Patents by Inventor Nuttapong CHENTANEZ
Nuttapong CHENTANEZ 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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Publication number: 20240370610Abstract: In various examples, a technique for performing a particle-based simulation includes propagating, via a first portion of a machine learning model, a first plurality of features associated with a plurality of particles across a hierarchy of grids, wherein the hierarchy of grids includes a first grid having a first grid spacing and a second grid having a second grid spacing that is greater than the first grid spacing. The technique also includes propagating, via a second portion of the machine learning model, a second plurality of features across the hierarchy of grids to the plurality of particles. The technique further includes determining a plurality of accelerations associated with the plurality of particles based on the second set of features propagated to the plurality of particles, and generating a simulation associated with the plurality of particles based on the plurality of accelerations.Type: ApplicationFiled: May 5, 2023Publication date: November 7, 2024Inventors: Nuttapong CHENTANEZ, Stefan JESCHKE, Miles MACKLIN, Matthias MULLER-FISCHER
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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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Patent number: 11270041Abstract: Embodiments of the present invention provide a position-based dynamics approach for simulating objects using a set of points and constraints, applied as equations that restrict the relative motion of bodies. Forces are applied to the points to move them, and the constraints ensure that the points will not move in a way that is inconsistent with rules of the simulation. The present invention improves upon existing PBD approaches by using regularized constraints that directly correspond to well-defined energy potentials, and which can advantageously be solved independent of time step and iteration count.Type: GrantFiled: September 24, 2018Date of Patent: March 8, 2022Assignee: NVIDIA CorporationInventors: Miles Macklin, Matthias Müller, Nuttapong Chentanez
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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: 10489521Abstract: A simulation engine performs a mass-conserving Eulerian fluid simulation by manipulating the distribution of density between nodes associated with the fluid simulation. The simulation engine traces a velocity field upstream to identify the source of mass that currently resides at a given node. The simulation engine then adjusts (i) the density contributions to that source from adjacent nodes and (ii) the density contributions provided by that source to the given node. In doing so, the simulation engine maintains conservation of mass at a local level between nodes within a given neighborhood. As a result, mass is conserved at a global level. One advantage of the disclosed technique is that a fluid interface associated with the fluid simulation may appear physically realistic, because numerical errors typically caused by violations of conservation of mass may be eliminated.Type: GrantFiled: October 1, 2013Date of Patent: November 26, 2019Assignee: NVIDIA CORPORATIONInventors: Nuttapong Chentanez, Matthias Muller-Fischer
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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: 10319132Abstract: A method and system of representing and simulating an object by representing using with velocity-dependent particles.Type: GrantFiled: March 23, 2015Date of Patent: June 11, 2019Assignee: Nvidia CorporationInventors: Tae-Yong Kim, Nuttapong Chentanez, Matthias Muller-Fischer
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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: 20190095558Abstract: Embodiments of the present invention provide a position-based dynamics approach for simulating objects using a set of points and constraints, applied as equations that restrict the relative motion of bodies. Forces are applied to the points to move them, and the constraints ensure that the points will not move in a way that is inconsistent with rules of the simulation. The present invention improves upon existing PBD approaches by using regularized constraints that directly correspond to well-defined energy potentials, and which can advantageously be solved independent of time step and iteration count.Type: ApplicationFiled: September 24, 2018Publication date: March 28, 2019Inventors: Miles Macklin, Matthias Müller, Nuttapong Chentanez
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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