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Timothy Edmunds

dblp:08/1167 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2007
0000-0001-6755-628XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 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
3 papers
Computer animation and physical simulation · 72% Virtual and augmented reality · 28%
Artificial intelligence
1 paper
Reinforcement learning · 100%
Databases, data mining, and information retrieval
1 paper
Database system architecture and tuning · 62% Indexing and storage engines · 19% Query processing and optimization · 19%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › exploration
efficient exploration
0.112007
Efficient Reinforcement Learning with Relocatable Action Models · AAAI 2007
Virtual and augmented reality
virtual environment
0.112006
An event architecture for distributed interactive multisensory rendering · ISMAR 2006
Computer animation and physical simulation
contact modeling
0.112005
Fast frictional dynamics for rigid bodies · ACM Trans. Graph. 2005
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.112005
MoDB: Database System for Synthesizing Human Motion · ICDE 2005
Computer animation and physical simulation
rigid body simulation
0.112005
Fast frictional dynamics for rigid bodies · ACM Trans. Graph. 2005
Query processing and optimization
similarity join
0.012005
MoDB: Database System for Synthesizing Human Motion · ICDE 2005
Indexing and storage engines
vector index
0.012005
MoDB: Database System for Synthesizing Human Motion · ICDE 2005

Methods — techniques the papers use, named apart from their topics

action model learning · 0.1latency analysis · 0.1event-based architecture · 0.1friction model in configuration space · 0.1constraint-based velocity resolution · 0.1
YearPublicationVenuePosition
2007 Efficient Reinforcement Learning with Relocatable Action Models
Bethany R. Leffler, Michael L. Littman, Timothy Edmunds
AAAI3
2006 An event architecture for distributed interactive multisensory rendering
abstract
We describe an architecture for coping with latency and asynchrony of multisensory events in interactive virtual environments. We propose to decompose multisensory interactions into a series of discrete, perceptually significant events, and structure the application architecture within this event-based context. We analyze the sources of latency, and develop a framework for event prediction and scheduling. Our framework decouples synchronization from latency, and uses prediction to reduce latency when possible. We evaluate the performance of the architecture using vision-based motion sensing and multisensory rendering using haptics, sounds, and graphics. The architecture makes it easy to achieve good performance using commodity off-the-shelf hardware.
Timothy Edmunds, Dinesh K. Pai
ISMAR1
2005 MoDB: Database System for Synthesizing Human Motion
abstract
Enacting and capturing real motion for all potential scenarios is prohibitively expensive; hence, there is a great demand to synthetically generate realistic human motion. However, it is a central challenge in character animation to synthetically generate a large sequence of smooth human motion. We present a novel, database-centric solution to address this challenge. We demonstrate a method of generating long sequences of motion by performing various similarity-based "joins" on a database of captured motion sequences. This article illustrates our system (MoDB) and showcases the process of encoding captured motion into relational data and generating realistic motion by concatenating sub-sequences of the captured data according to feasibility metrics. The demo features an interactive character that moves towards user-specified targets; the character 's motion is generated by relying on the real time performance of the database for indexing and selection of feasible sub-sequences.
Timothy Edmunds, S. Muthukrishnan 0001, Subarna Sadhukhan, Shinjiro Sueda
ICDE1
2005 Fast frictional dynamics for rigid bodies
abstract
We describe an efficient algorithm for the simulation of large sets of non-convex rigid bodies. The algorithm finds a simultaneous solution for a multi-body system that is linear in the total number of contacts detected in each iteration. We employ a novel contact model that uses mass, location, and velocity information from all contacts, at the moment of maximum compression, to constrain rigid body velocities. We also develop a new friction model in the configuration space of rigid bodies. These models are used to compute the feasible velocity and the frictional response of each body. Implementation is simple and leads to a fast rigid body simulator that computes steps on the order of seconds for simulations involving over one thousand non-convex objects in high contact configurations.
Danny M. Kaufman, Timothy Edmunds, Dinesh K. Pai
ACM Trans. Graph.2