Patents by Inventor Matthias Mueller-Fischer
Matthias Mueller-Fischer has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Patent number: 12216969Abstract: Apparatuses, systems, and techniques apply to a force-based (e.g., primal) formulation for object simulation. In at least one embodiment, updates to the force-based formulation is determined by solving for constraints that are to be satisfied when simulating rigid bodies (e.g., contact rich scenarios).Type: GrantFiled: September 4, 2020Date of Patent: February 4, 2025Assignee: NVIDIA CorporationInventors: Miles Macklin, Matthias Mueller-Fischer, Nuttapong Chentanez, Stefan Jeschke, Tae-Yong Kim
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Patent number: 11487919Abstract: A cable driving a large system such as cable driven machines, cable cars or tendons in a human or robot is typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this model are satisfying the inextensibility constraint and handling the typically large mass ratio between the segments and the objects they connect. This disclosure introduces an effective approach to solving these problems. The introduced approach simulates the effect of a cable using a new type of distance constraint called ‘cable joint’ that changes both its attachment points and its rest length dynamically. The introduced approach models a cable connecting a series of objects, e.g., components of a robot, as a sequence of cable joints, reducing the complexity of the simulation from the order of the number of segments in the cable to the number of connected objects.Type: GrantFiled: June 16, 2021Date of Patent: November 1, 2022Assignee: NVIDIA CorporationInventors: Matthias Mueller Fischer, Stefan Jeschke, Miles Macklin, Nuttapong Chentanez
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Publication number: 20220075914Abstract: Apparatuses, systems, and techniques apply to a force-based (e.g., primal) formulation for object simulation. In at least one embodiment, updates to the force-based formulation is determined by solving for constraints that are to be satisfied when simulating rigid bodies (e.g., contact rich scenarios).Type: ApplicationFiled: September 4, 2020Publication date: March 10, 2022Inventors: Miles Macklin, Matthias Mueller-Fischer, Nuttapong Chentanez, Stefan Jeschke, Tae-Yong Kim
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Publication number: 20220051094Abstract: Convolutional operators for triangle meshes are determined to construct one or more neural networks. In at least one embodiment, convolutional operators, pooling operators, and unpooling operators are determined to construct the one or more neural networks, in which the same learned weights from the one or more neural networks can further be used for triangle meshes with different topologies.Type: ApplicationFiled: August 14, 2020Publication date: February 17, 2022Inventors: Nuttapong Chentanez, Miles Macklin, Matthias Mueller-Fischer, Stefan Jeschke, Tae-Yong Kim
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Publication number: 20210312109Abstract: A cable driving a large system such as cable driven machines, cable cars or tendons in a human or robot is typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this model are satisfying the inextensibility constraint and handling the typically large mass ratio between the segments and the objects they connect. This disclosure introduces an effective approach to solving these problems. The introduced approach simulates the effect of a cable using a new type of distance constraint called ‘cable joint’ that changes both its attachment points and its rest length dynamically. The introduced approach models a cable connecting a series of objects, e.g., components of a robot, as a sequence of cable joints, reducing the complexity of the simulation from the order of the number of segments in the cable to the number of connected objects.Type: ApplicationFiled: June 16, 2021Publication date: October 7, 2021Inventors: Matthias Mueller-Fischer, Stefan Jeschke, Miles Macklin, Nuttapong Chentanez
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Patent number: 11113861Abstract: This disclosure presents a process to generate one or more video frames through guiding the movements of a target object in an environment controlled by physics-based constraints. The target object is guided by the movements of a reference object from a motion capture (MOCAP) video clip. As disturbances, environmental factors, or other physics-based constraints interfere with the target object mimicking the reference object. A tracking agent, along with a corresponding neural network, can be used to compensate and modify the movements of the target object. Should the target object diverge significantly from the reference object, such as falling down, a recovery agent, along with a corresponding neural network, can be used to move the target object back into an approximate alignment with the reference object before resuming the tracking process.Type: GrantFiled: September 13, 2019Date of Patent: September 7, 2021Assignee: Nvidia CorporationInventors: Nuttapong Chentanez, Matthias Mueller-Fischer, Miles Macklin, Viktor Makoviichuk, Stefan Jeschke
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Publication number: 20210232733Abstract: Embodiments of the present invention provide a novel method and discretization for animating water waves. The approaches disclosed combine the flexibility of a numerical approach to wave simulation with the stability and visual detail provided by a spectrum-based approach to provide Eulerian methods for simulating large-scale oceans with highly detailed wave features. A graphics processing unit stores a one-dimensional texture referred to as a wave profile buffer that stores pre-computed results at a number of discrete sample points for performing wave height evaluation. The water surface is rendered according to water height values computed using the wave profile, accounting for advection, spatial diffusion, angular diffusion, boundary reflections, and dissipation.Type: ApplicationFiled: April 14, 2021Publication date: July 29, 2021Inventors: Stefan Jeschke, Matthias Mueller-Fischer, Nuttapong Chentanez, Miles Macklin
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Simulating a cable driven system by simulating the effect of cable portions on objects of the system
