Stenting is among the most common transcatheter interventions for congenital heart disease (CHD). Patient-specific computational fluid dynamics (CFD) simulations can predict hemodynamic outcomes of intervention scenarios but require post-operative vascular geometries that reflect stent-induced shape changes, which existing tools either model inadequately or require extensive time or manual effort to generate. We present SDFStent, a signed distance function (SDF) based mesh deformation method for virtual stenting that operates in real time, maintains mesh integrity, and preserves junction geometry. The stent is modeled as a pipe surface composed of piecewise-capsule SDFs joined by a smooth-minimum operator. Mesh vertices near the expanding SDF surface are displaced along the SDF gradient with a compactly supported fall-off function and an alpha blending mask. SDFStent was benchmarked against three existing approaches and validated on three tetralogy of Fallot (ToF) patients and three coarctation of the aorta (CoA) patients using rigid-wall steady-state CFD simulations against clinical catheterization measurements. Against a prescribed diameter of 6.0 mm, the method produced a mean stented diameter of 5.92 $\pm$ 0.08 mm in 1.5 s, over 100$\times$ faster than the best stenting-specific comparator. All output meshes were watertight and self-intersection-free. CFD-simulated post-operative pressure drops agreed with clinical measurements within 4 mmHg (mean error 2 mmHg). SDFStent produces simulation-ready post-stent models that match prescribed stent dimensions at interactive speeds, from pre-operative anatomy and catheterization data alone. The implementation is open-source and available in 3D Slicer. Its scriptable architecture enables automated generation of large synthetic cohorts for data-driven surrogate modeling.
We present a framework to optimize and generate Acoustic Reliefs : acoustic diffusers that not only perform well acoustically in scattering sound uniformly in all directions, but are also visually interesting and can approximate user-provided images. To this end, we develop a differentiable acoustics simulator based on the boundary element method, and integrate it with a differentiable renderer coupled with a vision model to jointly optimize for acoustics, appearance, and fabrication constraints at the same time. We generate various examples and fabricate two room-scale reliefs. The result is a validated simulation and optimization scheme for generating acoustic reliefs whose appearances can be guided by a provided image.
We extend the progressive dynamics model (Zhang et al., 2024) from cloth and shell simulation to volumetric finite elements, enabling an efficient level-of-detail (LOD) animation-design pipeline with predictive coarse-resolution previews facilitating rapid iterative design for a final, to-be-generated, high-resolution animation of volumetric elastodynamics. This extension to volumetric domains poses significant new challenges, including the construction of suitable mesh hierarchies and the definition of effective prolongation operators for codimension-0 progressive dynamics. To address these challenges, we propose a practical method for defining multiresolution hierarchies and, more importantly, introduce a simple yet effective topology-aware algorithm for constructing prolongation operators between overlapping (but not necessarily conforming) volumetric meshes. Our key insight is a boundary binding strategy that enables the computation of barycentric coordinates, allowing several off-the-shelf interpolants – such as standard barycentric coordinates, Biharmonic Coordinates (Wang et al., 2015), and Phong Deformation (James, 2020) – to serve as "plug-and-play" components for prolongation with minimal modification. We show that our progressive volumetric simulation framework achieves high-fidelity matching LOD animation across resolutions including challenging dynamics with high speeds, large deformations, and frictional contact.
The recently developed Progressive Dynamics framework [Zhang et al. 2024] addresses the long-standing challenge in enabling rapid iterative design for high-fidelity cloth and shell animation. In this work, we identify fundamental limitations of the original method in terms of stability and temporal continuity. For robust progressive dynamics simulation we seek methods that provide: (1) stability across all levels of detail (LOD) and timesteps, (2) temporally continuous animations without jumps or jittering, and (3) user-controlled balancing between geometric consistency and enrichment at each timestep, thereby making it a practical previewing tool with high-quality results at the finest level to be used as the final output. We propose a general framework, Progressive Dynamics++, for constructing a family of progressive dynamics integration methods that advance physical simulation states forward in both time and spatial resolution, which includes Zhang et al. [2024]'s method as one member. We analyze necessary stability conditions for Progressive Dynamics integrators and introduce a novel, stable method that significantly improves temporal continuity, supported by a new quantitative measure. Additionally, we present a quantitative analysis of the trade-off between geometric consistency and enrichment, along with strategies for balancing between these aspects in transitions across resolution and time.
