Demo Data from EDBT 2026 / reviewers in the wild / expert
Levi Fussell
dblp:230/4588
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2021
0000-0001-7994-1900ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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
1 paper |
Computer animation and physical simulation · 50% Image and video processing · 50% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video processing › motion analysis
motion tracking |
0.5 | 1 | 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021 |
Computer animation and physical simulation › character control
physics-based character control |
0.5 | 1 | 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021 |
Machine learning › Reinforcement learning
policy optimization |
0.1 | 1 | 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
supervised learning · 1.0proximal policy optimization · 1.0differentiable physics simulation · 1.0backpropagation · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learningabstractIn this paper we show how the task of motion tracking for physically simulated characters can be solved using supervised learning and optimizing a policy directly via back-propagation. To achieve this we make use of a world model trained to approximate a specific subset of the environment's transition function, effectively acting as a differentiable physics simulator through which the policy can be optimized to minimize the tracking error. Compared to popular model-free methods of physically simulated character control which primarily make use of Proximal Policy Optimization (PPO) we find direct optimization of the policy via our approach consistently achieves a higher quality of control in a shorter training time, with a reduced sensitivity to the rate of experience gathering, dataset size, and distribution. Levi Fussell, Kevin Bergamin, Daniel Holden |
ACM Trans. Graph. | 1 |
| 2021 | Multi-agent reinforcement learning for character controlabstractAbstract Simultaneous control of multiple characters has been a research topic that has been extensively pursued for applications in computer games and computer animations, for applications such as crowd simulation, controlling two characters carrying objects or fighting with one another and controlling a team of characters playing collective sports. With the advance in deep learning and reinforcement learning, there is a growing interest in applying multi-agent reinforcement learning for intelligently controlling the characters to produce realistic movements. In this paper we will survey the state-of-the-art MARL techniques that are applicable for character control. We will then survey papers that make use of MARL for multi-character control and then discuss about the possible future directions of research. Levi Fussell, Taku Komura |
Vis. Comput. | 2 |