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Kees van den Doel

dblp:77/4645 · DBLP profile ↗
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10ranked-venue papers
8as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 6 first-authorSystems, architecture and hardware · 3 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
4 papers
Audio and music processing · 65% Computer animation and physical simulation · 22% Geometric modeling and processing · 9%
Artificial intelligence
3 papers
Robot manipulation · 57% Motion planning and robot control · 43%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing
sound synthesis
0.122008
Real-Time Numerical Solution of Webster's Equation on A Nonuniform Grid · IEEE Trans. Speech Audio Process. 2008
FoleyAutomatic: physically-based sound effects for interactive simulation and animation · SIGGRAPH 2001
Audio and music processing › speech recognition
acoustic modeling
0.112008
Real-Time Numerical Solution of Webster's Equation on A Nonuniform Grid · IEEE Trans. Speech Audio Process. 2008
Audio and music processing › speech synthesis
articulatory synthesis
0.112008
Real-Time Numerical Solution of Webster's Equation on A Nonuniform Grid · IEEE Trans. Speech Audio Process. 2008
Geometric modeling and processing
collision detection
0.012003
Particle system collision detection using graphics hardware · SIGGRAPH 2003
Computer animation and physical simulation › particle-based simulation
particle systems
0.012003
Particle system collision detection using graphics hardware · SIGGRAPH 2003
Computer animation and physical simulation
contact simulation
0.012001
FoleyAutomatic: physically-based sound effects for interactive simulation and animation · SIGGRAPH 2001
Audio and music processing › sound synthesis
physical modeling synthesis
0.012001
FoleyAutomatic: physically-based sound effects for interactive simulation and animation · SIGGRAPH 2001
Robotics › Robot manipulation
manipulator performance measures
0.021994
Redundancy and Non-Linearity Measures for Robot Manipulators · ICRA 1994
Constructing Performance Measures for Robot Manipulators · ICRA 1994
Rendering
graphics hardware
0.012003
Particle system collision detection using graphics hardware · SIGGRAPH 2003
Rendering
interactive rendering
0.012001
Scanning physical interaction behavior of 3D objects · SIGGRAPH 2001

