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L.-M. Reissell

dblp:78/6651 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control
motion planning
0.011998
Multiresolution rough terrain motion planning · IEEE Trans. Robotics Autom. 1998
Image and video processing › multiscale analysis
multiresolution analysis
0.011998
Multiresolution rough terrain motion planning · IEEE Trans. Robotics Autom. 1998
Image and video processing
wavelet
0.011998
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
YearPublicationVenuePosition
2001 Modeling Stochastic Dynamical Systems for Interactive Simulation
abstract
We 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. Forum1
1998 Multiresolution rough terrain motion planning
abstract
We 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 planning
abstract
We 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