VLDB 2026 Research / reviewers in the wild / expert
Steffen Weißmann
dblp:13/7455
· DBLP profile ↗
6ranked-venue papers
4as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 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
5 papers |
Computer animation and physical simulation · 69% Visualization and visual analytics · 20% Virtual and augmented reality · 5% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.5 | 3 | 2016 | Schrödinger's smoke · ACM Trans. Graph. 2016 Smoke rings from smoke · ACM Trans. Graph. 2014 Filament-based smoke with vortex shedding and variational reconnection · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › fluid simulation › grid-based fluid simulation
eulerian fluid simulation |
0.2 | 1 | 2016 | Schrödinger's smoke · ACM Trans. Graph. 2016 |
Visualization and visual analytics
flow visualization |
0.2 | 1 | 2014 | Smoke rings from smoke · ACM Trans. Graph. 2014 |
Visualization and visual analytics › flow visualization
vortex visualization |
0.2 | 1 | 2014 | Smoke rings from smoke · ACM Trans. Graph. 2014 |
Computer animation and physical simulation
rigid body simulation |
0.1 | 1 | 2012 | Underwater rigid body dynamics · ACM Trans. Graph. 2012 |
Computer animation and physical simulation › fluid simulation
smoke simulation |
0.1 | 1 | 2010 | Filament-based smoke with vortex shedding and variational reconnection · ACM Trans. Graph. 2010 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.1 | 1 | 2009 | jReality: a java library for real-time interactive 3D graphics and audio · ACM Multimedia 2009 |
Audio and music processing
spatial audio |
0.1 | 1 | 2009 | jReality: a java library for real-time interactive 3D graphics and audio · ACM Multimedia 2009 |
Interaction techniques and input › spatial interaction
3d interaction |
0.0 | 1 | 2009 | jReality: a java library for real-time interactive 3D graphics and audio · ACM Multimedia 2009 |
Methods — techniques the papers use, named apart from their topics
splitting methods · 0.2schrödinger equation · 0.2penalty method · 0.2FFT · 0.2sparse matrix · 0.2schrödinger operator · 0.2eigenvalue computation · 0.2physics engine integration · 0.1kirchhoff tensor · 0.1filament-based simulation · 0.1real-time rendering · 0.1java library · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Schrödinger's smokeabstractWe describe a new approach for the purely Eulerian simulation of incompressible fluids. In it, the fluid state is represented by a C 2 -valued wave function evolving under the Schrödinger equation subject to incompressibility constraints. The underlying dynamical system is Hamiltonian and governed by the kinetic energy of the fluid together with an energy of Landau-Lifshitz type. The latter ensures that dynamics due to thin vortical structures, all important for visual simulation, are faithfully reproduced. This enables robust simulation of intricate phenomena such as vortical wakes and interacting vortex filaments, even on modestly sized grids. Our implementation uses a simple splitting method for time integration, employing the FFT for Schrödinger evolution as well as constraint projection. Using a standard penalty method we also allow arbitrary obstacles. The resulting algorithm is simple, unconditionally stable, and efficient. In particular it does not require any Lagrangian techniques for advection or to counteract the loss of vorticity. We demonstrate its use in a variety of scenarios, compare it with experiments, and evaluate it against benchmark tests. A full implementation is included in the ancillary materials. Albert Chern, Felix Knöppel, Ulrich Pinkall, Peter Schröder, Steffen Weißmann |
ACM Trans. Graph. | 5 |
| 2014 | Functional Fluids on SurfacesabstractAbstract Fluid simulation plays a key role in various domains of science including computer graphics. While most existing work addresses fluids on bounded Euclidean domains, we consider the problem of simulating the behavior of an incompressible fluid on a curved surface represented as an unstructured triangle mesh. Unlike the commonly used Eulerian description of the fluid using its time‐varying velocity field, we propose to model fluids using their vorticity, i.e., by a (time varying) scalar function on the surface. During each time step, we advance scalar vorticity along two consecutive, stationary velocity fields. This approach leads to a variational integrator in the space continuous setting. In addition, using this approach, the update rule amounts to manipulating functions on the surface using linear operators, which can be discretized efficiently using the recently introduced functional approach to vector fields. Combining these time and space discretizations leads to a conceptually and algorithmically simple approach, which is efficient, time‐reversible and conserves vorticity by construction. We further demonstrate that our method exhibits no numerical dissipation and is able to reproduce intricate phenomena such as vortex shedding from boundaries. Omri Azencot, Steffen Weißmann, Maks Ovsjanikov, Max Wardetzky, Mirela Ben-Chen |
Comput. Graph. Forum | 2 |
| 2014 | Smoke rings from smokeabstractWe give an algorithm which extracts vortex filaments ("smoke rings") from a given 3D velocity field. Given a filament strength h > 0, an optimal number of vortex filaments, together with their extent and placement, is given by the zero set of a complex valued function over the domain. This function is the global minimizer of a quadratic energy based on a Schrödinger operator. Computationally this amounts to finding the eigenvector belonging to the smallest eigenvalue of a Laplacian type sparse matrix. Turning traditional vector field representations of flows, for example, on a regular grid, into a corresponding set of vortex filaments is useful for visualization, analysis of measured flows, hybrid simulation methods, and sparse representations. To demonstrate our method we give examples from each of these. Steffen Weißmann, Ulrich Pinkall, Peter Schröder |
ACM Trans. Graph. | 1 |
| 2012 | Underwater rigid body dynamicsabstractWe show that the motion of rigid bodies under water can be realistically simulated by replacing the usual inertia tensor and scalar mass by the so-called Kirchhoff tensor. This allows us to model fluid-body interaction without simulating the surrounding fluid at all. We explain some of the phenomena that arise and compare our results against real experiments. It turns out that many real scenarios (sinking bodies, balloons) can be matched using a single, hand-tuned scaling parameter. We describe how to integrate our method into an existing physics engine, which makes underwater rigid body dynamics run in real time. Steffen Weißmann, Ulrich Pinkall |
ACM Trans. Graph. | 1 |
| 2010 | Filament-based smoke with vortex shedding and variational reconnectionabstractSimulating fluids based on vortex filaments is highly attractive for the creation of special effects because it gives artists full control over the simulation using familiar tools like curve editors or the scripted generation of new vortex filaments over time. Because filaments offer a very compact description of fluid flow, real time applications like games or virtual reality are also possible. We present a complete model that includes moving obstacles with vortex shedding, all represented as filaments. Due to variational reconnection the long-time behavior of our method is excellent: Energy and momentum stay constant within reasonable bounds and computational complexity does not increase over time. Steffen Weißmann, Ulrich Pinkall |
ACM Trans. Graph. | 1 |
| 2009 | jReality: a java library for real-time interactive 3D graphics and audioabstractWe introduce jReality, a Java library for creating real-time interactive audiovisual applications with three-dimensional computer graphics and spatialized audio. Applications written for jReality will run unchanged on software and hardware platforms ranging from desktop machines with a single screen and stereo speakers to immersive virtual environments with motion tracking, multiple screens with 3D stereo projection, and multi-channel audio. Steffen Weißmann, Charles Gunn, Peter Brinkmann, Tim Hoffmann, Ulrich Pinkall |
ACM Multimedia | 1 |