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Byungmoon Kim

Bio: Byungmoon Kim is an academic researcher from Adobe Systems. The author has contributed to research in topics: Virtual reality & Rendering (computer graphics). The author has an hindex of 17, co-authored 77 publications receiving 1523 citations. Previous affiliations of Byungmoon Kim include Nvidia & Georgia Institute of Technology.


Papers
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Journal ArticleDOI
TL;DR: This paper rewrite the MacCormack method to illustrate that it estimates the error in the same exact fashion as BFECC and uses this error estimate to correct the already computed forward advected data, reducing the cost of the method while still obtaining second order accuracy in space and time.
Abstract: The back and forth error compensation and correction (BFECC) method advects the solution forward and then backward in time. The result is compared to the original data to estimate the error. Although inappropriate for parabolic and other non-reversible partial differential equations, it is useful for often troublesome advection terms. The error estimate is used to correct the data before advection raising the method to second order accuracy, even though each individual step is only first order accurate. In this paper, we rewrite the MacCormack method to illustrate that it estimates the error in the same exact fashion as BFECC. The difference is that the MacCormack method uses this error estimate to correct the already computed forward advected data. Thus, it does not require the third advection step in BFECC reducing the cost of the method while still obtaining second order accuracy in space and time. Recent work replaced each of the three BFECC advection steps with a simple first order accurate unconditionally stable semi-Lagrangian method yielding a second order accurate unconditionally stable BFECC scheme. We use a similar approach to create a second order accurate unconditionally stable MacCormack method.

281 citations

Proceedings ArticleDOI
30 Aug 2005
TL;DR: It is shown that Back and Forth Error Compensation and Correction can be applied to reduce dissipation and diffusion encountered in various advection steps in simulation such as velocity, smoke density and image advections.
Abstract: Back and Forth Error Compensation and Correction (BFECC) was recently developed for interface computation by using the level set method. We show that it can be applied to reduce dissipation and diffusion encountered in various advection steps in uid simulation such as velocity, smoke density and image advections. BFECC can be implemented easily on top of the r st order upwinding or semi-Lagrangian integration of advection equations, while providing second order accuracy both in space and time. When applied to level set evolution, BFECC reduces volume loss signi cantly . We combine these techniques with variable density projection and show that they yield a realistic animations of two-phase ows. We demonstrate the bene ts of this approach on the image advection and on the simulation of smoke, of bubbles in water, and of a highly dynamic interaction between water, a solid, and air.

140 citations

Proceedings ArticleDOI
01 Jul 2003
TL;DR: The Twister approach introduced here, adds the capability to impose an orientation change, adding three rotational constraints, at each displaced point, and computes in realtime a smooth deformation, whose effect decays with distance from the grabbed points, simultaneously interpolating the 12 constraints.
Abstract: A free-form deformation that warps a surface or solid may be specified in terms of one or several point-displacement constraints that must be interpolated by the deformation. The Twister approach introduced here, adds the capability to impose an orientation change, adding three rotational constraints, at each displaced point. Furthermore, it solves for a space warp that simultaneously interpolates two sets of such displacement and orientation constraints. With a 6 DoF magnetic tracker in each hand, the user may grab two points on or near the surface of an object and simultaneously drag them to new locations while rotating the trackers to tilt, bend, or twist the shape near the displaced points. Using a new formalism based on a weighted average of screw displacements, Twister computes in realtime a smooth deformation, whose effect decays with distance from the grabbed points, simultaneously interpolating the 12 constraints. It is continuously applied to the shape, providing realtime graphic feedback. The two-hand interface and the resulting deformation are intuitive and hence offer an effective direct manipulation tool for creating or modifying 3D shapes.

122 citations

Proceedings ArticleDOI
29 Jul 2007
TL;DR: This work builds a mathematical model of the volume change, chooses control strategies that regulate the modeled volume error, and establishes methods to compute the control gains that provide robust and fast reduction of thevolume error.
Abstract: Liquid and gas interactions often produce bubbles that stay for a long time without bursting on the surface, making a dry foam structure. Such long lasting bubbles simulated by the level set method can suffer from a small but steady volume error that accumulates to a visible amount of volume change. We propose to address this problem by using the volume control method. We track the volume change of each connected region, and apply a carefully computed divergence that compensates undesired volume changes. To compute the divergence, we construct a mathematical model of the volume change, choose control strategies that regulate the modeled volume error, and establish methods to compute the control gains that provide robust and fast reduction of the volume error, and (if desired) the control of how the volume changes over time.

110 citations

Journal ArticleDOI
TL;DR: It is shown that BFECC can be applied to reduce dissipation and diffusion encountered in a variety of advection steps, such as velocity, smoke density, and image advections on uniform and adaptive grids and on a triangulated surface.
Abstract: Back and forth error compensation and correction (BFECC) was recently developed for interface computation using a level set method. We show that BFECC can be applied to reduce dissipation and diffusion encountered in a variety of advection steps, such as velocity, smoke density, and image advections on uniform and adaptive grids and on a triangulated surface. BFECC can be implemented trivially as a small modification of the first-order upwind or semi-Lagrangian integration of advection equations. It provides second-order accuracy in both space and time. When applied to level set evolution, BFECC reduces volume loss significantly. We demonstrate the benefits of this approach on image advection and on the simulation of smoke, bubbles in water, and the highly dynamic interaction between water, a solid, and air. We also apply BFECC to dye advection to visualize vector fields

98 citations


Cited by
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Journal ArticleDOI
01 Jul 2005
TL;DR: An interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand and uses quadratic error metrics so that each minimization problem becomes a system of linear equations.
Abstract: We present an interactive system that lets a user move and deform a two-dimensional shape without manually establishing a skeleton or freeform deformation (FFD) domain beforehand. The shape is represented by a triangle mesh and the user moves several vertices of the mesh as constrained handles. The system then computes the positions of the remaining free vertices by minimizing the distortion of each triangle. While physically based simulation or iterative refinement can also be used for this purpose, they tend to be slow. We present a two-step closed-form algorithm that achieves real-time interaction. The first step finds an appropriate rotation for each triangle and the second step adjusts its scale. The key idea is to use quadratic error metrics so that each minimization problem becomes a system of linear equations. After solving the simultaneous equations at the beginning of interaction, we can quickly find the positions of free vertices during interactive manipulation. Our approach successfully conveys a sense of rigidity of the shape, which is difficult in space-warp approaches. With a multiple-point input device, even beginners can easily move, rotate, and deform shapes at will.

725 citations

Journal ArticleDOI
TL;DR: This paper presents the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis.
Abstract: Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [ GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.

636 citations

Journal ArticleDOI
TL;DR: In this paper, various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed for collision detection of deformable objects in interactive environments for surgery simulation and entertainment technology.
Abstract: Interactive environments for dynamically deforming objects play an important role in surgery simulation and entertainment technology. These environments require fast deformable models and very efficient collision handling techniques. While collision detection for rigid bodies is well investigated, collision detection for deformable objects introduces additional challenging problems. This paper focuses on these aspects and summarizes recent research in the area of deformable collision detection. Various approaches based on bounding volume hierarchies, distance fields and spatial partitioning are discussed. In addition, image-space techniques and stochastic methods are considered. Applications in cloth modeling and surgical simulation are presented.

591 citations

Proceedings Article
01 Jan 2005
TL;DR: In this article, the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, mesh free methods, coupled particle systems and reduced deformable models based on modal analysis.
Abstract: Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [ GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid/smoke animation, and also suggest areas for future research.

571 citations