Me in front of Duomo in Florence

Egor Larionov

I am a researcher currently working at Meta Reality Labs.
I am interested in physically-based animation, geometry processing and scientific computing. More about me.

Publications

Updates

Neuralocks: Real-Time Dynamic Neural Hair Simulation

Real-time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like jumping or walking, plays a significant …

SkinCells: Sparse Skinning using Voronoi Cells

For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate ge…

Quaffure: Real-Time Quasi-Static Neural Hair Simulation

Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalize…

PGC: Physics-Based Gaussian Cloth from a Single Pose

We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or r…

In situ measurement of friction on the human body

Measuring friction on the human body is challenging on areas where the surface of the skin is curved. Handheld devices for measuring friction may make it easier to rapidly measure from hard-to-reach areas, however, the orientation of the probe relative to the surface is often sub…

Constrained dynamics with frictional contact on smooth surfaces

Friction and contact pose a great challenge to efficient and accurate simulation of deformable objects for computer graphics and engineering applications. In contrast to many engineering applications, simulation software for graphics often permits larger approximation errors in …

Implicit Frictional Dynamics with Soft Constraints

Dynamics simulation with frictional contacts is important for a wide range of applications, from cloth simulation to object manipulation. Recent methods using smoothed lagged friction forces have enabled robust and differentiable simulation of elastodynamics with friction. Howev…

In situ measurement of friction on curved surfaces

In situ measurement of frictional properties, particularly of human skin, is challenging. A major challenge is that the measured surface may be curved and oriented arbitrarily relative to the measurement device, making it difficult to obtain accurate and reliable friction estimat…

Houdini Plugins

I developed the following plugins for Houdini to aid my research in soft tissue simulation. All binaries here are built from open source code available on GitHub. Installation The following instructions demonstrate how to install Houdini plugins on various platforms. Remember to …

Volume Preserving Simulation of Soft Tissue with Skin

Simulation of human soft tissues in contact with their environment is essential in many fields, including visual effects and apparel design. Biological tissues are nearly incompressible. However, standard methods employ compressible elasticity models and achieve incompressibilit…

Frictional Contact on Smooth Elastic Solids

Frictional contact between deformable elastic objects remains a difficult simulation problem in computer graphics. Traditionally, contact has been resolved using sophisticated collision detection schemes and methods that build on the assumption that contact happens between polyg…

About Me

I am currently a researcher at Meta Reality Labs working on physically based animation. I did my PhD on simulation problems relating to contact and friction at the University of British Columbia supervised by Dinesh K. Pai. During my Master's, I studied fluid simulation at the U…

The Human Touch: Measuring Contact with Real Human Soft Tissues

Simulating how the human body deforms in contact with external objects, tight clothing, or other humans is of central importance to many fields. Despite great advances in numerical methods, the material properties required to accurately simulate the body of a real human have been…

2D Surface Tension Liquids

Liquid simulation has been an interest of mine for some time now. Water, maybe the most ubiquitous liquid familiar to us, exhibits many fascinating visual properties. This makes water simulation a very hot topic in the visual effects industry. In the history of liquid simulatio…

Notes on Transient Imaging

In fall 2014, I took a seminar course in computer graphics, where we reviewed an emerging technology of capturing the propagation of light pulses. This work was sparked in recent years by the work of Velten, Raskar and Bawendi from MIT in their 2011 paper titled "Picosecond camer…

Weighted Lloyd's Method for Voronoi Tesselation

This summer, I developed an algorithm to tesselate an image with Voronoi regions. I used a weighed Lloyd's method to distribute the Voronoi regions evenly throughout the image. You can now see the method on a dedicated static page. The implementation is done entirely in JavaScrip…

SPH for Weakly Compressible Fluids

In winter 2014, I took a course on physically-based simulation, and had the opportunity to work on a fluid simulator project. I finally found some time to organize my work and upload it to GitHub. The project outlines two notable methods in fluid simulation using Smoothed Particl…

Implicit Surface Method for Shape Reconstruction

A few months ago I wrote an implementation of an implicit surface method for shape reconstruction developed, in part, by H. Zhao, S. Osher, B. Merriman, and M. Kang, in their paper (2000) titled "Implicit and Non-parametric Shape Reconstruction from Unorganized Data". This paper …

Slides for Papers on Motion Tracking and Surface Reconstruction

CS 870 is a course at the University of Waterloo that briefly covers numerical PDE solutions, especially to the level set PDE developed by Stanley Osher and James A. Sethian in a paper called "Fronts propagating with curvature-dependent speed" from 1988. I presented two papers fo…

Notes on Numerical Analysis

I decided to typeset the course notes for the Numerical Analysis course (AM740/CM770/CS770) at the University of Waterloo for fall 2013 taught by Hans De Sterck. Use them at your own risk, since they may contain errors:

Undergraduate Research Seminar Talk on Information Theory

At the end of my undergraduate research semester in the summer of 2012 with IQC, I compiled a talk on classical and quantum information. I tried to start with an introduction to classical information and transition into quantum information on a very basic level. This talk should …

Ray Tracer Project

I implemented a ray tracer with rigid body dynamics for my final CS488 project. Unfortunately I didn't have time to complete collision detection for all primitives, and could only demonstrate colliding spheres. Ray Tracer with Rigid Body Dynamics Table of Contents Dynamic Object…

Notes on Continuity of Quantum Channel Capacities

I spent the summer of 2012 as an undergraduate research assistant working under Debbie Leung at the Institute for Quantum Computing. Since then I have decided to pursue a career in computer graphics, although quantum information remains one of my amateur interests. I have compile…