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Jeffrey Smith 0004

dblp:18/266-4 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2002
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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
1 paper
Geometric modeling and processing · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
structural optimization
0.012002
Creating models of truss structures with optimization · ACM Trans. Graph. 2002

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

nonlinear optimization · 0.0joint location optimization · 0.0
YearPublicationVenuePosition
2002 Creating models of truss structures with optimization
abstract
We present a method for designing truss structures, a common and complex category of buildings, using non-linear optimization. Truss structures are ubiquitous in the industrialized world, appearing as bridges, towers, roof supports and building exoskeletons, yet are complex enough that modeling them by hand is time consuming and tedious. We represent trusses as a set of rigid bars connected by pin joints, which may change location during optimization. By including the location of the joints as well as the strength of individual beams in our design variables, we can simultaneously optimize the geometry and the mass of structures. We present the details of our technique together with examples illustrating its use, including comparisons with real structures.
Jeffrey Smith 0004, Jessica K. Hodgins, Irving J. Oppenheim, Andrew P. Witkin
ACM Trans. Graph.1
2001 Fast and Controllable Simulation of the Shattering of Brittle Objects
abstract
We present a method for the rapid and controllable simulation of the shattering of brittle objects under impact.An object to be broken is represented as a set of point masses connected by distance-preserving linear constraints.This use of constraints, rather than stiff springs, gains us a significant advantage in speed while still retaining fine control over the fracturing behavior.The forces exerted by these constraints during impact are computed using Lagrange multipliers.These constraint forces are then used to determine when and where the object will break, and to calculate the velocities of the newly created fragments.We present the details of our technique together with examples illustrating its use.
Jeffrey Smith 0004, Andrew P. Witkin, David Baraff
Comput. Graph. Forum1
2000 Fast and Controllable Simulation of the Shattering of Brittle Objects
Jeffrey Smith 0004, Andrew P. Witkin, David Baraff
Graphics Interface1