the users to express their creative intent through a new editing tool. The rest of our method runs automatically: it first transfers the bones to the target character, while maintaining their structure as much as possible. The bone layer, along with the target skin eroded using the fat thickness information, are then used to define a volume where we map the internal anatomy of the source model using harmonic (Laplacian) deformation. This way, we are able to quickly generate anatomical models for a large range of target characters, while maintaining anatomical constraints.


ACM Transactions on Graphics | 2017

Quasi-Newton Methods for Real-Time Simulation of Hyperelastic Materials

Tiantian Liu; Sofien Bouaziz; Ladislav Kavan

We present a new method for real-time physics-based simulation supporting many different types of hyperelastic materials. Previous methods such as Position-Based or Projective Dynamics are fast but support only a limited selection of materials; even classical materials such as the Neo-Hookean elasticity are not supported. Recently, Xu et al. [2015] introduced new “spline-based materials” that can be easily controlled by artists to achieve desired animation effects. Simulation of these types of materials currently relies on Newton’s method, which is slow, even with only one iteration per timestep. In this article, we show that Projective Dynamics can be interpreted as a quasi-Newton method. This insight enables very efficient simulation of a large class of hyperelastic materials, including the Neo-Hookean, spline-based materials, and others. The quasi-Newton interpretation also allows us to leverage ideas from numerical optimization. In particular, we show that our solver can be further accelerated using L-BFGS updates (Limited-memory Broyden-Fletcher-Goldfarb-Shanno algorithm). Our final method is typically more than 10 times faster than one iteration of Newton’s method without compromising quality. In fact, our result is often more accurate than the result obtained with one iteration of Newton’s method. Our method is also easier to implement, implying reduced software development costs.


international conference on computer graphics and interactive techniques | 2016

Reconstructing personalized anatomical models for physics-based body animation

Petr Kadleček; Alexandru-Eugen Ichim; Tiantian Liu; Jaroslav Křivánek; Ladislav Kavan

We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-specific variations: shapes and sizes of bones, muscles, and adipose tissues and 2) skeletal poses. Next, we capture a set of 3D scans of an actor in various poses. Our key contribution is formulating and solving a large-scale optimization problem where we compute both subject-specific and pose-dependent parameters such that our resulting anatomical model explains the captured 3D scans as closely as possible. Compared to data-driven body modeling techniques that focus only on the surface, our approach has the advantage of creating physics-based models, which provide realistic 3D geometry of the bones and muscles, and naturally supports effects such as inertia, gravity, and collisions according to Newtonian dynamics.


Computer Graphics Forum | 2016

Fast and Robust Inversion-Free Shape Manipulation

Tiantian Liu; Ming Gao; Lifeng Zhu; Eftychios Sifakis; Ladislav Kavan

We present a shape manipulation technique capable of producing deformations of 2D and 3D meshes, guaranteeing that no elements will be inverted. We achieve this by augmenting the quadratic ex‐rotated elastic energy with additional convex terms that penalize the presence of inverted elements. Using a schedule of increasing penalty coefficients, we efficiently and robustly converge to an inversion free state by solving a sequence of unconstrained convex minimization problems. This process can be interpreted as a special purpose Semi‐Definite Programming (SDP) solver. We demonstrate that our method outperforms solvers used in previous work, including commercial‐grade SDP software (MOSEK). As an additional benefit, our method also converges to the solution via a more intuitive path, which can be used for quick preview. We demonstrate the efficacy of our scheme in a number of 2D and 3D shapes undergoing moderate to drastic deformation.


international conference on computer graphics and interactive techniques | 2018

Stabilizing Integrators for Real-Time Physics

Dimitar Dinev; Tiantian Liu; Ladislav Kavan

We present a new time integration method featuring excellent stability and energy conservation properties, making it particularly suitable for real-time physics. The commonly used backward Euler method is stable but introduces artificial damping. Methods such as implicit midpoint do not suffer from artificial damping but are unstable in many common simulation scenarios. We propose an algorithm that blends between the implicit midpoint and forward/backward Euler integrators such that the resulting simulation is stable while introducing only minimal artificial damping. We achieve this by tracking the total energy of the simulated system, taking into account energy-changing events: damping and forcing. To facilitate real-time simulations, we propose a local/global solver, similar to Projective Dynamics, as an alternative to Newton’s method. Compared to the original Projective Dynamics, which is derived from backward Euler, our final method introduces much less numerical damping at the cost of minimal computing overhead. Stability guarantees of our method are derived from the stability of backward Euler, whose stability is a widely accepted empirical fact. However, to our knowledge, theoretical guarantees have so far only been proven for linear ODEs. We provide preliminary theoretical results proving the stability of backward Euler also for certain cases of nonlinear potential functions.


VRIPHYS | 2018

Laplacian Damping for Projective Dynamics

Jing Li; Tiantian Liu; Ladislav Kavan

Damping is an important ingredient in physics-based simulation of deformable objects. Recent work introduced new fast simulation methods such as Position Based Dynamics and Projective Dynamics. Explicit velocity damping methods currently used in conjunction with Position Based Dynamics or Projective Dynamics are simple and fast, but have some limitations. They may damp global motion or non-physically transport velocities throughout the simulated object. More advanced damping models do not have these limitations, but are slow to evaluate, defeating the benefits of fast solvers such as Projective Dynamics. We present a new type of damping model specifically designed for Projective Dynamics, which provides the quality of advanced damping models while adding only minimal computing overhead. The key idea is to define damping forces using Projective Dynamics’ Laplacian matrix. In a number of simulation examples we show that this damping model works very well in practice. When used with a modified Projective Dynamics solver that uses a non-dissipative implicit midpoint integrator, our damping method provides fully user-controllable damping, allowing the user to quickly produce visually pleasing and vivid animations. CCS Concepts • Computing methodologies → Physical simulation;


arXiv: Graphics | 2016

Towards Real-Time Simulation Of Hyperelastic Materials

Tiantian Liu; Sofien Bouaziz; Ladislav Kavan


international conference on computer graphics and interactive techniques | 2018

FEPR: Fast Energy Projection for Real-Time Simulation of Deformable Objects

Tiantian Liu; Dimitar Dinev; Jing Li; Bernhard Thomaszewski; Ladislav Kavan

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Sofien Bouaziz

École Polytechnique Fédérale de Lausanne

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Eftychios Sifakis

University of Wisconsin-Madison

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Lifeng Zhu

University of Pennsylvania

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Ming Gao

University of Wisconsin-Madison

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