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José María Pizana

Computer Graphics & Simulation Research Engineer

I am a Mechanics Simulation Engineer and researcher with a PhD specializing in cloth simulation. My expertise lies in using mathematics, algorithmics, and interaction to bring complex systems to life. I am experienced in production simulation engines and have a background in video games, game engines, and virtual reality.

Cloth Simulation
Cloth Simulation
Graphics Engines
Graphics Engines
Video Games
Video Games

Skills

More Skills

Experiences

1
SEDDI

Sept 2019 - May 2024

Madrid

SEDDI is a science-backed software company that is redesigning the way fashion goes to market. Their collaborative cloud-native apparel simulation and 3D CAD solutions are used by brands, mills, and manufacturers to easily create digital textiles, garments, and human forms.

R&D Engineer

Sept 2019 - May 2024

  • Researched a novel yarn-level cloth simulation bending method with increased robustness. Implemented it on a production simulation engine both in CPU and GPU.
  • Contributed to the development of a surface-level cloth simulation engine in topics such as numerical solving, simulation materials and collisions.
  • Optimized and analyzed critical algorithms and data structures related to said simulation engine, resulting in more than two orders of magnitude of improvement in performance over the initial implementation. This resulted in greater robustness and realism, allowing users to accurately predict drape.

Rey Juan Carlos University

November 2018 - June 2024

Madrid

Rey Juan Carlos University is a Spanish public research university located in the southern area of the Community of Madrid.

Master Thesis Tutor

January 2023 - June 2024

  • Led a student on the development of a real-time cloth simulation engine on WebGPU using C++ through WebAssembly.
Research Assistant

November 2018 - July 2019

  • Researched about yarn-level cloth simulation techniques, first using fast-iteration engines and tools such as Matlab and Unity, and then a production simulation engine in C++ and CUDA.
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3
Wildframe Media

December 2017 - April 2018

Valencia

Transmedia group that develops audiovisual content able to reach today’s global audiences. Worked on the Brave Zebra division, dedicated to outsourcing and co-production.

Game Programmer

December 2017 - April 2018

  • Participated in the development of an interface-intensive painting game in Unity.
  • Carried out the porting to Universal Windows Platform of a strategy game in a custom game engine in C++.

Castellón

The Institute of New Imaging Technologies’s main task is the development of quality research that contributes to the advancement of knowledge and technological innovation that improves the quality of life of citizens and the competitiveness of companies.

Game Programmer

March 2017 - November 2017

  • Developed VR applications for a professional trade show as well as for research related to design and user experience..
  • Developed a proof-of-concept, competitive VR game.
  • Researched about custom lightmapping performance.
4

Education

Ph.D in High Fidelity Cloth Simulation
Mentions: Cum Laude & Industrial
Publications:
Thesis:
High Performance Cloth Simulation in Production Environments
Supervisors:
Master’s Degree in Computer Graphics, Video Games and VR
Grade: 9.51 out of 10
Subjects with honors:
Advanced Animation and Simulation, Advanced Rendering, Computer Animation, Virtual Reality and Interaction, Seminars and Training Complements
2014 - 2018
Degree in Video Game Design & Development
Grade: 8.04 out of 10
Subjects with honors:
Algorithms and Data Structures, Operating Systems, Computer Technology, Basic Computing.

Publications

High Performance Cloth Simulation in Production Environments
Supervisors: Miguel Otaduy and Gabriel Cirio

Garments play a ubiquitous role in human life. The field of simulation has developed various methods to replicate their behaviour. However, there remains a gap between research and industry, with information flowing slowly and unevenly. Two of the main discouraging factors in garment simulation are the exploratory work required to integrate new techniques or adapt current ones to the context of realistic garments, and the lack of robustness in most modern methods, particularly those that simulate fabric at a high level of detail. This thesis aims to bridge the gap between commonly used simulation methods in the industry and new, innovative techniques. To achieve this, we conducted an exploratory study on techniques that enhance and expedite the simulation of complex materials, such as fabrics. With regards to the latter, we introduce a new yarn-level bending model that resolves previous robustness issues without introducing any new degrees of freedom in the system. The model is highly tunable and can be used in highly parallel environments.

Seeking Efficiency for the Accurate Draping of Digital Garments in Production

Digital garments are set to revolutionize the apparel industry in the way we design, produce, market, sell and try-on real garments. But for digital garments to play a central role, from designer to consumer, they must be a faithful digital replica of their real counterpart: a digital twin. Yet, most industry-grade tools used in the apparel industry do not focus on accuracy, but rather on producing fast and plausible drapes for interactive editing and quick feedback, thus limiting the value and the potential of digital garments. The key to accuracy lies in using the proper underlying simulation technology, well documented in the academic literature but historically sidelined in the apparel industry in favor of simulation speed. In this paper, we describe our industry-grade cloth simulation engine, built with a strong focus on accuracy rather than sheer speed. Using a global integration scheme and adopting state of the art simulation practices from the Computer Graphics field, we evaluate a wide range of algorithms to improve its convergence and overall performance. We provide qualitative and quantitative insights on the cost and capabilities of each of these features, with the aim of giving valuable feedback and useful guidelines to practitioners seeking to implement an accurate and robust draping simulator.

To deploy yarn-level cloth simulations in production environments, it is paramount to design very efficient implementations, which mitigate the cost of the extremely high resolution. To this end, nodal discretizations aligned with the regularity of the fabric structure provide an optimal setting for efficient GPU implementations. However, nodal discretizations complicate the design of robust and controllable bending. In this paper, we address this challenge, and propose a model of bending that is both robust and controllable, and employs only nodal degrees of freedom. We extract information of yarn and fabric orientation implicitly from the nodal degrees of freedom, with no need to augment the model explicitly. But most importantly, and unlike previous formulations that use implicit orientations, the computation of bending forces bears no overhead with respect to other nodal forces such as stretch. This is possible by tracking optimal orientations efficiently. We demonstrate the impact of our bending model in examples with controllable anisotropy, as well as ironing, wrinkling, and plasticity.