Demo Data from EDBT 2026 / reviewers in the wild / expert
Bena L. Currin
dblp:06/2779
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 1995
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3
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
3 papers |
Geometric modeling and processing · 80% Computer animation and physical simulation · 20% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › surface modeling
surface detail modeling |
0.0 | 1 | 1995 | Cellular texture generation · SIGGRAPH 1995 |
Geometric modeling and processing
collision detection |
0.0 | 1 | 1993 | Interval methods for multi-point collisions between time-dependent curved surfaces · SIGGRAPH 1993 |
Geometric modeling and processing › surface processing
surface intersection |
0.0 | 1 | 1993 | Interval methods for multi-point collisions between time-dependent curved surfaces · SIGGRAPH 1993 |
Computer animation and physical simulation › motion synthesis
motion interpolation |
0.0 | 1 | 1992 | Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992 |
Geometric modeling and processing
orientation interpolation |
0.0 | 1 | 1992 | Smooth interpolation of orientations with angular velocity constraints using quaternions · SIGGRAPH 1992 |
Methods — techniques the papers use, named apart from their topics
particle system · 0.0constrained simulation · 0.0interval newton method · 0.0interval analysis · 0.0constrained minimization · 0.0quaternion spline · 0.0optimization · 0.0finite differences · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1995 | Cellular texture generationabstractWe proposean approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically -motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems. Key Words: particle systems, developmental models, data amplification, constraints, texture mapping, bump mapping, displacement mapping 1 Introduction For several years computer graphics researchers and practitioners have been grappling with the problem of creating and displaying surfaces having an organic appearance. Texture maps, bump maps, and related methods often attain the appearanc... Kurt W. Fleischer, David H. Laidlaw, Bena L. Currin, Alan H. Barr |
SIGGRAPH | 3 |
| 1993 | Interval methods for multi-point collisions between time-dependent curved surfacesabstractWe present an efficient and robust algorithm for finding points of collision between time-dependent parametric and implicit surfaces. The algorithm detects simultaneous collisions at multiple points of contact. When the regions of contact form curves or surfaces, it returns a finite set of points uniformly distributed over each contact region. Collisions can be computed for a very general class of surfaces: those for which inclusion functions can be constructed. Included in this set are the familiar kinds of surfaces and time behaviors encountered in computer graphics. We use a new interval approach for constrained minimization to detect collisions, and a tangency condition to reduce the dimensionality of the search space. These approaches make interval methods practical for multi-point collisions between complex surfaces. An interval Newton method based on the solution of the interval linear equation is used to speed convergence to the collision time and location. This method is mor... John M. Snyder, Adam R. Woodbury, Kurt W. Fleischer, Bena L. Currin, Alan H. Barr |
SIGGRAPH | 4 |
| 1992 | Smooth interpolation of orientations with angular velocity constraints using quaternionsabstractIn this paper we present methods to smoothly interpolate orientations, given N rotational keyframes of an object along a trajectory. The methods allow the user to impose constraints on the rotational path, such as the angular velocity at the endpoints of the trajectory. We convert the rotations to quaternions, and then spline in that non-Euclidean space. Analogous to the mathematical foundations of flat-space spline curves, we minimize the net "tangential acceleration" of the quaternion path. We replace the flat-space quantities with curved-space quantities, and numerically solve the resulting equation with finite difference and optimization methods. 1 Introduction The problem of using spline curves to smoothly interpolate mathematical quantities in flat Euclidean spaces is a well-studied problem in computer graphics [bartels et al 87], [kochanek&bartels 84]. Many quantities important to computer graphics, however, such as rotations, lie in non-Euclidean spaces. In 1985, a method to... Alan H. Barr, Bena L. Currin, Steven Gabriel, John F. Hughes |
SIGGRAPH | 2 |