Demo Data from VLDB 2026 / reviewers in the wild / expert
Woojong Koh
dblp:132/3920
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2015
0000-0002-1272-5987ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers |
Computer animation and physical simulation · 72% Geometric modeling and processing · 22% Rendering · 7% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
cloth simulation |
0.4 | 2 | 2015 | View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015 Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013 |
Geometric modeling and processing › mesh processing › mesh adaptation › mesh refinement
adaptive mesh refinement |
0.2 | 1 | 2015 | View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015 |
Computer animation and physical simulation
data-driven simulation |
0.2 | 1 | 2013 | Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › motion synthesis
motion graph |
0.2 | 1 | 2013 | Near-exhaustive precomputation of secondary cloth effects · ACM Trans. Graph. 2013 |
Rendering
view-dependent rendering |
0.1 | 1 | 2015 | View-Dependent Adaptive Cloth Simulation with Buckling Compensation · IEEE Trans. Vis. Comput. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
buckling compensation · 0.2adaptive mesh refinement · 0.2phase space exploration · 0.2motion graph construction · 0.2mesh compression · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | View-Dependent Adaptive Cloth Simulation with Buckling CompensationabstractThis paper describes a method for view-dependent cloth simulation using dynamically adaptive mesh refinement and coarsening. Given a prescribed camera motion, the method adjusts the criteria controlling refinement to account for visibility and apparent size in the camera's view. Objectionable dynamic artifacts are avoided by anticipative refinement and smoothed coarsening, while locking in extremely coarsened regions is inhibited by modifying the material model to compensate for unresolved sub-element buckling. This approach preserves the appearance of detailed cloth throughout the animation while avoiding the wasted effort of simulating details that would not be discernible to the viewer. The computational savings realized by this method increase as scene complexity grows. The approach produces a 2× speed-up for a single character and more than 4× for a small group as compared to view-independent adaptive simulations, and respectively 5× and 9× speed-ups as compared to non-adaptive simulations. Woojong Koh, Rahul Narain, James F. O'Brien |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | Near-exhaustive precomputation of secondary cloth effectsabstractThe central argument against data-driven methods in computer graphics rests on the curse of dimensionality: it is intractable to precompute "everything" about a complex space. In this paper, we challenge that assumption by using several thousand CPU-hours to perform a massive exploration of the space of secondary clothing effects on a character animated through a large motion graph. Our system continually explores the phase space of cloth dynamics, incrementally constructing a secondary cloth motion graph that captures the dynamics of the system. We find that it is possible to sample the dynamical space to a low visual error tolerance and that secondary motion graphs containing tens of gigabytes of raw mesh data can be compressed down to only tens of megabytes. These results allow us to capture the effect of high-resolution, off-line cloth simulation for a rich space of character motion and deliver it efficiently as part of an interactive application. Doyub Kim, Woojong Koh, Rahul Narain, Kayvon Fatahalian, Adrien Treuille, James F. O'Brien |
ACM Trans. Graph. | 2 |