Demo Data from EDBT 2026 / reviewers in the wild / expert
Florent Falipou
dblp:29/8294
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1
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 · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
contact simulation |
0.1 | 1 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
deformable body simulation |
0.1 | 1 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › contact simulation
frictional contact |
0.1 | 1 | 2010 | Volume contact constraints at arbitrary resolution · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
projected gauss-seidel · 0.1linear complementarity · 0.1GPU · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Volume contact constraints at arbitrary resolutionabstractWe introduce a new method for simulating frictional contact between volumetric objects using interpenetration volume constraints. When applied to complex geometries, our formulation results in dramatically simpler systems of equations than those of traditional mesh contact models. Contact between highly detailed meshes can be simplified to a single unilateral constraint equation, or accurately processed at arbitrary geometry-independent resolution with simultaneous sticking and sliding across contact patches. We exploit fast GPU methods for computing layered depth images, which provides us with the intersection volumes and gradients necessary to formulate the contact equations as linear complementarity problems. Straightforward and popular numerical methods, such as projected Gauss-Seidel, can be used to solve the system. We demonstrate our method in a number of scenarios and present results involving both rigid and deformable objects at interactive rates. Jérémie Allard, François Faure, Hadrien Courtecuisse, Florent Falipou, Christian Duriez, Paul G. Kry |
ACM Trans. Graph. | 4 |