We propose Progressive Dynamics, a coarse-to-fine, level-of-detail simulation method for the physics-based animation of complex frictionally contacting thin shell and cloth dynamics. Progressive Dynamics provides tight-matching consistency and progressive improvement across levels, with comparable quality and realism to high-fidelity, IPC-based shell simulations [Li et al. 2021] at finest resolutions. Together these features enable an efficient animation-design pipeline with predictive coarse-resolution previews providing rapid design iterations for a final, to-be-generated, high-resolution animation. In contrast, previously, to design such scenes with comparable dynamics would require prohibitively slow design iterations via repeated direct simulations on high-resolution meshes. We evaluate and demonstrate Progressive Dynamics's features over a wide range of challenging stress-tests, benchmarks, and animation design tasks. Here Progressive Dynamics efficiently computes consistent previews at costs comparable to coarsest-level direct simulations. Its matching progressive refinements across levels then generate rich, high-resolution animations with high-speed dynamics, impacts, and the complex detailing of the dynamic wrinkling, folding, and sliding of frictionally contacting thin shells and fabrics.
OBJECTIVE:Cardiovascular diseases, and the interventions performed to treat them, can lead to changes in the shape of patient vasculatures and their hemodynamics. Computational modeling and simulations of patient-specific vascular networks are increasingly used to quantify these hemodynamic changes, but they require modifying the shapes of the models. Existing methods to modify these shapes include editing 2D lumen contours prescribed along vessel centerlines and deforming meshes with geometry-based approaches. However, these methods can require extensive by-hand prescription of the desired shapes and often do not work robustly across a range of vascular anatomies. To overcome these limitations, we develop techniques to modify vascular models using physics-based principles that can automatically generate smooth deformations and readily apply them across different vascular anatomies. METHODS:We adapt Regularized Kelvinlets, analytical solutions to linear elastostatics, to perform elastic shape-editing of vascular models. The Kelvinlets are packaged into three methods that allow us to artificially create aneurysms, stenoses, and tortuosity. RESULTS:Our methods are able to generate such geometric changes across a wide range of vascular anatomies. We demonstrate their capabilities by creating sets of aneurysms, stenoses, and tortuosities with varying shapes and sizes on multiple patient-specific models. CONCLUSION:Our Kelvinlet-based deformers allow us to edit the shape of vascular models, regardless of their anatomical locations, and parametrically vary the size of the geometric changes. SIGNIFICANCE:These methods will enable researchers to more easily perform virtual-surgery-like deformations, computationally explore the impact of vascular shape on patient hemodynamics, and generate synthetic geometries for data-driven research.
Purpose:Angioplasty with stent placement is a widely used treatment strategy for patients with stenotic blood vessels. However, it is often challenging to predict the outcomes of this procedure for individual patients. Image-based computational fluid dynamics (CFD) is a powerful technique for making these predictions. To perform CFD analysis of a stented vessel, a virtual model of the vessel must first be created. This model is typically made by manipulating two-dimensional contours of the vessel in its pre-stent state to reflect its post-stent shape. However, improper contour-editing can cause invalid geometric artifacts in the resulting mesh that then distort the subsequent CFD predictions. To address this limitation, we have developed a novel shape-editing method that deforms surface meshes of stenosed vessels to create stented models.Methods:Our method uses physics-based simulations via Extended Position Based Dynamics to guide these deformations. We embed an inflating stent inside a vessel and apply collision-generated forces to deform the vessel and expand its cross-section.Results:We demonstrate that this technique is feasible and applicable for a wide range of vascular anatomies, while yielding clinically compatible results. We also illustrate the ability to parametrically vary the stented shape and create models allowing CFD analyses.Conclusion:Our stenting method will help clinicians predict the hemodynamic results of stenting interventions and adapt treatments to achieve target outcomes for patients. It will also enable generation of synthetic data for data-intensive applications, such as machine learning, to support cardiovascular research endeavors.
