Demo Data from EDBT 2026 / reviewers in the wild / expert
Kevin Bergamin
dblp:253/0198
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none
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 · 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 · 66% Image and video processing · 34% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › character control
physics-based character control |
0.9 | 2 | 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021 DReCon: data-driven responsive control of physics-based characters · ACM Trans. Graph. 2019 |
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 |
Machine learning › Reinforcement learning
policy optimization |
0.1 | 1 | 2021 | SuperTrack: motion tracking for physically simulated characters using supervised learning · ACM Trans. Graph. 2021 |
Computer animation and physical simulation › data-driven animation
motion matching |
0.1 | 1 | 2019 | DReCon: data-driven responsive control of physics-based characters · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
supervised learning · 1.0proximal policy optimization · 1.0differentiable physics simulation · 1.0backpropagation · 1.0motion matching · 0.4deep reinforcement learning · 0.4
| 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. | 2 |
| 2019 | DReCon: data-driven responsive control of physics-based charactersabstractInteractive control of self-balancing, physically simulated humanoids is a long standing problem in the field of real-time character animation. While physical simulation guarantees realistic interactions in the virtual world, simulated characters can appear unnatural if they perform unusual movements in order to maintain balance. Therefore, obtaining a high level of responsiveness to user control, runtime performance, and diversity has often been overlooked in exchange for motion quality. Recent work in the field of deep reinforcement learning has shown that training physically simulated characters to follow motion capture clips can yield high quality tracking results. We propose a two-step approach for building responsive simulated character controllers from unstructured motion capture data. First, meaningful features from the data such as movement direction, heading direction, speed, and locomotion style, are interactively specified and drive a kinematic character controller implemented using motion matching. Second, reinforcement learning is used to train a simulated character controller that is general enough to track the entire distribution of motion that can be generated by the kinematic controller. Our design emphasizes responsiveness to user input, visual quality, and low runtime cost for application in video-games. Kevin Bergamin, Simon Clavet, Daniel Holden, James Richard Forbes |
ACM Trans. Graph. | 1 |