Demo Data from EDBT 2026 / reviewers in the wild / expert
Joel Wretborn
dblp:211/0604
· DBLP profile ↗
5ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0002-6375-4315ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 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 |
Computer animation and physical simulation · 83% Geometric modeling and processing · 17% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
2.1 | 3 | 2026 | A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport · ACM Trans. Graph. 2026 Guided bubbles and wet foam for realistic whitewater simulation · ACM Trans. Graph. 2022 Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022 |
Geometric modeling and processing
domain decomposition |
1.0 | 1 | 2026 | A practical partitioner for distributed simulations on sparse dynamic domains using optimal transport · ACM Trans. Graph. 2026 |
Computer animation and physical simulation › fluid simulation › multiphase fluid simulation
bubble and foam simulation |
0.6 | 1 | 2022 | Guided bubbles and wet foam for realistic whitewater simulation · ACM Trans. Graph. 2022 |
Computer animation and physical simulation
deformable body simulation |
0.6 | 1 | 2022 | Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022 |
Computer animation and physical simulation
finite element method |
0.6 | 1 | 2022 | Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022 |
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
FLIP method |
0.6 | 1 | 2022 | Loki: a unified multiphysics simulation framework for production · ACM Trans. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
power diagram · 1.0optimal transport · 1.0two-way coupling · 0.6state machine · 0.6sparse techniques · 0.6smoothed particle hydrodynamics · 0.6linear equation solvers · 0.6MPI · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A practical partitioner for distributed simulations on sparse dynamic domains using optimal transportabstractThis work addresses the challenges of distributing large physics-based simulations often encountered in the visual effects industry. These simulations, based on partial differential equations, model complex phenomena such as free surface liquids, flames, and explosions, and are characterized by domains whose shapes and topologies evolve rapidly. In this context, we propose a novel partitioning algorithm employing optimal transport —which produces a power diagram—and designed to handle a vast variety of simulation domain shapes undergoing rapid changes over time. Our Power partitioner ensures an even distribution of computational tasks, reduces inter-node data exchange, and maintains temporal consistency, all while being intuitive and artist-friendly. To quantify partitioning quality we introduce two metrics, the surface index and the temporal consistency index, which we leverage in a range of comparisons on real-world film production data, showing that our method outperforms the state of the art in a majority of cases. Joel Wretborn, Marcus Schoo, Noh-Hoon Lee, Christopher Batty, Alexey Stomakhin |
ACM Trans. Graph. | 1 |
| 2025 | A unified multi-scale method for simulating immersed bubblesabstractAbstract We introduce a novel unified mixture‐based method for simulating underwater bubbles across a range of bubble scales. Our approach represents bubbles as a set of Lagrangian particles that are coupled with the surrounding Eulerian water volume. When bubble particles are sparsely distributed, each particle, typically smaller than the liquid grid voxel size, corresponds to an individual spherical bubble. As the sub‐grid particles increase in local density our model smoothly aggregates them, ultimately forming connected, fully aerated volumetric regions that are properly resolved by the Eulerian grid. We complement our scheme with a continuous surface tension model, defined via the gradient of the bubbles' local volume fractions, which works seamlessly across this scale transition. Our unified representation allows us to capture a wide range of effects across different scales—from tiny dispersed sub‐grid air pockets to fully Eulerian two‐phase interfacial flows. Joel Wretborn, Alexey Stomakhin, Christopher Batty |
Comput. Graph. Forum | 1 |
| 2022 | Loki: a unified multiphysics simulation framework for productionabstractWe introduce Loki, a new framework for robust simulation of fluid, rigid, and deformable objects with non-compromising fidelity on any single element, and capabilities for coupling and representation transitions across multiple elements. Loki adapts multiple best-in-class solvers into a unified framework driven by a declarative state machine where users declare 'what' is simulated but not 'when,' so an automatic scheduling system takes care of mixing any combination of objects. This leads to intuitive setups for coupled simulations such as hair in the wind or objects transitioning from one representation to another, for example bulk water FLIP particles to SPH spray particles to volumetric mist. We also provide a consistent treatment for components used in several domains, such as unified collision and attachment constraints across 1D, 2D, 3D deforming and rigid objects. Distribution over MPI, custom linear equation solvers, and aggressive application of sparse techniques keep performance within production requirements. We demonstrate a variety of solvers within the framework and their interactions, including FLIPstyle liquids, spatially adaptive volumetric fluids, SPH, MPM, and mesh-based solids, including but not limited to discrete elastic rods, elastons, and FEM with state-of-the-art constitutive models. Our framework has proven powerful and intuitive enough for voluntary artist adoption and has delivered creature and FX simulations for multiple major movie productions in the preceding four years. Steve Lesser, Alexey Stomakhin, Gilles Daviet, Joel Wretborn, John Edholm, Noh-Hoon Lee, Eston Schweickart, Xiao Zhai, Sean Flynn, Andrew Moffat |
ACM Trans. Graph. | 4 |
| 2022 | Guided bubbles and wet foam for realistic whitewater simulationabstractWe present a method for enhancing fluid simulations with realistic bubble and foam detail. We treat bubbles as discrete air particles, two-way coupled with a sparse volumetric Euler flow, as first suggested in [Stomakhin et al. 2020]. We elaborate further on their scheme and introduce a bubble inertia correction term for improved convergence. We also show how one can add bubbles to an already existing fluid simulation using our novel guiding technique, which performs local re-simulation of fluid to achieve more interesting bubble dynamics through coupling. As bubbles reach the surface, they are converted into foam and simulated separately. Our foam is discretized with smoothed particle hydrodynamics (SPH), and we replace forces normal to the fluid surface with a fluid surface manifold advection constraint to achieve more robust and stable results. The SPH forces are derived through proper constitutive modeling of an incompressible viscous liquid, and we explain why this choice is appropriate for "wet" types of foam. This allows us to produce believable dynamics from close-up scenarios to large oceans, with just a few parameters that work intuitively across a variety of scales. Additionally, we present relevant research on air entrainment metrics and bubble distributions that have been used in this work. Joel Wretborn, Sean Flynn, Alexey Stomakhin |
ACM Trans. Graph. | 1 |
| 2017 | Animation of crack propagation by means of an extended multi-body solver for the material point methodabstractWe propose a multi-body solver that extends the Material Point Method (MPM) to simulate cracks in computer animation. We define cracks as the intersection between pieces of bodies created by a pre-fracture process and held together by massless particle constraints (glue particles). These pieces are simulated using a MPM multi-body solver extended by us to efficiently handle N-body collisions. Benefits of the present work include (1) low computational overhead compared to a normal MPM algorithm; (2) good scaling in three dimensions due to our use of sparse grids for background computations; (3) allowing for an easy and controllable setup phase to simulate a desired material failure mode, which is especially useful for computer animation. Joel Wretborn, Rickard Armiento, Ken Museth |
Comput. Graph. | 1 |