Synthesizing sound sources for modern physics-based animation is challenging due to rapidly moving, deforming, and vibrating interfaces that produce acoustic waves within the air domain. Not only must the methods synthesize sounds that are faithful and free of digital artifacts, but, in order to be practical, the methods should be easy to implement and support fast parallel hardware. Unfortunately, no current solutions satisfy these many conflicting constraints. In this paper, we presentWaveBlender, a simple and fast GPU-accelerated finite-difference time-domain (FDTD) acoustic wavesolver for simulating animation sound sources on uniform grids. To resolve continuously moving and deforming solid- or fluid-air interfaces on coarse grids, we derive a novel scheme that can temporally blend between two subsequent finite-difference discretizations. Our blending scheme requires minimal modification of the original FDTD update equations: a single new blending parameter.. (defined at cell centers) and approximate velocity-level boundary conditions. Sound synthesis results are demonstrated for a variety of existing physics-based sound sources (water, modal, thin shells, kinematic deformers), along with point-like sources for tiny rigid bodies. Our solver is reliable across different resolutions, GPU-friendly by design, and can be 1000x faster than prior CPU-based wavesolvers for these animation sound problems.
Objects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present RealImpact, a large-scale dataset of real object impact sounds recorded under controlled conditions. RealImpact contains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images. We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demonstrate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two benchmark tasks, including listener location classification and visual acoustic matching.
Thin shell structures exhibit complex behaviors critical for modeling and design across wide-ranging applications. Capturing their mechanical response requires finely detailed, high-resolution meshes. Corresponding simulations for predicting equilibria with these meshes are expensive, whereas coarse-mesh simulations can be fast but generate unacceptable artifacts and inaccuracies. The recently proposed progressive simulation framework [Zhang et al. 2022] offers a promising avenue to address these limitations with consistent and progressively improving simulation over a hierarchy of increasingly higher-resolution models. Unfortunately, it is currently severely limited in application to meshes and shapes generated via Loop subdivision. We propose Progressive Shells Quasistatics to extend progressive simulation to the high-fidelity modeling and design of all input shell (and plate) geometries with unstructured (as well as structured) triangle meshes. To do so, we construct a fine-to-coarse hierarchy with a novel nonlinear prolongation operator custom-suited for curved-surface simulation that is rest-shape preserving, supports complex curved boundaries, and enables the reconstruction of detailed geometries from coarse-level meshes. Then, to enable convergent, high-quality solutions with robust contact handling, we propose a new, safe, and efficient shape-preserving upsampling method that ensures non-intersection and strain limits during refinement. With these core contributions, Progressive Shell Quasistatics enables, for the first time, wide generality for progressive simulation, including support for arbitrary curved-shell geometries, progressive collision objects, curved boundaries, and unstructured triangle meshes - all while ensuring that preview and final solutions remain free of intersections. We demonstrate these features across a wide range of stress-tests where progressive simulation captures the wrinkling, folding, twisting, and buckling behaviors of frictionally contacting thin shells with orders-of-magnitude speed-up in examples over direct fine-resolution simulation.
Motion control of large-scale, multibody physics animations with contact is difficult. Existing approaches, such as those based on optimization, are computationally daunting, and, as the number of interacting objects increases, can fail to find satisfactory solutions. We present a new, complementary method for the visual control of multibody animations that exploits object motion and visibility, and has overall cost comparable to a single simulation. Our method is highly practical, and is demonstrated on numerous large-scale, contact-rich examples involving both rigid and deformable bodies.
We introduce a practical framework for synthesizing bubble-based water sounds that captures the rich inter-bubble coupling effects responsible for low-frequency acoustic emissions from bubble clouds. We propose coupled-bubble oscillator models with regularized singularities, and techniques to reduce the computational cost of time stepping with dense, time-varying mass matrices. Airborne acoustic emissions are estimated using finite-difference time-domain (FDTD) methods. We propose a simple, analytical surface-acceleration model, and a sample-and-hold GPU wavesolver that is simple and faster than prior CPU wavesolvers. Sound synthesis results are demonstrated using bubbly flows from in-compressible, two-phase simulations, as well as procedurally generated examples using single-phase FLIP fluid animations. Our results demonstrate sound simulations with hundreds of thousands of bubbles, and perceptually significant frequency transformations with fuller low-frequency content.
