Demo Data from EDBT 2026 / reviewers in the wild / expert
Mengqi Peng
dblp:198/1417
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
2 papers |
Geometric modeling and processing · 57% Computer animation and physical simulation · 42% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › geometry editing
3d sculpting |
0.8 | 2 | 2020 | Autocomplete Animated Sculpting · UIST 2020 Autocomplete 3D sculpting · ACM Trans. Graph. 2018 |
Computer animation and physical simulation
keyframe animation |
0.4 | 1 | 2020 | Autocomplete Animated Sculpting · UIST 2020 |
Computer animation and physical simulation
animation authoring |
0.1 | 1 | 2020 | Autocomplete Animated Sculpting · UIST 2020 |
Interaction techniques and input › spatial interaction
3d interaction |
0.1 | 1 | 2018 | Autocomplete 3D sculpting · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
workflow analysis · 0.7shape synthesis · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Autocomplete Animated SculptingabstractKeyframe-based sculpting provides unprecedented freedom to author animated organic models, which can be difficult to create with other methods such as simulation, scripting, and rigging. However, sculpting animated objects can require significant artistic skill and manual labor, even more so than sculpting static 3D shapes or drawing 2D animations, which are already quite challenging. Mengqi Peng, Li-Yi Wei, Rubaiat Habib Kazi, Vladimir G. Kim |
UIST | 1 |
| 2018 | Autocomplete 3D sculptingabstractDigital sculpting is a popular means to create 3D models but remains a challenging task. We propose a 3D sculpting system that assists users, especially novices, in freely creating models with reduced input labor and enhanced output quality. With an interactive sculpting interface, our system silently records and analyzes users' workflows including brush strokes and camera movements, and predicts what they might do in the future. Users can accept, partially accept, or ignore the suggestions and thus retain full control and individual style. They can also explicitly select and clone past workflows over output model regions. Our key idea is to consider how a model is authored via dynamic workflows in addition to what is shaped in static geometry. This allows our method for more accurate analysis of user intentions and more general synthesis of shape structures than prior workflow or geometry methods, such as large overlapping deformations. We evaluate our method via user feedbacks and authored models. Mengqi Peng, Jun Xing, Li-Yi Wei |
ACM Trans. Graph. | 1 |