GithubHelp home page GithubHelp logo

eriszhang / fast-support-reduction Goto Github PK

View Code? Open in Web Editor NEW

This project forked from tt6746690/fast_support_reduction

0.0 1.0 0.0 595.91 MB

CMake 1.61% TeX 50.40% Brainfuck 0.17% C++ 45.18% C 0.69% MATLAB 1.24% Makefile 0.09% GLSL 0.61%

fast-support-reduction's Introduction

Install

git clone --recursive [email protected]:tt6746690/fast_support_reduction.git

# profiling: minitrace + chrome tracing 
#       https://github.com/hrydgard/minitrace
#       https://www.chromium.org/developers/how-tos/trace-event-profiling-tool

# dependencies
brew install cgal

mkdir build && cd build

# brew install ninja
cmake -GNinja ..

# openmp
export OMP_NUM_THREADS=4

# mesh file generator: tetrahedralize the input surface mesh and generate bbw weights for each corresponding tet
./mesh_file_generator dinosaur
input files: ../dinosaur.obj ../dinosaur.tgf
output file: ../data/dinosaur.mesh ../data/dinosaur.dmat


# run
./support_reduction \
    -d ../data/ \
    -f bb-bunny \
    -b 5 \
    -i 1 \
    -p 1 \
    -r 10 \
    -a 90 \
    -c 20 \
    -e 1000

# debugging
lldb support_reduction
process launch -- -d ../data/ -f bb-bunny -b 5 -i 1 -p 1 -r 50 -a 90 -c 20

Layout

.
├── CMakeLists.txt
├── README.md
├── abstract                    // extended abstract
├── cmake
├── data                        // source and destination directory for mesh, weights, ...
├── libigl
├── makefile
├── matlab
├── papers
├── src                         // source code
├── bbw.cpp                     // for generating bounded biharmonic weights and remeshing
├── support_reduction.cpp       // run program
└── visualize.cpp               // visualize self-interesection

self-intersection with shader

  • GPU-accelerated evaluation of self-intersection volume
    • problem
      • given a water-tight mesh and projection direction
      • framebuffer width and height, for controlling how accurate the computation is
      • return self-intersecting volume
    • preparation
      • find bounding box of the mesh
      • determine orthographic projection around the bounding box of the mesh Peel off front-most fragment of mesh along an orthographic viewing direction aligned with the inverse of printing direction (i.e. projection direction). The near/far plane of orthographic projection are faces of the bounding box of the mesh. For each fragment, record

TODO

  • low priority
    • optimized forward kinematics in shaders
    • depth counter algorithm for self intersection volume computation

meeting

before March 22

  • coefficient

    • tune to be fixed
    • account for volume / surface
    • one way to test things work: scale mesh by 100x and see result is invariant
  • support generation

    • meshmixer generates support
    • varied for different software / other scenario
  • the cool part

    • joint based character deformation
  • how to push forward to a publication

    • make things fast
    • dont worry about support reduction
      • varied by software used
      • probably material/context specific algorithm/technique for support reduction and so a general black box is not easy to be motivated.
    • make this about posing sculptures: take into account physics of material
      • print out cement ... need to make sure it does not fracture
    • impl detail
      • remove overhang
      • add self-balancing (center of mesh project into convex hull)
        • surface intergrall to determine mass center volumetrically
      • add load+stress
        • linear elasticity
        • stress is a linear function of displacement
        • KV = KMT where V=MT
          • K given beforehand
          • KM is 6n x m can be put in vertex shader?
        • need to account for things not covered by the first rig
          • another rig?
        • need to account for fracture in interior?
          • enough to render stress on boundary ?
          • need to dig with this later
      • interface for
        • hints for intersection, position of stress
        • then option for global optimization
  • todo

    • understand physics of stress field
      • ask sarah on physics based stuff.
    • rendering based speed up