We propose svMorph, a framework for interactive virtual sculpting of patient-specific vascular anatomic models. Our framework includes three tools for the creation of tortuosity, aneurysms, and stenoses in tubular vascular geometries. These shape edits are performed via geometric operations on the surface mesh and vessel centerline curves of the input model. The tortuosity tool also uses the physics-based Oriented Particles method, coupled with linear blend skinning, to achieve smooth, elastic-like deformations. Our tools can be applied separately or in combination to produce simulation-suitable morphed models. They are also compatible with popular vascular modeling software, such as simvascular. To illustrate our tools, we morph several image-based, patient-specific models to create a range of shape changes and simulate the resulting hemodynamics via three-dimensional, computational fluid dynamics. We also demonstrate the ability to quickly estimate the hemodynamic effects of the shape changes via the automated generation of associated zero-dimensional lumped-parameter models.
Manually tuning physics-based animation parameters to explore a simulation outcome space or achieve desired motion outcomes can be notoriously tedious. This problem has motivated many sophisticated and specialized optimization-based methods for fine-grained (keyframe) control, each of which are typically limited to specific animation phenomena, usually complicated, and, unfortunately, not widely used. In this paper, we propose Unified Many-Worlds Browsing (UMWB), a practical method for sample-level control and exploration of physics-based animations. Our approach supports browsing of large simulation ensembles of arbitrary animation phenomena by using a unified volumetric WORLDPACK representation based on spatiotemporally compressed voxel data associated with geometric occupancy and other low-fidelity animation state. Beyond memory reduction, the WORLDPACK representation also enables unified query support for interactive browsing: it provides fast evaluation of approximate spatiotemporal queries, such as occupancy tests that find ensemble samples ("worlds") where material is either IN or NOT IN a user-specified spacetime region. WORLDPACKS also support real-time hardware-accelerated voxel rendering by exploiting the spatially hierarchical and temporal RLE raster data structure. Our UMWB implementation supports interactive browsing (and offline refinement) of ensembles containing thousands of simulation samples, and fast spatiotemporal queries and ranking. We show UMWB results using a wide variety of physics-based animation phenomena---not just JELL-O ® .
The trade-off between speed and fidelity in cloth simulation is a fundamental computational problem in computer graphics and computational design. Coarse cloth models provide the interactive performance required by designers, but they can not be simulated at higher resolutions ("up-resed") without introducing simulation artifacts and/or unpredicted outcomes, such as different folds, wrinkles and drapes. But how can a coarse simulation predict the result of an unconstrained, high-resolution simulation that has not yet been run? We propose Progressive Cloth Simulation (PCS), a new forward simulation method for efficient preview of cloth quasistatics on exceedingly coarse triangle meshes with consistent and progressive improvement over a hierarchy of increasingly higher-resolution models. PCS provides an efficient coarse previewing simulation method that predicts the coarse-scale folds and wrinkles that will be generated by a corresponding converged, high-fidelity C-IPC simulation of the cloth drape's equilibrium. For each preview PCS can generate an increasing-resolution sequence of consistent models that progress towards this converged solution. This successive improvement can then be interrupted at any point, for example, whenever design parameters are updated. PCS then ensures feasibility at all resolutions, so that predicted solutions remain intersection-free and capture the complex folding and buckling behaviors of frictionally contacting cloth.
Laser Doppler vibrometers (LDV) are used for non-contact vibration measurements of various structures and are frequently used for stringed instrument measurements. Single-point LDVs can be used with the roving hammer or LDV method for mode shape measurements, but this is time-consuming and requires constant attention. Scanning LDVs exist but are expensive and often out of reach of musical acoustics researchers. An inexpensive apparatus to modify a common single-point LDV such that it can perform automated scanning measurements is presented. The augmentation consists of a mirror galvanometer, impact hammer controller, and 3D printed mounting hardware. The scanning system is controlled by a microprocessor and can be easily automated. The total cost of the system, excluding the LDV and impact hammer, is under two hundred dollars. Measurements of guitars are presented to validate the scanning system and discuss any shortcomings.
