Demo Data from EDBT 2026 / reviewers in the wild / expert
Kishore Adimulam
dblp:225/8480
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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.
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 77% Geometric modeling and processing · 23% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › scientific visualization › geometric visualization
mesh visualization |
0.3 | 1 | 2018 | Tetrahedral Mesh Visualization in a Game Engine · VR 2018 |
Medical and health informatics › medical simulation
surgical simulation |
0.1 | 1 | 2018 | Tetrahedral Mesh Visualization in a Game Engine · VR 2018 |
Geometric modeling and processing › mesh generation
tetrahedral mesh |
0.1 | 1 | 2018 | Tetrahedral Mesh Visualization in a Game Engine · VR 2018 |
Methods — techniques the papers use, named apart from their topics
finite element analysis · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Tetrahedral Mesh Visualization in a Game EngineabstractA tetrahedral mesh is used to perform finite element analysis (FEA) of surgical cuts in a medical simulator. Visualization of a tetrahedral mesh is an important challenge in the process of constructing a realistic simulator. As game engines become increasingly popular, many companies are beginning to develop their own engines, or using existing engines for software development. However, game engines such as Unity and Unreal do not accept volume mesh. What is more, during the cutting process, the topology of tetrahedral mesh will change, resulting in progressively difficult visualization. In this paper, we present a procedure to prepare a tetrahedral mesh for a surgery simulator. We will also show an example of cutting a sphere by deleting tetrahedral elements. Kuocheng Wang, Kishore Adimulam, Thenkurussi Kesavadas |
VR | 2 |