VLDB 2026 Research / reviewers in the wild / expert
L.-M. Reissell
dblp:78/6651
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2001
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1
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.
| Artificial intelligence
1 paper |
Motion planning and robot control · 100% | |
| Computer graphics and multimedia
1 paper |
Image and video processing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Motion planning and robot control
motion planning |
0.0 | 1 | 1998 | Multiresolution rough terrain motion planning · IEEE Trans. Robotics Autom. 1998 |
Image and video processing › multiscale analysis
multiresolution analysis |
0.0 | 1 | 1998 | Multiresolution rough terrain motion planning · IEEE Trans. Robotics Autom. 1998 |
Image and video processing
wavelet |
0.0 | 1 | 1998 | Multiresolution rough terrain motion planning · IEEE Trans. Robotics Autom. 1998 |
Methods — techniques the papers use, named apart from their topics
wavelet decomposition · 0.0hierarchical path search · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2001 | Modeling Stochastic Dynamical Systems for Interactive SimulationabstractWe present techniques for constructing approximate stochastic models of complicated dynamical systems for applications in interactive computer graphics. The models are designed to produce realistic interaction at low cost. We describe two kinds of stochastic models: continuous state (ARX) models and discrete state (Markov chains) models. System identi cation techniques are used for learning the input-output dynamics automatically, from either measurements of a real system or from an accurate simulation. The synthesis of behavior in this manner is several orders of magnitude faster than physical simulation.We demonstrate the techniques with two examples: (1) the dynamics of candle ame in the wind, modeled using data from a real candle and (2) the motion of a falling leaf, modeled using data from a complex simulation. We have implemented an interactive Java program which demonstrates real-time interaction with a realistically behaving simulation of a cartoon candle ame. The user makes the ame animation icker by blowing into a microphone. L.-M. Reissell, Dinesh K. Pai |
Comput. Graph. Forum | 1 |
| 1998 | Multiresolution rough terrain motion planningabstractWe describe a new approach to the problem of motion planning for mobile robots on natural rough terrain. Our approach computes a multiresolution representation of the terrain using wavelets, and hierarchically plans the path through sections which are well approximated on coarser levels and relatively smooth. Unlike most methods, the hierarchical approximation errors are used explicitly in a cost function to distinguish preferred terrain sections. The error is computed using the corresponding wavelet coefficients. We also propose a new nonscalar path cost measure based on the sorted terrain costs along the path. This measure can be incorporated into standard global path search algorithms and yields paths which avoid high cost terrain areas when possible. Additional constraints for specific robots can be integrated into this approach for efficient hierarchical motion planning on rough terrain. We present the algorithms and experimental results for real terrain data. Dinesh K. Pai, L.-M. Reissell |
IEEE Trans. Robotics Autom. | 2 |
| 1997 | Haptic interaction with multiresolution image curves
Dinesh K. Pai, L.-M. Reissell |
Comput. Graph. | 2 |
| 1996 | Wavelet Multiresolution Representation of Curves and Surfaces
L.-M. Reissell |
CVGIP Graph. Model. Image Process. | 1 |
| 1995 | Multiresolution rough terrain motion planningabstractWe describe a new approach to the problem of motion planning for mobile robots on natural, nonhomogenous terrain. Our approach computes a multiresolution representation of the terrain using wavelets, and hierarchically plans the path through sections which are well approximated on coarser levels and relatively smooth. Unlike most methods, the hierarchical approximation errors are used explicitly in a cost function to distinguish preferred terrain sections. The error is computed using the corresponding wavelet coefficients. The path planning algorithm uses a new nonscalar path cost measure based on the sorted terrain costs along the path. This measure can be incorporated into standard global path search algorithms and yields intuitively good paths. Additional constraints for specific robots can be integrated into this approach for efficient hierarchical motion planning on rough terrain. We present experimental results for real terrain data. Dinesh K. Pai, L.-M. Reissell |
IROS (2) | 2 |