Demo Data from EDBT 2026 / reviewers in the wild / expert
Leslie Ikemoto
dblp:03/2660
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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 · 100% | |
| Artificial intelligence
1 paper |
Probabilistic and Bayesian machine learning · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.1 | 1 | 2009 | Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
motion editing |
0.1 | 1 | 2009 | Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009 |
Computer animation and physical simulation › motion modeling
motion prediction |
0.1 | 1 | 2009 | Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009 |
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process |
0.0 | 1 | 2009 | Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
probabilistic inference · 0.2gaussian process · 0.2full-body IK · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Generalizing motion edits with Gaussian processesabstractOne way that artists create compelling character animations is by manipulating details of a character's motion. This process is expensive and repetitive. We show that we can make such motion editing more efficient by generalizing the edits an animator makes on short sequences of motion to other sequences. Our method predicts frames for the motion using Gaussian process models of kinematics and dynamics. These estimates are combined with probabilistic inference. Our method can be used to propagate edits from examples to an entire sequence for an existing character, and it can also be used to map a motion from a control character to a very different target character. The technique shows good generalization. For example, we show that an estimator, learned from a few seconds of edited example animation using our methods, generalizes well enough to edit minutes of character animation in a high-quality fashion. Learning is interactive: An animator who wants to improve the output can provide small, correcting examples and the system will produce improved estimates of motion. We make this interactive learning process efficient and natural with a fast, full-body IK system with novel features. Finally, we present data from interviews with professional character animators that indicate that generalizing and propagating animator edits can save artists significant time and work. Leslie Ikemoto, Okan Arikan, David A. Forsyth |
ACM Trans. Graph. | 1 |
| 2007 | Quick transitions with cached multi-way blendsabstractWe describe a discriminative method for distinguishing natural-looking from unnatural-looking motion. Our method is based on physical and data-driven features of motion to which humans seem sensitive. We demonstrate that our technique is significantly more accurate than current alternatives. Leslie Ikemoto, Okan Arikan, David A. Forsyth |
SI3D | 1 |
| 2006 | Knowing when to put your foot downabstractFootskate, where a character's foot slides on the ground when it should be planted firmly, is a common artifact resulting from almost any attempt to modify motion capture data. We describe an online method for fixing footskate that requires no manual clean-up. An important part of fixing footskate is determining when the feet should be planted. We introduce an oracle that can automatically detect when foot plants should occur. Our method is more accurate than baseline methods that check the height or speed of the feet. These baseline methods perform especially poorly on noisy or imperfect data, requiring manual fixing. Once trained, our oracle is robust and can be used without manual clean-up, making it suitable for large databases of motion. After the foot plants are detected we use an off-the-shelf inverse kinematics based method to maintain ground contact during each foot plant. Our foot plant detection mechanism coupled with an IK based fixer can be treated as a black box that produces natural-looking motion of the feet, making it suitable for interactive systems. We demonstrate several applications which would produce unrealistic motion without our method. Leslie Ikemoto, Okan Arikan, David A. Forsyth |
SI3D | 1 |