Demo Data from EDBT 2026 / reviewers in the wild / expert
Rinat Abdrashitov
dblp:148/8708
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0002-5512-6001ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Human-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
4 papers |
Computer animation and physical simulation · 38% Geometric modeling and processing · 34% Image and video processing · 15% | |
| Human-computer interaction and pervasive computing
1 paper |
User interface design and tools · 100% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video processing › image segmentation › 3d image segmentation
volume segmentation |
0.5 | 1 | 2021 | Interactive modelling of volumetric musculoskeletal anatomy · ACM Trans. Graph. 2021 |
Geometric modeling and processing › shape modeling
volumetric modeling |
0.5 | 1 | 2021 | Interactive modelling of volumetric musculoskeletal anatomy · ACM Trans. Graph. 2021 |
Computational fabrication
additive manufacturing |
0.4 | 1 | 2020 | A System for Efficient 3D Printed Stop-motion Face Animation · ACM Trans. Graph. 2020 |
Computer animation and physical simulation
facial animation |
0.4 | 1 | 2020 | A System for Efficient 3D Printed Stop-motion Face Animation · ACM Trans. Graph. 2020 |
Computer animation and physical simulation › animation production
stop-motion animation |
0.4 | 1 | 2020 | A System for Efficient 3D Printed Stop-motion Face Animation · ACM Trans. Graph. 2020 |
Geometric modeling and processing › shape modeling
interactive modeling |
0.2 | 1 | 2014 | Interactive shape modeling using a skeleton-mesh co-representation · ACM Trans. Graph. 2014 |
Geometric modeling and processing
shape representation |
0.2 | 1 | 2014 | Interactive shape modeling using a skeleton-mesh co-representation · ACM Trans. Graph. 2014 |
Geometric modeling and processing › mesh generation
tetrahedral meshing |
0.1 | 1 | 2021 | Interactive modelling of volumetric musculoskeletal anatomy · ACM Trans. Graph. 2021 |
Geometric modeling and processing
mesh segmentation |
0.1 | 1 | 2020 | A System for Efficient 3D Printed Stop-motion Face Animation · ACM Trans. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
manifold learning · 0.9volumetric rendering · 0.5skeleton authoring · 0.5muscle curves · 0.5mesh segmentation · 0.4graph cuts · 0.4polar-annular mesh · 0.2mesh conversion · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Interactive modelling of volumetric musculoskeletal anatomyabstractWe present a new approach for modelling musculoskeletal anatomy. Unlike previous methods, we do not model individual muscle shapes as geometric primitives (polygonal meshes, NURBS etc.). Instead, we adopt a volumetric segmentation approach where every point in our volume is assigned to a muscle, fat, or bone tissue. We provide an interactive modelling tool where the user controls the segmentation via muscle curves and we visualize the muscle shapes using volumetric rendering. Muscle curves enable intuitive yet powerful control over the muscle shapes. This representation allows us to automatically handle intersections between different tissues (muscle-muscle, muscle-bone, and muscle-skin) during the modelling and automates computation of muscle fiber fields. We further introduce a novel algorithm for converting the volumetric muscle representation into tetrahedral or surface geometry for use in downstream tasks. Additionally, we introduce an interactive skeleton authoring tool that allows the users to create skeletal anatomy starting from only a skin mesh using a library of bone parts. Rinat Abdrashitov, Seungbae Bang, David I. W. Levin, Karan Singh 0004, Alec Jacobson |
ACM Trans. Graph. | 1 |
| 2020 | Interactive Exploration and Refinement of Facial Expression using Manifold LearningabstractPosing expressive 3D faces is extremely challenging. Typical facial rigs have upwards of 30 controllable parameters, that while anatomically meaningful, are hard to use due to redundancy of expression, unrealistic configurations, and many semantic and stylistic correlations between the parameters. We propose a novel interface for rapid exploration and refinement of static facial expressions, based on a data-driven face manifold of natural expressions. Rapidly explored face configurations are interactively projected onto this manifold of meaningful expressions. These expressions can then be refined using a 2D embedding of nearby faces, both on and off the manifold. Our validation is fourfold: we show expressive face creation using various devices; we verify that our learnt manifold transcends its training face, to expressively control very different faces; we perform a crowd-sourced study to evaluate the quality of manifold face expressions; and we report on a usability study that shows our approach is an effective interactive tool to author facial expression. Rinat Abdrashitov, Fanny Chevalier, Karan Singh 0004 |
UIST | 1 |
| 2020 | A System for Efficient 3D Printed Stop-motion Face AnimationabstractComputer animation in conjunction with 3D printing has the potential to positively impact traditional stop-motion animation. As 3D printing every frame of a computer animation is prohibitively slow and expensive, 3D printed stop-motion can only be viable if animations can be faithfully reproduced using a compact library of 3D printed and efficiently assemblable parts. We thus present the first system for processing computer animation sequences (typically faces) to produce an optimal set of replacement parts for use in 3D printed stop-motion animation. Given an input animation sequence of topology invariant deforming meshes, our problem is to output a library of replacement parts and per-animation-frame assignment of the parts, such that we maximally approximate the input animation, while minimizing the amount of 3D printing and assembly. Inspired by current stop-motion workflows, a user manually indicates which parts of the model are preferred for segmentation; then, we find curves with minimal deformation along which to segment the mesh. We then present a novel algorithm to zero out deformations along the segment boundaries, so that replacement sets for each part can be interchangeably and seamlessly assembled together. The part boundaries are designed to ease 3D printing and instrumentation for assembly. Each part is then independently optimized using a graph-cut technique to find a set of replacements, whose size can be user defined, or automatically computed to adhere to a printing budget or allowed deviation from the original animation. Our evaluation is threefold: we show results on a variety of facial animations, both digital and 3D printed, critiqued by a professional animator; we show the impact of various algorithmic parameters; and we compare our results to naive solutions. Our approach can reduce the printing time and cost significantly for stop-motion animated films. Rinat Abdrashitov, Alec Jacobson, Karan Singh 0004 |
ACM Trans. Graph. | 1 |
| 2014 | Interactive shape modeling using a skeleton-mesh co-representationabstractWe introduce the Polar-Annular Mesh representation (PAM). A PAM is a mesh-skeleton co-representation designed for the modeling of 3D organic, articulated shapes. A PAM represents a manifold mesh as a partition of polar (triangle fans) and annular (rings of quads) regions. The skeletal topology of a shape is uniquely embedded in the mesh connectivity of a PAM, enabling both surface and skeletal modeling operations, interchangeably and directly on the mesh itself. We develop an algorithm to convert arbitrary triangle meshes into PAMs as well as techniques to simplify PAMs and a method to convert a PAM to a quad-only mesh. We further present a PAM-based multi-touch sculpting application in order to demonstrate its utility as a shape representation for the interactive modeling of organic, articulated figures as well as for editing and posing of pre-existing models. Jakob Andreas Bærentzen, Rinat Abdrashitov, Karan Singh 0004 |
ACM Trans. Graph. | 2 |