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1. Background & Motivation (Why?)
Commanding a robot to "cut the apple in half" is deceptively difficult.
•
Physical Complexity:
Food deforms, fractures, and changes shape under pressure. Standard datasets for rigid bodies cannot capture these dynamics.
•
Data Scarcity:
Collecting real-world data (e.g., slicing thousands of fruits) is expensive and dangerous. Previous simulations lacked physical accuracy regarding forces and friction.
•
Quantitative Grounding:
Few existing models can understand and execute precise numerical instructions, such as "cut at the 30% mark from the right."
2. Key Solution: CulinaryCut & VLAP (How?)
The researchers bridged
ManiSkill (Robot Simulator)
and
MPM (Physics Simulator)
to create a safe, intelligent environment for learning food processing.
Core Components
1.
Hybrid Simulation
2.
CulinaryCut Benchmark
3.
Safety & Style Modules
3. Experimental Results
CulinaryCut-VLAP: A Vision-Language-Action-Physics Framework for Food Cutting via a Force-Aware Material Point Method
1. Background & Motivation (Why?)
Traditional shape morphing techniques have suffered from a fundamental problem known as the
"Rendering Gap."
•
Physics Simulation (MPM):
Efficient because it uses sparse particles, but it lacks sufficient surface detail for high-quality visuals.
•
Rendering:
Typically requires dense surface information to display high-fidelity images.
•
The Problem:
The process connecting these two domains was non-differentiable. This meant that rendering errors couldn't be used to correct or optimize the underlying physical motion.
2. Key Idea: PhysMorph-GS (How?)
The researchers proposed a new pipeline that establishes a
bidirectional coupling
between Differentiable MPM (Physics) and 3D Gaussian Splatting (Rendering).
Core Mechanisms
1)
Deformation-Aware Upsampling
•
Instead of relying solely on the sparse
"Anchor Particles"
from the physics engine, the system generates virtual
"Child Particles"
specifically for rendering.
•
It adaptively places more child particles in areas with high deformation (stretching or compressing) to preserve geometric details.
2)
Physics-Based Gaussian Construction
•
The shape (covariance) of the Gaussians isn't just learned arbitrarily; it is computed deterministically based on the actual physical deformation gradient ($F$). This ensures the visual output remains physically plausible.
3)
Bidirectional Optimization
•
Rendering Loss:
Visual errors, such as Silhouette (
L
α
\mathcal{L}_{\alpha}
L
α
) and Depth (
L
d
\mathcal{L}_{d}
L
d
), are backpropagated to update particle positions and deformation controls in the physics engine.
PhysMorph-GS: Differentiable Shape Morphing via Joint Optimization of Physics and Rendering Objectives
TVCG Teaser Video
:
Rendering results:
•
Sphere to Bunny & Duck to Cow:
•
D to Dragon:
•
TVCG:
•
Abstract :
A Differentiable Material Point Method Framework for Shape Morphing
•
Abstract :
Rendering results:
•
Sand particle example:
•
Snow with Car:
•
Primitive Rectangle (vs MPM):
•
Snowflakes (Neo-Hookean):
•
Mater’s Thesis: (Dissertation Defense: 11/17)
MPM-Based Angular Animation of Particles using Polar Decomposition Theory
Describe
Lava’s localization
with wax
•
Use Numeric Animation for Real Data in Gen AI
Lava Localization Simulation Based on the Wax
Proposal (Summary)
•
Challenge
: Hard to achieve both physical accuracy and visual fidelity in digital twins.
•
Existing methods
:
•
Our idea
:
•
Work with;
PhaseBand-GS: Supplement Equations [pdf]
Equations.pdf
160.7 KB
Real-Time Digital Twins with Material-Aware Gaussian Splatting