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Tomer Weiss 0001

dblp:205/3969 · DBLP profile ↗
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8ranked-venue papers
5as first author
3since 2021 · last 2025
0000-0001-6649-6916ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
3 papers
Geometric modeling and processing · 36% Visual content generation and editing · 24% Virtual and augmented reality · 20%
Artificial intelligence
2 papers
Generative modeling · 85% Robot manipulation · 15%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › autoregressive model
transformer-based generation
0.612022
LayoutEnhancer: Generating Good Indoor Layouts from Imperfect Data · SIGGRAPH Asia 2022
Visual content generation and editing
layout generation
0.412019
Fast and Scalable Position-Based Layout Synthesis · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › avatar
avatar animation
0.312018
Deep learning of biomimetic sensorimotor control for biomechanical human animation · ACM Trans. Graph. 2018
Robotics › Robot manipulation
visuomotor control
0.112018
Deep learning of biomimetic sensorimotor control for biomechanical human animation · ACM Trans. Graph. 2018

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

transformer architecture · 1.1differentiable scalar functions · 1.1deep neural network · 0.7biomechanical simulation · 0.7stochastic optimization · 0.4position-based dynamics · 0.4markov chain monte carlo · 0.4
YearPublicationVenuePosition
2025 Projective Multi-Agent Dynamics
abstract
We introduce a crowd simulation method that uses a block coordinate descent solver reminiscent of projective dynamics approaches. Existing projective dynamics work focuses on simulating deformable materials — which makes us the first to incorporate crowds into such framework. We simulate agents as nodes in a mass-spring system, where springs are created dynamically to simulate different crowd phenomena. We propose novel projective solutions for such springs to emulate time-to-collision avoidance behaviors. Our method encapsulates the collective response of the crowd using implicit Euler integration, while a conjugate gradient solver efficiently resolves the resulting mass-spring linear system to enable the simulation of large-scale, emergent crowd behaviors.
Tomer Weiss 0001
MIG1
2024 Formation-Aware Planning and Navigation with Corridor Shortest Path Maps
abstract
Abstract The need to plan motions for agents with variable shape constraints such as under different formations appears in several virtual and real‐world applications of autonomous agents. In this work, we focus on planning and execution of formation‐aware paths for a group of agents traversing a cluttered environment. The proposed planning framework addresses the trade‐off between being able to enforce a preferable formation when traversing the corridors of the environment, versus accepting to switch to alternative formations requiring less clearance in order to utilize narrower corridors that can lead to a shorter overall path to the final destination. At the planning stage, this trade‐off is addressed with a multi‐layer graph annotated with per‐layer navigation costs and formation transition costs, where each layer represents one formation together with its specific clearance requirement. At the navigation stage, we introduce Corridor Shortest Path Maps (CSPMs), which produce a vector field for guiding agents along the solution corridor, ensuring unobstructed in‐formation navigation in cluttered environments, as well as group motion along lengthwise‐optimal paths in the solution corridor. We also present examples of how our multi‐layer planning framework can be applied to other types of multi‐modal planning problems.
Ritesh Sharma, Tomer Weiss 0001, Marcelo Kallmann
Comput. Graph. Forum2
2022 LayoutEnhancer: Generating Good Indoor Layouts from Imperfect Data
abstract
We address the problem of indoor layout synthesis, which is a topic of continuing research interest in computer graphics. The newest works made significant progress using data-driven generative methods; however, these approaches rely on suitable datasets. In practice, desirable layout properties may not exist in a dataset, for instance, specific expert knowledge can be missing in the data. We propose a method that combines expert knowledge, for example, knowledge about ergonomics, with a data-driven generator based on the popular Transformer architecture. The knowledge is given as differentiable scalar functions, which can be used both as weights or as additional terms in the loss function. Using this knowledge, the synthesized layouts can be biased to exhibit desirable properties, even if these properties are not present in the dataset. Our approach can also alleviate problems of lack of data and imperfections in the data. Our work aims to improve generative machine learning for modeling and provide novel tools for designers and amateurs for the problem of interior layout creation.