March 22

  • faster stress computation
    • GPU accelerated Jacobi solver
    • voxel representation of mesh
      • no matrix assembly since its on a grid
      • solving linear system Ax=b with iterative solver on CPU first then GPU
        • shader (cross platform) vs. cuda
    • reference 2d jacobi solver for poisson equation ... on CPU/GPU
  • ui
    • find closest quaternion to match screen space drag, or
    • github repo given ImGuizmo
  • engineering
    • cmake release/debug mode

May 23

  • what have we done so far
    • goal
      • a design tool to allow artistics to deform figures by their skeleton
      • be able to visualize yield stress on surface as they make edit
      • explore deformations with good properties with global optimization
    • global optimization
      • reduced space (skeleton) enabling possibility of global optimization
      • objective function capturing requirements:
        • minimize supporting material used
        • able to stand (center of mass inside support polygon)
        • will not break (yield criterion > material-specific yield stress)
        • local distortion (arap energy)
    • stress visualization (need real time)
      • explored
        • iterative methods like jacobi, SOR (can control number of iterations)
        • hexahedron element over axis-aligned grids (element stiffness K constant)
      • later
        • multigrid on cuda

June 4

  • forget about the continuous derivation for shape gradient
    • variational surface cutting has a different formulation from our problem
  • discrete setting for solving the PDE-contrained optimization problem
    • convert the constraints into K(d)u=f(d) using FEM, where d is the design parameter (in our case the vertex positions)
    • take derivative of K and f with respect to d
    • look into automatic differentiation
  • refer to Bernhard Thomaszewski's papers to get a better sense regarding how the method works
  • the ultimate goal doesn't change
    • object function: min E_{ARAP}(X_{input mesh},X(T))+E_{stress}(X_{input mesh},X(T))
  • next step
    • start with a simple 2D cantilever example
      • linear FEM stiff material
      • nonlinear FEM soft material
      • treat X as a function of T (apply LBS)

June 6

  • the deformed volumetric mesh might be of bad quality due to LBS
    • not suitable to do FEM based on this
    • need to confirm in both 2D and 3D
  • use auto diff to compute the partial derivative of K with respect to T
  • in each frame voxelize the deformed tet mesh
  • do trilinear interpolation over the bbw weights field for each grid point
    • to get the variable back to T

June 20

  • instead of doing voxelization, use fixed grid

    • look at ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
    • the approach that is used here (tet <-> hex) is similar to what is commonly used in CFD
    • ask Michael Tao for details
  • dK(p)/dp * u has equivalent result as d(K(p)*u)/dp

    • u is simply a few numbers u = Kf
    • the difference is the complexity -> the sparsity of K
  • stan is good

  • questions

    • continuous optimization (whether or not use gradient ...)
      • consider arap energy direction ?
      • min_\Omega ( \min_u \int_\Omega E(u,X) dx))
        • \Omega is the domain
      • https://nmwsharp.com/media/cea_tutorial.pdf
      • hard constraints (make it stand)
        • global optimization use hard constaints
        • then use gradient for different initial points.
      • do not penalize small values of stress
        • can design functions that is continuous
          • (0 infeasible, grows very quickly for feasible)
      • need to consider the feasible set ... (should be good)
      • todo
        • do continous optimization on arap+fracture energy
        • how do you derive gradients
        • do 2d shape optimization
          • on simple coarse domain, the rod that sticks out of wall
          • expect points close to wall expand
      • hybrid global optimization methods
        • design gallery: probably better to use global methods
      • what is the thing we want to compute gradient of ?
        • in the want to compute gradient with respect to euler angle
        • X(\theta) where X is the surface
    • is it a good idea to go with multigrid ?
      • pro: O(n) complexity
    • can we do weekly meetings ?
    • interpolation problem is fixed
      • do a screenshot to show it's done
  • thoughts

    • at first identify your problem rather than jumping into the problem i.e. what the problem it is
    • look into the closest work, try to understand their work and make comparisons

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.