Patent number: 11068626Abstract: A cable driving a large system such as cable driven machines, cable cars or tendons in a human or robot is typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this approach are satisfying the inextensibility constraint and handling the typically large mass ratio between the small segments and the larger objects they connect. This disclosure introduces a more effective approach to solving these problems. The introduced approach simulates the effect of a cable instead of the cable itself using a new type of distance constraint called ‘cable joint’ that changes both its attachment points and its rest length dynamically. The introduced approach models a cable connecting a series of objects as a sequence of cable joints, reducing the complexity of the simulation from the order of the number of segments in the cable to the number of connected objects.Type: GrantFiled: October 4, 2018Date of Patent: July 20, 2021Assignee: Nvidia CorporationInventors: Matthias Mueller-Fischer, Stefan Jeschke, Miles Macklin, Nuttapong Chentanez -
Patent number: 11010509Abstract: Embodiments of the present invention provide a novel method and discretization for animating water waves. The approaches disclosed combine the flexibility of a numerical approach to wave simulation with the stability and visual detail provided by a spectrum-based approach to provide Eulerian methods for simulating large-scale oceans with highly detailed wave features. A graphics processing unit stores a one-dimensional texture referred to as a wave profile buffer that stores pre-computed results at a number of discrete sample points for performing wave height evaluation. The water surface is rendered according to water height values computed using the wave profile, accounting for advection, spatial diffusion, angular diffusion, boundary reflections, and dissipation.Type: GrantFiled: August 21, 2018Date of Patent: May 18, 2021Assignee: NVIDIA CorporationInventors: Stefan Jeschke, Matthias Mueller-Fischer, Nuttapong Chentanez, Miles Macklin
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Publication number: 20210082170Abstract: This disclosure presents a process to generate one or more video frames through guiding the movements of a target object in an environment controlled by physics-based constraints. The target object is guided by the movements of a reference object from a motion capture (MOCAP) video clip. As disturbances, environmental factors, or other physics-based constraints interfere with the target object mimicking the reference object. A tracking agent, along with a corresponding neural network, can be used to compensate and modify the movements of the target object. Should the target object diverge significantly from the reference object, such as falling down, a recovery agent, along with a corresponding neural network, can be used to move the target object back into an approximate alignment with the reference object before resuming the tracking process.Type: ApplicationFiled: September 13, 2019Publication date: March 18, 2021Inventors: Nuttapong Chentanez, Matthias Mueller-Fischer, Miles Macklin, Viktor Makoviichuk, Stefan Jeschke
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SIMULATING A CABLE DRIVEN SYSTEM BY SIMULATING THE EFFECT OF CABLE PORTIONS ON OBJECTS OF THE SYSTEM
Publication number: 20200110848Abstract: A cable driving a large system such as cable driven machines, cable cars or tendons in a human or robot is typically modeled as a large number of small segments that are connected via joints. The two main difficulties with this approach are satisfying the inextensibility constraint and handling the typically large mass ratio between the small segments and the larger objects they connect. This disclosure introduces a more effective approach to solving these problems. The introduced approach simulates the effect of a cable instead of the cable itself using a new type of distance constraint called ‘cable joint’ that changes both its attachment points and its rest length dynamically. The introduced approach models a cable connecting a series of objects as a sequence of cable joints, reducing the complexity of the simulation from the order of the number of segments in the cable to the number of connected objects.Type: ApplicationFiled: October 4, 2018Publication date: April 9, 2020Inventors: Matthias Mueller-Fischer, Stefan Jeschke, Miles Macklin, Nuttapong Chentanez -
Publication number: 20190362035Abstract: Embodiments of the present invention provide a novel method and discretization for animating water waves. The approaches disclosed combine the flexibility of a numerical approach to wave simulation with the stability and visual detail provided by a spectrum-based approach to provide Eulerian methods for simulating large-scale oceans with highly detailed wave features. A graphics processing unit stores a one-dimensional texture referred to as a wave profile buffer that stores pre-computed results at a number of discrete sample points for performing wave height evaluation. The water surface is rendered according to water height values computed using the wave profile, accounting for advection, spatial diffusion, angular diffusion, boundary reflections, and dissipation.Type: ApplicationFiled: August 21, 2018Publication date: November 28, 2019Inventors: Stefan Jeschke, Matthias Mueller-Fischer, Nuttapong Chentanez, Miles Macklin
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Patent number: 10410431Abstract: Embodiments of the present invention provide a method for simulating deformable solids undergoing large plastic deformation and topological changes using shape matching. Positional information for particles and orientation information from clusters is used to simulate deformable solids represented by particles. Each visual vertex stores references to particles that influence the vertex, and stores the local position of the particles. A two-step method interpolates orientation from clusters to particles, and uses the orientation and position of particles to skin the visual mesh vertices. This results in a fast method that can reproduce rotation and does not require the visual mesh vertex to be located within a convex hull of particles.Type: GrantFiled: July 11, 2017Date of Patent: September 10, 2019Assignee: Nvidia CorporationInventors: Nuttapong Chentanez, Matthias Mueller-Fischer, Miles Macklin
