Think knots are easy to untangle?

As a companion to our recent paper on "Repulsive Curves," we're releasing a dataset of hundreds of *extremely* difficult knots: cs.cmu.edu/~kmcrane/Proje…

In each case, a knotted & canonical embedding is given. Can you recover the right knot? 1/5
We've already tried a few dozen methods—from classics like "KnotPlot", to baselines like L-BFGS, to bleeding-edge algorithms like AQP, BCQN, etc.

For many knots, most these methods get "stuck," and don't reach a nice embedding.

Even our method doesn't hit 100%—but is close! 2/5
But this is a pretty unique problem relative to "standard" energies in geometry processing

For one thing, it considers all O(n²) pairs of points rather than just neighbors in a mesh

For another, you can't just *avoid* collisions—you have to maximize your distance from them. 3/5
It's also an interesting challenge for #MachineLearning: given a knot as a sequence of points in R³, classify it as one of several knot types

…Or even just decide if it's the unknot!

I'd guess no current architecture works well for this problem—but am glad to be surprised! 4/5
Anyway, have fun! 5/5
@KangarooPhysics I'd be *very* interested if your approach to knot untangling works well for these "tough knots." You always seem to have simple and elegant solutions that beat the pants off more fancy-mathy stuff. 😅

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More from @keenanisalive

2 Aug
New paper with Chris Yu & Henrik Schumacher: cs.cmu.edu/~kmcrane/Proje…

We model 2D & 3D curves while avoiding self-intersection—a natural requirement in graphics, simulation & visualization.

Our scheme also does an *amazingly* good job of unknotting highly-tangled curves!

[1/n]
[2/n] Here's a short movie that summarizes some of what we do:

And if you don't care *how* it works, here's the code!
github.com/icethrush/repu…

Otherwise, read on to find out more!
[3/n] A classic problem is deciding if a curve is an "unknot": can it be untangled into a circle, without passing through itself?

We don't solve this problem conclusively—but can use untangling as a stress test for our method

Typically, we can untangle crazy knots, crazy fast!
Read 43 tweets
14 Jun
Uniform edge lengths are a reasonable proxy for mesh quality, since equilateral triangles have good angles. But if you have more specific criteria, you can usually do better. "Hodge-Optimized Triangulations" provides a nice discussion of this perspective: geometry.caltech.edu/pubs/MMdGD11.p…
A popular approach in graphics is something like Botsch & Kobbelt, "Remeshing for Multiresolution Modeling" (Sec. 4): graphics.rwth-aachen.de/media/papers/r…

Basic idea: iteratively move vertices to equalize areas, split long edges, collapse short edges, & flip edges to improve vertex valence.
In this class of algorithms, I really like Chen & Holst, "Efficient mesh optimization schemes based on Optimal Delaunay Triangulations": math.uci.edu/~chenlong/Pape…

Here there's a clear notion of optimality, & an efficient preconditioner. For surfaces: restrict to tangential motions
Read 12 tweets
25 May
Excited to share a new #SIGGRAPH2021 paper with @markgillesie81 and Boris Springborn that is a pretty big breakthrough in mesh parameterization: cs.cmu.edu/~kmcrane/Proje…

In short: no matter how awful your mesh is, we compute beautiful high-quality texture coordinates.

(1/n) Image
For instance, just as a stress test we can try to flatten this crazy #Thingi10k model as a single piece, rather than cutting it up into many charts. We still get excellent texture coordinates, with no flipped triangles, no angle distortion, and little scale distortion.

(2/n)
In general, the algorithm is guaranteed to produce maps that do not locally fold over and are perfectly conformal in a discrete sense, for absolutely any triangle mesh. It also gives globally 1-to-1 maps to the sphere, and handles any configuration of "cone singularities" (3/n) Image
Read 13 tweets
11 May
1/n This past weekend I gave two lectures @HarvardCMSA on “intrinsic triangulations” and how they can open new doors in geometric computing.

Videos here:



And details about the (terrific!) event here: cmsa.fas.harvard.edu/frg-2021/
2/n The story begins with the transition in the 19th century from thinking about geometry in terms of points in space (extrinsic) to thinking about the broader ways we can describe shapes without knowing how they’re embedded (intrinsic).
3/n Even though the intrinsic picture is now commonplace in mathematics, it’s still not how most people think about mesh processing. Almost universally we still describe the geometry of a mesh using Cartesian coordinates in a global coordinate system—just as we did in the 19th c.
Read 19 tweets
3 Jul 20
Excited to share new work w/ @nmwsharp on a Laplace operator that works great for both point clouds and arbitrary, nonmanifold triangle meshes—aimed at geometry processing & learning:

web: cs.cmu.edu/~kmcrane/Proje…
code: github.com/nmwsharp/nonma…
video: youtube.com/watch?v=JY0koz…
(1/n) Image
First of all, if you don't know what a Laplace operator is or why it's important (and are curious to find out!), I've recorded an intro lecture here with a bunch of animations and examples:

youtube.com/watch?v=oEq9RO…

(2/n)
Just like the Fast Fourier Transform (FFT) is the foundation of a lot of classical signal processing, the Laplacian is the foundation for a lot of modern algorithms in geometry processing and geometric learning:

cs.cmu.edu/~kmcrane/Proje…

(3/n) Image
Read 16 tweets
6 May 20
Very excited to share #SIGGRAPH2020 paper w/ @rohansawhney1 on "Monte Carlo Geometry Processing"

cs.cmu.edu/~kmcrane/Proje…

We reimagine geometric algorithms without mesh generation or linear solves. Basically "ray tracing for geometry"—and that analogy goes pretty deep (1/n)
Especially for problems with super complicated geometry, not having to mesh the domain provides a massive reduction in real world end-to-end cost. For instance, this model takes 14 hours to mesh and solve w/ FEM, but less than 1 minute to preview with Monte Carlo: (2/n)
As an added bonus, we can do geometry processing directly on nonmanifold meshes, implicit surfaces, instanced geometry, CSG, Bezier curves, NURBS surfaces, etc., without doing any tessellation, sampling, mesh booleans, etc. So how does this all work? Here's the story. (3/n)
Read 22 tweets

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