Sitemap

A list of all the posts and pages found on the site. For you robots out there, there is an XML version available for digesting as well.

Pages

Posts

Rigid Body Dynamics with VBD, Section I: Free Bodies

15 minute read

Published:

In the VBD paper (SIGGRAPH 2024), we briefly discuss extending Vertex Block Descent to rigid body simulation. The idea is natural: instead of updating a single vertex with 3 DoF, you update an entire rigid body with 6 DoF. But the details matter. This post walks through the full derivation—from the continuous Newton-Euler equations, to discrete backward Euler as a nonlinear system, to the Schur complement solve you actually run each iteration—with reference code from Newton, which implements this approach under the name AVBD (Augmented VBD).

Implementing VBD Damping Properly

5 minute read

Published:

Vertex Block Descent (VBD) is a physics solver we published at SIGGRAPH 2024 for elastic body dynamics. It offers unconditional stability, excellent GPU parallelism, and fast convergence to implicit Euler solutions. While the paper covers the formulation comprehensively, actually implementing VBD correctly—especially the damping—turns out to be subtler than it first appears. This post discusses the key pitfalls and how to get them right, based on lessons learned during development with NVIDIA Warp.

Welcome to My Blog

less than 1 minute read

Published:

Welcome to my blog! I’ll be sharing updates about my research and projects here.

portfolio

Gaia Engine

A C++ physics simulation engine featuring VBD and XPBD solvers, powerful mesh data structures, collision detection, and an extensible physics framework. 844+ GitHub stars.

Vertex Block Descent (VBD)

A block coordinate descent physics solver achieving numerical convergence with unconditional stability and exceptional GPU performance. SIGGRAPH 2024.

MeshFrame

A lightweight, header-only C++ mesh processing framework with blazing fast performance, supporting triangular and tetrahedral meshes.

publications

Online Knapsack Problem Under Concave Functions

Published in Frontiers in Algorithmics, 2016

An online algorithm for the knapsack problem under concave functions with improved competitive ratios.

Recommended citation: Xin Han, Ning Ma, Kazuhisa Makino, He Chen. (2016). "Online Knapsack Problem Under Concave Functions." Frontiers in Algorithmics.
Download Paper

Normal Estimation via Shifted Neighborhood for Point Cloud

Published in Journal of Computational and Applied Mathematics, 2017

A fast and quality normal estimator based on neighborhood shift for point clouds.

Recommended citation: Junjie Cao, Anka He Chen, Jie Zhang, Yujiao Li, Xiuping Liu, Changqing Zou. (2017). "Normal Estimation via Shifted Neighborhood for Point Cloud." Journal of Computational and Applied Mathematics.
Download Paper

Multi-Normal Estimation via Pair Consistency Voting

Published in IEEE Transactions on Visualization and Computer Graphics (TVCG), 2018

A unified definition for point cloud normal of feature and non-feature points, allowing feature points to possess multiple normals.

Recommended citation: Jie Zhang, Junjie Cao (co-first authors), Xiuping Liu, Anka He Chen, Bo Li, Ligang Liu. (2018). "Multi-Normal Estimation via Pair Consistency Voting." IEEE Transactions on Visualization and Computer Graphics.
Download Paper

Capturing Detailed Deformations of Moving Human Bodies

Published in ACM Transactions on Graphics 40(4) [Proceedings of SIGGRAPH], 2021

A method to capture over 1,000 unique points on the human body using only standard cameras and passive lights. • PDFProject

Recommended citation: Anka He Chen, Hyojoon Park, Kutay Macit, Ladislav Kavan. (2021). "Capturing Detailed Deformations of Moving Human Bodies." ACM Transactions on Graphics 40(4).
Download Paper

Shortest Path to Boundary for Self-Intersecting Meshes

Published in ACM Transactions on Graphics 42(4) [Proceedings of SIGGRAPH], 2023

A method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. • ProjectVideo

Recommended citation: Anka He Chen, Elie Diaz, Cem Yuksel. (2023). "Shortest Path to Boundary for Self-Intersecting Meshes." ACM Transactions on Graphics 42(4).
Download Paper

Vertex Block Descent

Published in ACM Transactions on Graphics 43(4) [Proceedings of SIGGRAPH], 2024

A block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. • PDFProjectVideo

Recommended citation: Anka He Chen, Zhiheng Liu, Yin Yang, Cem Yuksel. (2024). "Vertex Block Descent." ACM Transactions on Graphics 43(4).
Download Paper

Isaac Lab: A Unified and Modular Framework for Robot Learning

Published in arXiv preprint, 2025

A GPU-accelerated simulation framework for multi-modal robot learning built on NVIDIA Isaac Sim. • PDFProjectGitHub

Recommended citation: Mayank Mittal, Pascal Roth, James Tigue, Antoine Richard, Octi Zhang, Peter Du, Antonio Serrano-Muñoz, Xinjie Yao, René Zurbrügg, Nikita Rudin, et al. (2025). "Isaac Lab: A Unified and Modular Framework for Robot Learning." arXiv preprint arXiv:2511.04831.
Download Paper

Offset Geometric Contact

Published in ACM Transactions on Graphics 44(4) [Proceedings of SIGGRAPH Asia], 2025

A novel contact model for guaranteed penetration-free simulation of codimensional objects with minimal computational overhead. • PDFProjectVideo

Recommended citation: Anka He Chen, Jerry Hsu, Ziheng Liu, Miles Macklin, Yin Yang, Cem Yuksel. (2025). "Offset Geometric Contact." ACM Transactions on Graphics 44(4).
Download Paper

talks

teaching

Teaching experience 1

Undergraduate course, University 1, Department, 2014

This is a description of a teaching experience. You can use markdown like any other post.

Teaching experience 2

Workshop, University 1, Department, 2015

This is a description of a teaching experience. You can use markdown like any other post.