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Patent number: 10249083Abstract: A strain based dynamic technique, for rendering special effects, includes simulation as a function of a Green-St. Venant strain tensor constraint. The behavior of a soft body may be controlled independent of a mesh structure by assigning different stiffness values to each constraint of the Green-St. Venant strain tensor.Type: GrantFiled: February 3, 2016Date of Patent: April 2, 2019Assignee: NVIDIA CORPORATIONInventors: Matthias Mueller-Fischer, Nuttapong Chentanez, Miles Macklin
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Publication number: 20190019345Abstract: Embodiments of the present invention provide a method for simulating deformable solids undergoing large plastic deformation and topological changes using shape matching. Positional information for particles and orientation information from clusters is used to simulate deformable solids represented by particles. Each visual vertex stores references to particles that influence the vertex, and stores the local position of the particles. A two-step method interpolates orientation from clusters to particles, and uses the orientation and position of particles to skin the visual mesh vertices. This results in a fast method that can reproduce rotation and does not require the visual mesh vertex to be located within a convex hull of particles.Type: ApplicationFiled: July 11, 2017Publication date: January 17, 2019Inventors: Nuttapong Chentanez, Matthias Mueller-Fischer, Miles Macklin
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Patent number: 10055875Abstract: One embodiment of the present invention sets forth an Eulerian fluid simulation technique which enables real-time simulations of large scale three dimensional fluid volumes that include free surface water. A hybrid grid representation composed of regular cubic cells on top of a layer of tall cells is used to reduce computation time. Water above an arbitrary terrain can be represented without consuming an excessive amount of memory and compute power, while focusing simulation effort on the area near the surface of the water to produce accurate results. Additionally, the grid representation may be optimized for a graphics processor implementation of the fluid solver.Type: GrantFiled: July 20, 2012Date of Patent: August 21, 2018Assignee: NVIDIA CORPORATIONInventors: Nuttapong Chentanez, Matthias Müller-Fischer
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Publication number: 20170221260Abstract: A strain based dynamic technique, for rendering special effects, includes simulation as a function of a Green-St. Venant strain tensor constraint. The behavior of a soft body may be controlled independent of a mesh structure by assigning different stiffness values to each constraint of the Green-St. Venant strain tensor.Type: ApplicationFiled: February 3, 2016Publication date: August 3, 2017Inventors: Matthias Mueller-Fischer, Nuttapong Chentanez, Miles Macklin
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Patent number: 9613449Abstract: A computer implemented method of simulating a stack of objects represented as data within memory of a computer system is disclosed. The method comprises modeling the stack within a computer simulation as a set of associated primitives with associated constraints thereto in the memory, wherein the stack comprises a plurality of layers and wherein each layer comprises at least one primitive. The method further comprises estimating a height for each of the primitives in the stack and determining a respective scaling factor for each of the primitives in parallel, wherein each scaling factor is operable to adjust a mass value of each of the primitives. Also, the method comprises scaling a mass value of each of the primitives in accordance with a respective scaling factor in parallel. Finally, the method comprises solving over a plurality of constraints iteratively using a scaled mass value for each of the primitives.Type: GrantFiled: December 31, 2013Date of Patent: April 4, 2017Assignee: NVIDIA CORPORATIONInventors: Matthias Mueller-Fischer, Miles Macklin
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Patent number: 9589383Abstract: A method for simulating visual effects is disclosed. The method comprises modeling each visual effect within a simulation as a set of associated particles with associated constraints applicable thereto. It also comprises predicting first velocities and first positions of a plurality of particles being used to simulate a visual effect based on an external force applied to the plurality of particles. Next, it comprises identifying a set of neighboring particles for each of the plurality of particles. The method also comprises solving a plurality of constraints related to the visual effect, wherein each of the plurality of constraints is solved for the plurality of particles in parallel. Lastly, responsive to the solving, the method comprises determining second velocities and second positions for the plurality of particles.Type: GrantFiled: December 31, 2013Date of Patent: March 7, 2017Assignee: NVIDIA CORPORATIONInventors: Matthias Mueller-Fischer, Miles Macklin
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Patent number: 9087411Abstract: One embodiment of the present invention sets forth multigrid generation technique which enables accurate simulations of large scale three dimensional (3D) fluid volumes. A model of the fluid to be simulated is represented using a cell grid. The generated multigrid provides a hierarchy of increasingly coarser representations of the model that are used by a pressure solver. Eulerian simulation techniques require solving a linear system to determine pressure values for each cell within the cell grid. Different levels of the multigrid are then used to compute the pressure values for different regions of the model, maintaining accuracy near the surface of the fluid while simplifying the computations. The accurate pressure values ensure that the simulation produces detailed features of the water movement. Additionally, the multigrid pressure solver may be optimized for execution by a graphics processor.Type: GrantFiled: July 20, 2012Date of Patent: July 21, 2015Assignee: NVIDIA CORPORATIONInventors: Nuttapong Chentanez, Matthias Müller-Fischer