Kurt Leimer, Paul Guerrero 0001, Tomer Weiss 0001, Przemyslaw Musialski
SIGGRAPH Asia3
2020 Image-Driven Furniture Style for Interactive 3D Scene Modeling
abstract
Abstract Creating realistic styled spaces is a complex task, which involves design know‐how for what furniture pieces go well together. Interior style follows abstract rules involving color, geometry and other visual elements. Following such rules, users manually select similar‐style items from large repositories of 3D furniture models, a process which is both laborious and time‐consuming. We propose a method for fast‐tracking style‐similarity tasks, by learning a furniture's style‐compatibility from interior scene images. Such images contain more style information than images depicting single furniture. To understand style, we train a deep learning network on a classification task. Based on image embeddings extracted from our network, we measure stylistic compatibility of furniture. We demonstrate our method with several 3D model style‐compatibility results, and with an interactive system for modeling style‐consistent scenes.
Tomer Weiss 0001, Ilkay Yildiz, Nitin Agarwal 0002, Esra Ataer Cansizoglu, Jaewoo Choi 0003
Comput. Graph. Forum1
2019 Position-based real-time simulation of large crowds
Tomer Weiss 0001, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos
Comput. Graph.1
2019 Fast and Scalable Position-Based Layout Synthesis
abstract
The arrangement of objects into a layout can be challenging for non-experts, as is affirmed by the existence of interior design professionals. Recent research into the automation of this task has yielded methods that can synthesize layouts of objects respecting aesthetic and functional constraints that are non-linear and competing. These methods usually adopt a stochastic optimization scheme, which samples from different layout configurations, a process that is slow and inefficient. We introduce an physics-motivated, continuous layout synthesis technique, which results in a significant gain in speed and is readily scalable. We demonstrate our method on a variety of examples and show that it achieves results similar to conventional layout synthesis based on Markov chain Monte Carlo (McMC) state-search, but is faster by at least an order of magnitude and can handle layouts of unprecedented size as well as tightly-packed layouts that can overwhelm McMC.
Tomer Weiss 0001, Alan Litteneker, Noah Duncan, Masaki Nakada, Chenfanfu Jiang, Lap-Fai Yu, Demetri Terzopoulos
IEEE Trans. Vis. Comput. Graph.1
2018 Deep learning of biomimetic sensorimotor control for biomechanical human animation
abstract
We introduce a biomimetic framework for human sensorimotor control, which features a biomechanically simulated human musculoskeletal model actuated by numerous muscles, with eyes whose retinas have nonuniformly distributed photoreceptors. The virtual human's sensorimotor control system comprises 20 trained deep neural networks (DNNs), half constituting the neuromuscular motor subsystem, while the other half compose the visual sensory subsystem. Directly from the photoreceptor responses, 2 vision DNNs drive eye and head movements, while 8 vision DNNs extract visual information required to direct arm and leg actions. Ten DNNs achieve neuromuscular control---2 DNNs control the 216 neck muscles that actuate the cervicocephalic musculoskeletal complex to produce natural head movements, and 2 DNNs control each limb; i.e., the 29 muscles of each arm and 39 muscles of each leg. By synthesizing its own training data, our virtual human automatically learns efficient, online, active visuomotor control of its eyes, head, and limbs in order to perform nontrivial tasks involving the foveation and visual pursuit of target objects coupled with visually-guided limb-reaching actions to intercept the moving targets, as well as to carry out drawing and writing tasks.
Masaki Nakada, Tomer Weiss 0001, Demetri Terzopoulos
ACM Trans. Graph.4
2017 Position-based multi-agent dynamics for real-time crowd simulation
abstract
Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.
Tomer Weiss 0001, Chenfanfu Jiang, Alan Litteneker, Demetri Terzopoulos
MIG1