Demo Data from VLDB 2026 / reviewers in the wild / expert
Péter Borosán
dblp:122/4816
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 67% Computer animation and physical simulation · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › character rigging
automatic rigging |
0.1 | 1 | 2012 | RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012 |
Geometric modeling and processing
shape modeling |
0.1 | 1 | 2012 | RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012 |
Geometric modeling and processing › shape modeling
sketch-based modeling |
0.1 | 1 | 2012 | RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
real-time rigging · 0.1part-based shape modeling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | RigMesh: automatic rigging for part-based shape modeling and deformationabstractThe creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged . Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton. Péter Borosán, Douglas DeCarlo, Yotam I. Gingold, Andrew Nealen |
ACM Trans. Graph. | 1 |