Demo Data from EDBT 2026 / reviewers in the wild / expert
J. Thomas Ngo
dblp:08/648
· DBLP profile ↗
6ranked-venue papers
2as first author
0since 2021 · last 1997
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 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 · 81% Rendering · 19% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% | |
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 50% Optimization for machine learning · 50% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › character animation
articulated figure animation |
0.0 | 1 | 1995 | Further Experience with Controller-Based Automatic Motion Synthesis for Articulated Figures · ACM Trans. Graph. 1995 |
Computer animation and physical simulation
motion synthesis |
0.0 | 1 | 1995 | Further Experience with Controller-Based Automatic Motion Synthesis for Articulated Figures · ACM Trans. Graph. 1995 |
Rendering
physically based rendering |
0.0 | 1 | 1994 | Optimization - an emerging tool in computer graphics · SIGGRAPH 1994 |
Computer animation and physical simulation › optimization-based animation
spacetime constraints |
0.0 | 1 | 1993 | Spacetime constraints revisited · SIGGRAPH 1993 |
Computer animation and physical simulation › motion planning
trajectory generation |
0.0 | 1 | 1993 | Spacetime constraints revisited · SIGGRAPH 1993 |
Mathematical optimization
continuous optimization |
0.0 | 1 | 1994 | Optimization - an emerging tool in computer graphics · SIGGRAPH 1994 |
Mathematical optimization › numerical computation
numerical optimization |
0.0 | 1 | 1994 | Optimization - an emerging tool in computer graphics · SIGGRAPH 1994 |
Machine learning › Optimization for machine learning › evolutionary computation
genetic algorithms |
0.0 | 1 | 1993 | Spacetime constraints revisited · SIGGRAPH 1993 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search |
0.0 | 1 | 1993 | Spacetime constraints revisited · SIGGRAPH 1993 |
Methods — techniques the papers use, named apart from their topics
optimization · 0.0massively parallel computing · 0.0genetic algorithm · 0.0automatic motion synthesis algorithm · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1997 | Automatic motion synthesis for 3D mass-spring models
Jon Christensen, Joe Marks, J. Thomas Ngo |
Vis. Comput. | 3 |
| 1995 | N-body spacetime constraintsabstractAbstract Animators frequently choreograph complex motions for multiple objects that interact through collision and obstruction. In such situations, the use of physically based dynamics to confer visual realism creates challenging computational problems. Typically forward simulation is well understood, but the inverse problem of motion synthesis—that of synthesizing motions consistent both with physical law and with the animator's requirements—is generally tedious and sometimes intractable. We show how N‐body inverse problems can be formulated as optimization tasks. We present a simply stated, but combinatorially formidable example that exhibits all of the essential sources of complexity common to N‐body motion synthesis, and show how it can be solved approximately using heuristic methods based on evolutionary computation. Diane Tang, J. Thomas Ngo, Joe Marks |
Comput. Animat. Virtual Worlds | 2 |
| 1995 | Further Experience with Controller-Based Automatic Motion Synthesis for Articulated FiguresabstractWe extend an earlier automatic motion-synthesis algorithm for physically realistic articulated figures in several ways. First, we summarize several incremental improvements to the original algorithm that improve its efficiency significantly and provide the user with some ability to influence what motions are generated. These techniques can be used by an animator to achieve a desired movement style, or they can be used to guarantee variety in the motions synthesized over several runs of the algorithm. Second, we report on new mechanisms that support the concatenation of existing, automatically generated motion controllers to produce complex, composite movement. Finally, we describe initial work on generalizing the techniques from 2D to 3D articulated figures. Taken together, these results illustrate the promise and challenges afforded by the controller-based approach to automatic motion synthesis for computer animation. Joel Auslander, Alex S. Fukunaga, Hadi Partovi, Jon Christensen, Lloyd Hsu, Peter Reiss, Andrew Shuman, Joe Marks, J. Thomas Ngo |
ACM Trans. Graph. | 9 |
| 1994 | Optimization - an emerging tool in computer graphicsabstractNo abstract available. Joe Marks, Michael F. Cohen, J. Thomas Ngo, Stuart M. Shieber, John Snyder |
SIGGRAPH | 3 |
| 1993 | Spacetime constraints revisitedabstractThe Spacetime Constraints (SC) paradigm, whereby the animator specifies what an animated figure should do but not how to do it, is a very appealing approach to animation. However, the algorithms available for realizing the SC approach are limited. Current techniques are local in nature: they all use some kind of perturbational analysis to refine an initial trajectory. We propose a global search algorithm that is capable of generating multiple novel trajectories for SC problems from scratch. The key elements of our search strategy are a method for encoding trajectories as behaviors, and a genetic search algorithm for choosing behavior parameters that is currently implemented on a massively parallel computer. We describe the algorithm and show computed solutions to SC problems for 2D articulated figures. CR Categories: I.2.6 [Artificial Intelligence]: Learning--- parameter learning. I.2.6 [Artificial Intelligence]: Problem Solving, Control Methods and Search---heuristic methods. I.3.7 [... J. Thomas Ngo, Joe Marks |
SIGGRAPH | 1 |
| 1993 | Physically Realistic Motion Synthesis in AnimationabstractMotion-synthesis problems arise in the creation of physically realistic animations involving autonomous characters. Trpically characters are required to perform goal tasks, subject to physical law and other constraints on their motion. Witkin and Kass (1988) dubbed this class of problems “Spacetime Constraints“ (SC) and presented results for specific problems involving an articulated figure. Their approach was based on a procedure for the local optimization of an initial approximate trajectory supplied by the user. Unfortunately, SC problems are typically multimodal and discontinuous, and the number of decision alternatives available at each time step can be exponential in the number of degrees of freedom in the system. Thus, constructing even coarse trajectories for subsequent optimization can be difficult. We present an algorithm that constructs such trajectories de novo, without directive input from the user. Rather than use a time-series representation, which might be appropriate for local optimization, our algorithm uses a stimulus-response model. Locomotive skills appropriate for the given articulated figure are acquired through repeated testing of (simulated) reality. Our initial implementation, which chooses stimulus-response parameters using a parallel genetic algorithm, succeeds in finding good, novel solutions for a test suite of SC problems involving unbranched 2-D linkages. J. Thomas Ngo, Joe Marks |
Evol. Comput. | 1 |