VLDB 2026 Research / reviewers in the wild / expert
Rod Deyo
dblp:93/6432
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 1988
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous 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
1 paper |
Computer animation and physical simulation · 33% Rendering · 33% Virtual and augmented reality · 33% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
driving simulation |
0.0 | 1 | 1988 | Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988 |
Rendering
real-time rendering |
0.0 | 1 | 1988 | Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988 |
Parallel and multicore computing
parallel programming models |
0.0 | 1 | 1988 | Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988 |
Parallel and multicore computing › parallel algorithms › parallel algorithm design
parallel recursion |
0.0 | 1 | 1988 | Getting graphics in gear: graphics and dynamics in driving simulation · SIGGRAPH 1988 |
Methods — techniques the papers use, named apart from their topics
parallel recursive algorithm · 0.0multi-body dynamics · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1988 | Getting graphics in gear: graphics and dynamics in driving simulationabstractMan-in-the-loop simulation uses a person in the control loop to provide feedback to the system operations. Proper operator cueing must be provided to ensure a realistic response. Real-time computer graphics and dynamics both play dominant roles in providing these necessary cues. Dynamics simulation of modern vehicles requires a multi-body non-linear approach for acceptable fidelity of motion. A vehicle can be modeled as a set of linked rigid bodies, whose connections are described by a graph. Real-time constraints on the computation of non-linear dynamics equations require the development of naturally parallel recursive algorithms, whose organization closely follows the system graph. Significant speed-up can be accomplished using these parallel algorithms. Rod Deyo, John A. Briggs, Pete Doenges |
SIGGRAPH | 1 |