Demo Data from EDBT 2026 / reviewers in the wild / expert
Dan Gerszewski
dblp:21/8357
· DBLP profile ↗
4ranked-venue papers
3as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorArtificial intelligence and machine learning · 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 |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
FLIP method |
0.2 | 1 | 2013 | Physics-based animation of large-scale splashing liquids · ACM Trans. Graph. 2013 |
Computer animation and physical simulation
fluid simulation |
0.2 | 1 | 2013 | Physics-based animation of large-scale splashing liquids · ACM Trans. Graph. 2013 |
Computer animation and physical simulation
cloth simulation |
0.1 | 1 | 2011 | Physics-inspired upsampling for cloth simulation in games · ACM Trans. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
unilateral incompressibility · 0.2blurred boundaries · 0.2regularization · 0.1linear upsampling operator learning · 0.1harmonic test functions · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Basis enrichment and solid-fluid coupling for model-reduced fluid simulationabstractAbstract We present several enhancements to model‐reduced fluid simulation that allow improved simulation bases and two‐way solid–fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data‐driven or artistically derived bases with more general analytic bases derived from Laplacian eigenfunctions. We handle two‐way solid–fluid coupling in a time‐splitting fashion—we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid–fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies. Copyright © 2014 John Wiley & Sons, Ltd. Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil |
Comput. Animat. Virtual Worlds | 1 |
| 2013 | Enhancements to Model-reduced Fluid SimulationabstractWe present several enhancements to model-reduced fluid simulation that allow improved simulation bases and two-way solid-fluid coupling. Specifically, we present a basis enrichment scheme that allows us to combine data driven or artistically derived bases with more general analytic bases derived from Laplacian Eigenfunctions. We handle two-way solid-fluid coupling in a time-splitting fashion---we alternately timestep the fluid and rigid body simulators, while taking into account the effects of the fluid on the rigid bodies and vice versa. We employ the vortex panel method to handle solid-fluid coupling and use dynamic pressure to compute the effect of the fluid on rigid bodies. Dan Gerszewski, Ladislav Kavan, Peter-Pike J. Sloan, Adam W. Bargteil |
MIG | 1 |
| 2013 | Physics-based animation of large-scale splashing liquidsabstractFluid simulation has been one of the greatest successes of physics-based animation, generating hundreds of research papers and a great many special effects over the last fifteen years. However, the animation of large-scale, splashing liquids remains challenging. In this paper, we show that a novel combination of unilateral incompressibility, mass-full FLIP, and blurred boundaries is extremely well-suited to the animation of large-scale, violent, splashing liquids. Dan Gerszewski, Adam W. Bargteil |
ACM Trans. Graph. | 1 |
| 2011 | Physics-inspired upsampling for cloth simulation in gamesabstractWe propose a method for learning linear upsampling operators for physically-based cloth simulation, allowing us to enrich coarse meshes with mid-scale details in minimal time and memory budgets, as required in computer games. In contrast to classical subdivision schemes, our operators adapt to a specific context (e.g. a flag flapping in the wind or a skirt worn by a character), which allows them to achieve higher detail. Our method starts by pre-computing a pair of coarse and fine training simulations aligned with tracking constraints using harmonic test functions. Next, we train the upsampling operators with a new regularization method that enables us to learn mid-scale details without overfitting. We demonstrate generalizability to unseen conditions such as different wind velocities or novel character motions. Finally, we discuss how to re-introduce high frequency details not explainable by the coarse mesh alone using oscillatory modes . Ladislav Kavan, Dan Gerszewski, Adam W. Bargteil, Peter-Pike J. Sloan |
ACM Trans. Graph. | 2 |