Demo Data from EDBT 2026 / reviewers in the wild / expert
Dominik Borer
dblp:237/9700
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2026
0009-0006-5343-3450ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Artificial intelligence and machine learning · 2 · 2 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
2 papers |
Computer animation and physical simulation · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion synthesis |
0.8 | 1 | 2024 | SKEL-Betweener: a Neural Motion Rig for Interactive Motion Authoring · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › character animation
character posing |
0.7 | 1 | 2023 | Pose and Skeleton-aware Neural IK for Pose and Motion Editing · SIGGRAPH Asia 2023 |
Computer animation and physical simulation
motion editing |
0.2 | 1 | 2023 | Pose and Skeleton-aware Neural IK for Pose and Motion Editing · SIGGRAPH Asia 2023 |
Methods — techniques the papers use, named apart from their topics
neural motion curves · 1.5motion capture data · 1.5neural inverse kinematics · 0.7diffusion · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Interactive Generative Motion Editing via Scheduled Inpainting
Dhruv Agrawal, Luca Vögeli, Dominik Borer, Robert W. Sumner, Martin Guay, Jakob Buhmann |
Comput. Graph. Forum | 3 |
| 2025 | Implicit Bézier Motion Model for Precise Spatial and Temporal ControlabstractCreating high-quality character animation remains an intricate and cumbersome process that requires skill, training, and craftsmanship to master. Recently, diffusion models have unlocked the ability to generate diverse movements from high-level condition signals such as text. For artist-friendly control, motion diffusion leveraging Bézier curves have been shown to allow precise joint-level conditioning. Yet, these works have been limited to joints at a fixed temporal stride, while animators require more temporal flexibility when keyframing or manipulating tangents to achieve animation principles such as easing in & out. In this work, we introduce a new Implicit Bézier Motion Model (IBMM), which during training is exposed to all possible configurations of control points, enabling control at arbitrary timings. This allows both precise and sparse joint-level control, anywhere in time and for any joint. In addition, we introduce a new quantitative measure of ease-in and -out, which leads to a novel condition over the motion generation process to reflect this artistic principle. Luca Vögeli, Dhruv Agrawal, Martin Guay, Dominik Borer, Robert W. Sumner, Jakob Buhmann |
MIG | 4 |
| 2024 | Factorized Motion Diffusion for Precise and Character-Agnostic Motion InbetweeningabstractAnimation is a challenging and time-consuming process where animators must manipulate hundreds of controls over space and time to create compelling motions. Recent advances in motion diffusion models have shown impressive results for general motion generation and hold the potential to reduce the number of controls manipulated by animators to achieve high quality results. However, these models are limited by their inability to match sparse constraints precisely, preventing frame-level joint control required by artists. Additionally, recent models are trained for specific characters, preventing reuse, and are incompatible for characters with only a small datasets available. To tackle these shortcomings, we propose a novel factorization of motion between a character-agnostic Bézier Motion Model (BMM), which can be trained on a large motion dataset, followed by a character-specific posing model, trainable on a much smaller pose dataset, that enables reuse across many characters. BMM provides accuracy for meeting sparse joint-level constraints by working in a reduced space of Bézier curves that better aligns the condition signal with the prediction space of our model. Additionally, the Bézier curves offer animators an intuitive interface compatible with existing authoring software. Through quantitative and qualitative comparisons, we show the effectiveness of our factorization and parametric subspace, enabling user control with higher fidelity. Justin Studer, Dhruv Agrawal, Dominik Borer, Seyedmorteza Sadat, Robert W. Sumner, Martin Guay, Jakob Buhmann |
MIG | 3 |
| 2024 | SKEL-Betweener: a Neural Motion Rig for Interactive Motion AuthoringabstractAuthoring 3D motions is a laborious process that requires manipulating and coordinating many control handles over time. Neural motion representations learned from large motion datasets have recently shown impressive capabilities in many motion completion tasks. However, current methods are not designed for interactive motion authoring workflows. The reasons being their requirement of a dense context of full poses, which takes considerable time to author, as well as their lack of joint-level controls for refinement. In this paper, we introduce a Neural Motion Rig called SKEL-Betweener, tailored to interactive motion authoring. SKEL-Betweener is able to generate long motion sequences from two poses only, and enables intermediate motion authoring via neural motion curves---intuitive joint-level controls for positions and orientations. Through user evaluations, we demonstrate the effectiveness of our Neural Motion Rig for efficiently creating and editing motions. Dhruv Agrawal, Jakob Buhmann, Dominik Borer, Robert W. Sumner, Martin Guay |
ACM Trans. Graph. | 3 |
| 2023 | Pose and Skeleton-aware Neural IK for Pose and Motion EditingabstractPosing a 3D character for film or game is an iterative and laborious process where many control handles (e.g. joints) need to be manipulated to achieve a compelling result. Neural Inverse Kinematics (IK) is a new type of IK that enables sparse control over a 3D character pose, and leverages full body correlations to complete the un-manipulated joints of the body. While neural IK is promising, current methods are not designed to preserve previous edits in posing workflows. Current models generate a single pose from the handles only—regardless of what was there previously—making it difficult to preserve any variations and hindering tasks such as pose and motion editing. Dhruv Agrawal, Martin Guay, Jakob Buhmann, Dominik Borer, Robert W. Sumner |
SIGGRAPH Asia | 4 |