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Essex Edwards

dblp:117/6266 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
2 papers
Computer animation and physical simulation · 54% Geometric modeling and processing · 46%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.212014
Detailed water with coarse grids: combining surface meshes and adaptive discontinuous Galerkin · ACM Trans. Graph. 2014
Computer animation and physical simulation
cloth simulation
0.112012
Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012
Geometric modeling and processing
collision detection
0.112012
Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012
Geometric modeling and processing › collision detection
continuous collision detection
0.112012
Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012

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

discontinuous galerkin · 0.2cut cells · 0.2interval filters · 0.1cubic polynomial solver · 0.1conservative culling · 0.1
YearPublicationVenuePosition
2014 Detailed water with coarse grids: combining surface meshes and adaptive discontinuous Galerkin
abstract
We present a new adaptive fluid simulation method that captures a high resolution surface with precise dynamics, without an inefficient fine discretization of the entire fluid volume. Prior adaptive methods using octrees or unstructured meshes carry large overheads and implementation complexity. We instead stick with coarse regular Cartesian grids, using detailed cut cells at boundaries, and discretize the dynamics with a p-adaptive Discontinuous Galerkin (DG) method. This retains much of the data structure simplicity of regular grids, more efficiently captures smooth parts of the flow, and offers the flexibility to easily increase resolving power where needed without geometric refinement.
Essex Edwards, Rook Bridson
ACM Trans. Graph.1
2012 Efficient geometrically exact continuous collision detection
abstract
Continuous collision detection (CCD) between deforming triangle mesh elements in 3D is a critical tool for many applications. The standard method involving a cubic polynomial solver is vulnerable to rounding error, requiring the use of ad hoc tolerances, and nevertheless is particularly fragile in (near-)planar cases. Even with per-simulation tuning, it may still cause problems by missing collisions or erroneously flagging non-collisions. We present a geometrically exact alternative guaranteed to produce the correct Boolean result (significant collision or not) as if calculated with exact arithmetic, even in degenerate scenarios. Our critical insight is that only the parity of the number of collisions is needed for robust simulation, and this parity can be calculated with simpler non-constructive predicates. In essence we analyze the roots of the nonlinear system of equations defining CCD through careful consideration of the boundary of the parameter domain. The use of new conservative culling and interval filters allows typical simulations to run as fast as with the non-robust version, but without need for tuning or worries about failure cases even in geometrically degenerate scenarios. We demonstrate the effectiveness of geometrically exact detection with a novel adaptive cloth simulation, the first to guarantee to remain intersection-free despite frequent curvature-driven remeshing.
Tyson Brochu, Essex Edwards, Rook Bridson
ACM Trans. Graph.2