Accurate modeling of personalized head-related transfer functions (HRTFs) is difficult but critical for applications requiring spatial audio. However, this remains challenging as experimental measurements require specialized equipment, numerical simulations require accurate head geometries and robust solvers, and data-driven methods are hungry for data. In this paper, we propose a new deep learning method that combines measurements and numerical simulations to take the best of three worlds. By learning the residual difference and establishing a high quality spatial basis, our method achieves consistently 2 dB to 2.5 dB lower spectral distortion (SD) compared to the state-of-the-art methods.
Rigid objects make distinctive sounds during manipulation. These sounds are a function of object features, such as shape and material, and of contact forces during manipulation. Being able to infer from sound an object’s acoustic properties, how it is being manipulated, and what events it is participating in could augment and complement what robots can perceive from vision, especially in case of occlusion, low visual resolution, poor lighting, or blurred focus. Annotations on sound data are rare. Therefore, existing inference systems mostly include a sound renderer in the loop, and use analysis-by-synthesis to optimize for object acoustic properties. Optimizing parameters with respect to a non-differentiable renderer is slow and hard to scale to complex scenes. We present DiffImpact, a fully differentiable model for sounds rigid objects make during impacts, based on physical principles of impact forces, rigid object vibration, and other acoustic effects. Its differentiability enables gradient-based, efficient joint inference of acoustic properties of the objects and characteristics and timings of each individual impact. DiffImpact can also be plugged in as the decoder of an autoencoder, and trained end-to-end on real audio data, so that the encoder can learn to solve the inverse problem in a self-supervised way. Experiments demonstrate that our model’s physics-based inductive biases make it more resource efficient and expressive than state-of-the-art pure learning-based alternatives, on both forward rendering of impact sounds and inverse tasks such as acoustic property inference and blind source separation of impact sounds. Code and videos are at https://sites.google.com/view/diffimpact.
It is increasingly common to model, simulate, and process complex materials based on loopy structures, such as in yarn-level cloth garments, which possess topological constraints between inter-looping curves. While the input model may satisfy specific topological linkages between pairs of closed loops, subsequent processing may violate those topological conditions. In this paper, we explore a family of methods for efficiently computing and verifying linking numbers between closed curves, and apply these to applications in geometry processing, animation, and simulation, so as to verify that topological invariants are preserved during and after processing of the input models. Our method has three stages: (1) we identify potentially interacting loop-loop pairs, then (2) carefully discretize each loop's spline curves into line segments so as to enable (3) efficient linking number evaluation using accelerated kernels based on either counting projected segment-segment crossings, or by evaluating the Gauss linking integral using direct or fast summation methods (Barnes-Hut or fast multipole methods). We evaluate CPU and GPU implementations of these methods on a suite of test problems, including yarn-level cloth and chainmail, that involve significant processing: physics-based relaxation and animation, user-modeled deformations, curve compression and reparameterization. We show that topology errors can be efficiently identified to enable more robust processing of loopy structures.
A signal processing method to impart the response of an acoustic string instrument to an electric instrument that includes frequency-dependent string decay alterations is proposed. This type of processing is relevant when trying to make a less resonant instrument, such as an electric guitar, sound similar to a more resonant instrument, such as acoustic guitar. Unlike previous methods which typically only perform equalization, our method includes detailed physics-based string damping changes by using a time-varying filter which adds frequency-dependent exponential damping. Efficient digital filters are fit to bridge admittance measurements of an acoustic instrument and used to create equalization filters as well as damping correction filters. The damping correction filters are designed to work in real-time as they are triggered by onset and pitch detection of the signal measured through an under-saddle pickup to determine the intensity of the damping. A test case is presented in which an electric guitar is processed to model a measured acoustic guitar.