Demo Data from EDBT 2026 / reviewers in the wild / expert
David R. Haumann
dblp:28/2958
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 1991
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2
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% |
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
fluid simulation |
0.0 | 1 | 1991 | Animation aerodynamics · SIGGRAPH 1991 |
Computer animation and physical simulation
character animation |
0.0 | 1 | 1989 | Layered construction for deformable animated characters · SIGGRAPH 1989 |
Computer animation and physical simulation
physically-based modeling |
0.0 | 1 | 1989 | Layered construction for deformable animated characters · SIGGRAPH 1989 |
Computer animation and physical simulation › character animation
articulated figure animation |
0.0 | 1 | 1989 | Layered construction for deformable animated characters · SIGGRAPH 1989 |
Methods — techniques the papers use, named apart from their topics
classical mechanics simulation · 0.0robotics skeleton · 0.0muscle layer deformation · 0.0geometric deformation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1991 | Animation aerodynamicsabstractMethods based on aerodynamics are developed to simulate and control the motion of objects in fluid flows. To simplify the physics for animation, the problem is broken down into two parts: a fluid flow regime and an object boundary regime. With this simplification one can approximate the realistic behaviour of objects moving in liquids or air. It also enables a simple way of designing and controlling animation sequences: from a set of flow primitives, an animator can design the spatial arrangement of flows, create flows around obstacles and direct flow timing. The approach is fast, simple, and is easily fitted into simulators that model objects governed by classical mechanics. The methods are applied to an animation that involves hundreds of flexible leaves being blown by wind currents. Jakub Wejchert, David R. Haumann |
SIGGRAPH | 2 |
| 1989 | Layered construction for deformable animated charactersabstractA methodology is proposed for creating and animating computer generated characters which combines recent research advances in robotics, physically based modeling and geometric modeling. The control points of geometric modeling deformations are constrained by an underlying articulated robotics skeleton. These deformations are tailored by the animator and act as a muscle layer to provide automatic squash and stretch behavior of the surface geometry. A hierarchy of composite deformations provides the animator with a multi-layered approach to defining both local and global transition of the character's shape. The muscle deformations determine the resulting geometric surface of the character. This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities. A prototype system (Critter) currently under development demonstrates research results towards layered construction of deformable animated characters. J. E. Chadwick, David R. Haumann, Richard E. Parent |
SIGGRAPH | 2 |
| 1988 | The behavioral test-bed: obtaining complex behavior from simple rules
David R. Haumann, Richard E. Parent |
Vis. Comput. | 1 |