Browsing by Author "Tang, Min"
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Item D-Cloth: Skinning-based Cloth Dynamic Prediction with a Three-stage Network(The Eurographics Association and John Wiley & Sons Ltd., 2023) Li, Yu Di; Tang, Min; Chen, Xiao Rui; Yang, Yun; Tong, Ruo Feng; An, Bai Lin; Yang, Shuang Cai; Li, Yao; Kou, Qi Long; Chaine, Raphaëlle; Deng, Zhigang; Kim, Min H.We propose a three-stage network that utilizes a skinning-based model to accurately predict dynamic cloth deformation. Our approach decomposes cloth deformation into three distinct components: static, coarse dynamic, and wrinkle dynamic components. To capture these components, we train our three-stage network accordingly. In the first stage, the static component is predicted by constructing a static skinning model that incorporates learned joint increments and skinning weight increments. Then, in the second stage, the coarse dynamic component is added to the static skinning model by incorporating serialized skeleton information. Finally, in the third stage, the mesh sequence stage refines the prediction by incorporating the wrinkle dynamic component using serialized mesh information. We have implemented our network and used it in a Unity game scene, enabling real-time prediction of cloth dynamics. Our implementation achieves impressive prediction speeds of approximately 3.65ms using an NVIDIA GeForce RTX 3090 GPU and 9.66ms on an Intel i7-7700 CPU. Compared to SOTA methods, our network excels in accurately capturing fine dynamic cloth deformations.Item Efficient and Reliable Self‐Collision Culling Using Unprojected Normal Cones(© 2017 The Eurographics Association and John Wiley & Sons Ltd., 2017) Wang, Tongtong; Liu, Zhihua; Tang, Min; Tong, Ruofeng; Manocha, Dinesh; Chen, Min and Zhang, Hao (Richard)We present an efficient and accurate algorithm for self‐collision detection in deformable models. Our approach can perform discrete and continuous collision queries on triangulated meshes. We present a simple and linear time algorithm to perform the normal cone test using the unprojected 3D vertices, which reduces to a sequence point‐plane classification tests. Moreover, we present a hierarchical traversal scheme that can significantly reduce the number of normal cone tests and the memory overhead using front‐based normal cone culling. The overall algorithm can reliably detect all (self) collisions in models composed of hundreds of thousands of triangles. We observe considerable performance improvement over prior continuous collision detection algorithms.We present an efficient and accurate algorithm for self‐collision detection in deformable models. Our approach can perform discrete and continuous collision queries on triangulated meshes. We present a simple and linear time algorithm to perform the normal cone test using the unprojected 3D vertices, which reduces to a sequence point‐plane classification tests. Moreover, we present a hierarchical traversal scheme that can significantly reduce the number of normal cone tests and the memory overhead using front‐based normal cone culling. The overall algorithm can reliably detect all (self) collisions in models composed of hundreds of thousands of triangles. We observe considerable performance improvement over prior continuous collision detection algorithms.Item N-Cloth: Predicting 3D Cloth Deformation with Mesh-Based Networks(The Eurographics Association and John Wiley & Sons Ltd., 2022) Li, Yu Di; Tang, Min; Yang, Yun; Huang, Zi; Tong, Ruo Feng; Yang, Shuang Cai; Li, Yao; Manocha, Dinesh; Chaine, Raphaëlle; Kim, Min H.We present a novel mesh-based learning approach (N-Cloth) for plausible 3D cloth deformation prediction. Our approach is general and can handle cloth or obstacles represented by triangle meshes with arbitrary topologies.We use graph convolution to transform the cloth and object meshes into a latent space to reduce the non-linearity in the mesh space. Our network can predict the target 3D cloth mesh deformation based on the initial state of the cloth mesh template and the target obstacle mesh. Our approach can handle complex cloth meshes with up to 100K triangles and scenes with various objects corresponding to SMPL humans, non-SMPL humans or rigid bodies. In practice, our approach can be used to generate plausible cloth simulation at 30??45 fps on an NVIDIA GeForce RTX 3090 GPU. We highlight its benefits over prior learning-based methods and physicallybased cloth simulators.Item Parallel Multigrid for Nonlinear Cloth Simulation(The Eurographics Association and John Wiley & Sons Ltd., 2018) Wang, Zhendong; Wu, Longhua; Fratarcangeli, Marco; Tang, Min; Wang, Huamin; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesAccurate high-resolution simulation of cloth is a highly desired computational tool in graphics applications. As singleresolution simulation starts to reach the limit of computational power, we believe the future of cloth simulation is in multi-resolution simulation. In this paper, we explore nonlinearity, adaptive smoothing, and parallelization under a full multigrid (FMG) framework. The foundation of this research is a novel nonlinear FMG method for unstructured meshes. To introduce nonlinearity into FMG, we propose to formulate the smoothing process at each resolution level as the computation of a search direction for the original high-resolution nonlinear optimization problem. We prove that our nonlinear FMG is guaranteed to converge under various conditions and we investigate the improvements to its performance. We present an adaptive smoother which is used to reduce the computational cost in the regions with low residuals already. Compared to normal iterative solvers, our nonlinear FMG method provides faster convergence and better performance for both Newton's method and Projective Dynamics. Our experiment shows our method is efficient, accurate, stable against large time steps, and friendly with GPU parallelization. The performance of the method has a good scalability to the mesh resolution, and the method has good potential to be combined with multi-resolution collision handling for real-time simulation in the future.Item Reconstructing Recognizable 3D Face Shapes based on 3D Morphable Models(© 2022 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2022) Jiang, Diqiong; Jin, Yiwei; Zhang, Fang‐Lue; Lai, Yu‐Kun; Deng, Risheng; Tong, Ruofeng; Tang, Min; Hauser, Helwig and Alliez, PierreMany recent works have reconstructed distinctive 3D face shapes by aggregating shape parameters of the same identity and separating those of different people based on parametric models (e.g. 3D morphable models (3DMMs)). However, despite the high accuracy in the face recognition task using these shape parameters, the visual discrimination of face shapes reconstructed from those parameters remains unsatisfactory. Previous works have not answered the following research question: Do discriminative shape parameters guarantee visual discrimination in represented 3D face shapes? This paper analyses the relationship between shape parameters and reconstructed shape geometry, and proposes a novel shape identity‐aware regularization (SIR) loss for shape parameters, aiming at increasing discriminability in both the shape parameter and shape geometry domains. Moreover, to cope with the lack of training data containing both landmark and identity annotations, we propose a network structure and an associated training strategy to leverage mixed data containing either identity or landmark labels. In addition, since face recognition accuracy does not mean the recognizability of reconstructed face shapes from the shape parameters, we propose the SIR metric to measure the discriminability of face shapes. We compare our method with existing methods in terms of the reconstruction error, visual discriminability, and face recognition accuracy of the shape parameters and SIR metric. Experimental results show that our method outperforms the state‐of‐the‐art methods. The code will be released at .