Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Nico Galoppo

dblp:19/1565 · DBLP profile ↗
← Back
8ranked-venue papers
3as 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 · 6 · 2 first-authorSystems, architecture and hardware · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1

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.

Artificial intelligence
1 paper
Video understanding and tracking · 93% Multi-agent systems · 7%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 75% GPUs and heterogeneous computing · 25%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 65% Virtual and augmented reality · 35%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking › object tracking
adaptive tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking › multi-object tracking
crowd tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking
multi-object tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking › object tracking
person tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer animation and physical simulation › deformable body simulation
hair simulation
0.112006
A Simulation-based VR System for Interactive Hairstyling · VR 2006
Virtual and augmented reality
virtual reality
0.112006
A Simulation-based VR System for Interactive Hairstyling · VR 2006
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation
crowd simulation
0.112014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer animation and physical simulation › rigid body simulation
articulated body dynamics
0.112005
Adaptive dynamics of articulated bodies · ACM Trans. Graph. 2005
High-performance computing › numerical linear algebra
dense linear solvers
0.112005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005
GPUs and heterogeneous computing › GPU-accelerated scientific computing
GPU-accelerated numerical linear algebra
0.112005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005
High-performance computing › numerical linear algebra
matrix factorization
0.112005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005
High-performance computing › numerical linear algebra
parallel linear algebra
0.112005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005
Computational science and engineering
computational fluid dynamics
0.012005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware · SC 2005

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

probabilistic tracker · 0.2particle filter · 0.2multi-agent motion model · 0.2deterministic tracker · 0.2multiresolution simulation · 0.1hardware rendering acceleration · 0.1rasterization-based computation · 0.1cache-efficient data representation · 0.1motion error metrics · 0.1adaptive simplification · 0.1
YearPublicationVenuePosition
2014 AdaPT: Real-time adaptive pedestrian tracking for crowded scenes
abstract
We present a novel realtime algorithm to compute the trajectory of each pedestrian in a crowded scene. Our formulation is based on an adaptive scheme that uses a combination of deterministic and probabilistic trackers to achieve high accuracy and efficiency simultaneously. Furthermore, we integrate it with a multi-agent motion model and local interaction scheme to accurately compute the trajectory of each pedestrian. We highlight the performance and benefits of our algorithm on well-known datasets with tens of pedestrians.
Aniket Bera, Nico Galoppo, Dillon Sharlet, Adam T. Lake, Dinesh Manocha
ICRA2
2009 Controlling deformable material with dynamic morph targets
abstract
We present a method to control the behavior of elastic, deformable material in a dynamic simulation. We introduce dynamic morph targets, the equivalent in dynamic simulation to the geometric morph targets in (quasi-static) modeling. Dynamic morph targets define the pose-dependent physical state of soft objects, including surface deformation and elastic and inertial properties. Given these morph targets, our algorithm then derives a dynamic model that can be simulated in time-pose-space, interpolating the dynamic morph targets at the input poses. Our method easily integrates with current modeling and animation pipelines: at different poses, an artist simply provides a set of dynamic morph targets. Whether these input states are physically plausible is completely up to the artist. The resulting deformable models expose fully dynamic, pose-dependent behavior, driven by the artist-provided morph targets, complete with inertial effects.
Nico Galoppo, Miguel A. Otaduy, William Moss, Jason Sewall, Sean Curtis, Ming C. Lin
SI3D1
2009 Visual simulation of shockwaves
Jason Sewall, Nico Galoppo, Georgi Tsankov, Ming C. Lin
Graph. Model.2
2008 Accelerated wave-based acoustics simulation
abstract
We present an efficient technique to model sound propagation accurately in an arbitrary 3D scene by numerically integrating the wave equation. We show that by performing an offline modal analysis and using eigenvalues from a refined mesh, we can simulate sound propagation with reduced dispersion on a much coarser mesh, enabling accelerated computation. Since performing a modal analysis on the complete scene is usually not feasible, we present a domain decomposition approach to drastically shorten the pre-processing time. We introduce a simple, efficient and stable technique for handling the communication between the domain partitions. We validate the accuracy of our approach against cases with known analytical solutions. With our approach, we have observed up to an order of magnitude speedup compared to a standard finite-difference technique.
Nikunj Raghuvanshi, Nico Galoppo, Ming C. Lin
Symposium on Solid and Physical Modeling2
2007 Soft Articulated Characters with Fast Contact Handling
abstract
Abstract Fast contact handling of soft articulated characters is a computationally challenging problem, in part due to complex interplay between skeletal and surface deformation. We present a fast, novel algorithm based on a layered representation for articulated bodies that enables physically‐plausible simulation of animated characters with a high‐resolution deformable skin in real time. Our algorithm gracefully captures the dynamic skeleton‐skin interplay through a novel formulation of elastic deformation in the pose space of the skinned surface. The algorithm also overcomes the computational challenges by robustly decoupling skeleton and skin computations using careful approximations of Schur complements, and efficiently performing collision queries by exploiting the layered representation. With this approach, we can simultaneously handle large contact areas, produce rich surface deformations, and capture the collision response of a character/s skeleton.
Nico Galoppo, Miguel A. Otaduy, Serhat Tekin, Markus Gross 0001, Ming C. Lin
Comput. Graph. Forum1
2006 A Simulation-based VR System for Interactive Hairstyling
abstract
We have developed a physically-based VR system that enables users to interactively style dynamic virtual hair by using multiresolution simulation techniques and graphics hardware rendering acceleration for simulating and rendering hair in real time. With a 3D haptic interface, users can directly manipulate and position hair strands, as well as employ real-world styling applications (cutting, blow-drying, etc.) to create hairstyles more intuitively than previous techniques.
Kelly Ward, Nico Galoppo, Ming C. Lin
VR2
2005 LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware
abstract
We present a novel algorithm to solve dense linear systems using graphics processors (GPUs). We reduce matrix decomposition and row operations to a series of rasterization problems on the GPU. These include new techniques for streaming index pairs, swapping rows and columns and parallelizing the computation to utilize multiple vertex and fragment processors. We also use appropriate data representations to match the rasterization order and cache technology of graphics processors. We have implemented our algorithm on different GPUs and compared the performance with optimized CPU implementations. In particular, our implementation on a NVIDIA GeForce 7800 GPU outperforms a CPU-based ATLAS implementation. Moreover, our results show that our algorithm is cache and bandwidth efficient and scales well with the number of fragment processors within the GPU and the core GPU clock rate. We use our algorithm for fluid flow simulation and demonstrate that the commodity GPU is a useful co-processor for many scientific applications.
Nico Galoppo, Naga K. Govindaraju, Michael Henson, Dinesh Manocha
SC1
2005 Adaptive dynamics of articulated bodies
abstract
Forward dynamics is central to physically-based simulation and control of articulated bodies. We present an adaptive algorithm for computing forward dynamics of articulated bodies: using novel motion error metrics, our algorithm can automatically simplify the dynamics of a multi-body system, based on the desired number of degrees of freedom and the location of external forces and active joint forces. We demonstrate this method in plausible animation of articulated bodies, including a large-scale simulation of 200 animated humanoids and multi-body dynamics systems with many degrees of freedom. The graceful simplification allows us to achieve up to two orders of magnitude performance improvement in several complex benchmarks.
Stéphane Redon, Nico Galoppo, Ming C. Lin
ACM Trans. Graph.2