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Bryan Matthew Klingner

dblp:29/4945 · also Bryan Klingner · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 first-author

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
3 papers
Geometric modeling and processing · 52% Computer animation and physical simulation · 48%
Artificial intelligence
1 paper
3D vision · 88% Face, body and person analysis · 12%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.212013
Street View Motion-from-Structure-from-Motion · ICCV 2013
Computer vision › 3D vision
structure from motion
0.212013
Street View Motion-from-Structure-from-Motion · ICCV 2013
Computer animation and physical simulation
fluid simulation
0.122006
Fluid animation with dynamic meshes · ACM Trans. Graph. 2006
Animating gases with hybrid meshes · ACM Trans. Graph. 2005
Geometric modeling and processing
mesh generation
0.122006
Fluid animation with dynamic meshes · ACM Trans. Graph. 2006
Animating gases with hybrid meshes · ACM Trans. Graph. 2005
Computer animation and physical simulation › deformable body simulation
elastoplasticity simulation
0.112010
Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010
Geometric modeling and processing
mesh processing
0.112010
Dynamic local remeshing for elastoplastic simulation · ACM Trans. Graph. 2010
Geometric modeling and processing › mesh generation
tetrahedral meshing
0.112006
Fluid animation with dynamic meshes · ACM Trans. Graph. 2006
Computer vision › 3D vision
camera pose estimation
0.012013
Street View Motion-from-Structure-from-Motion · ICCV 2013
Computer vision › Face, body and person analysis › human pose estimation
pose correction
0.012013
Street View Motion-from-Structure-from-Motion · ICCV 2013
Computer animation and physical simulation
rigid body simulation
0.012006
Fluid animation with dynamic meshes · ACM Trans. Graph. 2006

Methods — techniques the papers use, named apart from their topics

relative pose prior · 0.2appearance-augmented point cloud · 0.2tetrahedral meshing · 0.1finite element method · 0.1unstructured tetrahedral meshes · 0.1remeshing · 0.1staggered grid scheme · 0.1hybrid mesh discretization · 0.1
YearPublicationVenuePosition
2013 Street View Motion-from-Structure-from-Motion
abstract
We describe a structure-from-motion framework that handles "generalized" cameras, such as moving rolling-shutter cameras, and works at an unprecedented scale-billions of images covering millions of linear kilometers of roads-by exploiting a good relative pose prior along vehicle paths. We exhibit a planet-scale, appearance-augmented point cloud constructed with our framework and demonstrate its practical use in correcting the pose of a street-level image collection.
Bryan Matthew Klingner, James Roseborough
ICCV1
2010 Dynamic local remeshing for elastoplastic simulation
abstract
We propose a finite element simulation method that addresses the full range of material behavior, from purely elastic to highly plastic, for physical domains that are substantially reshaped by plastic flow, fracture, or large elastic deformations. To mitigate artificial plasticity, we maintain a simulation mesh in both the current state and the rest shape, and store plastic offsets only to represent the non-embeddable portion of the plastic deformation. To maintain high element quality in a tetrahedral mesh undergoing gross changes, we use a dynamic meshing algorithm that attempts to replace as few tetrahedra as possible, and thereby limits the visual artifacts and artificial diffusion that would otherwise be introduced by repeatedly remeshing the domain from scratch. Our dynamic mesher also locally refines and coarsens a mesh, and even creates anisotropic tetrahedra, wherever a simulation requests it. We illustrate these features with animations of elastic and plastic behavior, extreme deformations, and fracture.
Martin Wicke, Daniel Ritchie 0001, Bryan Matthew Klingner, Sebastian Burke, Jonathan Richard Shewchuk, James F. O'Brien
ACM Trans. Graph.3
2006 Fluid animation with dynamic meshes
abstract
This paper presents a method for animating fluid using unstructured tetrahedral meshes that change at each time step. We show that meshes that conform well to changing boundaries and that focus computation in the visually important parts of the domain can be generated quickly and reliably using existing techniques. We also describe a new approach to two-way coupling of fluid and rigid bodies that, while general, benefits from remeshing. Overall, the method provides a flexible environment for creating complex scenes involving fluid animation.
Bryan Matthew Klingner, Bryan E. Feldman, Nuttapong Chentanez, James F. O'Brien
ACM Trans. Graph.1
2005 Animating gases with hybrid meshes
abstract
This paper presents a method for animating gases on unstructured tetrahedral meshes to efficiently model the interaction of fluids with irregularly shaped obstacles. Because our discretization scheme parallels that of the standard staggered grid mesh. we are able to combine tetrahedral cells with regular hexahedral cells in a single mesh. This hybrid mesh offers both accuracy near obstacles and efficiency in open regions.
Bryan E. Feldman, James F. O'Brien, Bryan Matthew Klingner
ACM Trans. Graph.3