Methods — techniques the papers use, named apart from their topics

nonuniform grid · 0.1finite-difference discretization · 0.1robotic scanning · 0.1parameter estimation · 0.1graphics hardware acceleration · 0.0modal model · 0.0dynamic simulation · 0.0contact force modeling · 0.0differential geometry · 0.0geometric tensor analysis · 0.0
YearPublicationVenuePosition
2008 Real-Time Numerical Solution of Webster's Equation on A Nonuniform Grid
abstract
We present a numerical scheme for the real-time solution of the discretized one-dimensional linearized acoustics equation (Webster's equation) augmented with dissipative terms, in a tube with a spatially and temporally varying cross section. The resulting algorithm produces similar results as the Kelly–Lochbaum model but has several advantages over it: the tube length can change continuously, the area function can change in time and can be governed by a dynamical model itself, the scheme is of second-order accuracy, and the spatial and temporal discretization does not need to be uniform. We show how the model can be used to build a realistic real-time audio synthesis method for articulatory speech synthesis by coupling it to a lip radiation model, a dynamical wall model, and a glottal excitation model.
Kees van den Doel, Uri M. Ascher
IEEE Trans. Speech Audio Process.1
2005 Physically based models for liquid sounds
abstract
A physically based liquid sound synthesis methodology is developed. The fundamental mechanism for the production of liquid sounds is identified as the acoustic emission of bubbles. After reviewing the physics of vibrating bubbles as it is relevant to audio synthesis, a sound model for isolated single bubbles is developed and validated with a small user study. A stochastic model for the real-time interactive synthesis of complex liquid sounds such as produced by streams, pouring water, rivers, rain, and breaking waves is based on the synthesis of single bubble sounds. It is shown how realistic complex high dimensional sound spaces can be synthesized in this manner.
Kees van den Doel
ACM Trans. Appl. Percept.1
2005 From physics to sound: Comments on van den Doel, ICAD 2004
abstract
Wherever we are, what we hear is mostly noise. When we ignore it, it disturbs us. When we listen to it, we find it fascinating. The sound of a truck at 50 mph. Static between the stations. Rain. We want to capture and control these sounds, to use them, not as sound effects, but as musical instruments.---John Cage on the future of music---from a lecture given in 1937
Kees van den Doel
ACM Trans. Appl. Percept.1
2003 Particle system collision detection using graphics hardware
Dave Knott, Kees van den Doel, Dinesh K. Pai
SIGGRAPH2
2001 FoleyAutomatic: physically-based sound effects for interactive simulation and animation
abstract
We describe algorithms for real-time synthesis of realistic sound effects for interactive simulations (e.g., games) and animation. These sound effects are produced automatically, from 3D models using dynamic simulation and user interaction. We develop algorithms that are efficient, physically-based, and can be controlled by users in natural ways. We develop effective techniques for producing high quality continuous contact sounds from dynamic simulations running at video rates which are slow relative to audio synthesis. We accomplish this using modal models driven by contact forces modeled at audio rates, which are much higher than the graphics frame rate. The contact forces can be computed from simulations or can be custom designed. We demonstrate the effectiveness with complex realistic simulations.
Kees van den Doel, Paul G. Kry, Dinesh K. Pai
SIGGRAPH1
2001 Scanning physical interaction behavior of 3D objects
abstract
We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce.
Dinesh K. Pai, Kees van den Doel, Doug L. James, Jochen Lang 0001, John E. Lloyd, Joshua L. Richmond, Som H. Yau
SIGGRAPH2
1997 Performance measures for constrained systems
abstract
We present a geometric theory of the performance of robot manipulators, applicable to systems with constraints, which may be nonholonomic. The performance is quantified by a geometrical object, the induced metric tensor, from which scalars may be constructed by invariant tensor operations to give performance measures. The measures thus defined depend on the metric structure of configuration and workspace, which should be chosen appropriately for the problem at hand. The generality of this approach allows us to specify a system of joint connected rigid bodies with a large class of metrics. We describe how the induced metric can be computed for such a system of joint connected rigid bodies and describe a MATLAB program that allows the automatic computation of the performance measures for such systems. We illustrate these ideas with some computations of measures for the SARCOS dextrous arm, and the Platonic Beast, a multilegged walking machine.
Kees van den Doel, Dinesh K. Pai
IEEE Trans. Robotics Autom.1
1994 Constructing Performance Measures for Robot Manipulators
abstract
We introduce a formalism for the systematic construction of performance measures for robot manipulators in a unified framework based on differential geometry. We show how known measures arise naturally in our formalism and we construct some new measures. The new measures presented here are the effective inertia on workspace and the kinematic and dynamic anisotropy measures for redundant manipulators.>
Kees van den Doel, Dinesh K. Pai
ICRA1
1994 Redundancy and Non-Linearity Measures for Robot Manipulators
abstract
We investigate two new classes of performance measures. The first class quantifies the ability of a redundant manipulator to reconfigure itself while keeping the end-effector at a fixed position. The second measures the nonlinearity of the manipulator. We derive these measures using the differential-geometric formalism we introduced previously (1993).>
Kees van den Doel, Dinesh K. Pai
ICRA1
1994 Constructing performance measures for constrained systems
abstract
Investigates the construction of performance measures for robot manipulators with closed kinematic loops. For such systems, the equations for the forward kinematics and the constraints can not be solved explicitly in general. The authors extend a formalism introduced by them previously (1993, 1994) based on the construction of an "induced" metric tensor on the work space of the manipulator, to include systems with constraints (which may be non-holonomic). As an example of an application the authors compute the generalized Yoshikawa measure for a planar five-link closed linkage chain, which they use to compute some optimal postures.>
Kees van den Doel, Dinesh K. Pai
IROS1