EDBT 2026 Demo / reviewers in the wild / expert
Russell Gayle
dblp:30/5891
· DBLP profile ↗
14ranked-venue papers
6as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-authorArtificial intelligence and machine learning · 5 · 5 first-authorSystems, architecture and hardware · 5 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3
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.
| Artificial intelligence
5 papers |
Motion planning and robot control · 74% Multi-agent systems · 18% Robot navigation and mapping · 9% | |
| Computer graphics and multimedia
4 papers |
Geometric modeling and processing · 55% Rendering · 23% Computer animation and physical simulation · 21% |
Topics — the 24 heaviest of 24, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Motion planning and robot control
motion planning |
0.2 | 4 | 2009 | Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007 Lazy Reconfiguration Forest (LRF) - An Approach for Motion Planning with Multiple Tasks in Dynamic Environments · ICRA 2007 Constraint-Based Motion Planning of Deformable Robots · ICRA 2005 |
Geometric modeling and processing
collision detection |
0.1 | 2 | 2006 | Fast proximity computation among deformable models using discrete Voronoi diagrams · ACM Trans. Graph. 2006 Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Robotics › Robot navigation and mapping › obstacle avoidance
collision-free navigation |
0.1 | 1 | 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps · IEEE Trans. Vis. Comput. Graph. 2009 |
Robotics › Motion planning and robot control › path planning
collision-free path planning |
0.1 | 1 | 2009 | Multi-robot coordination using generalized social potential fields · ICRA 2009 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent control
multi-agent navigation |
0.1 | 1 | 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps · IEEE Trans. Vis. Comput. Graph. 2009 |
Knowledge, reasoning and agents › Multi-agent systems
multi-robot coordination |
0.1 | 1 | 2009 | Multi-robot coordination using generalized social potential fields · ICRA 2009 |
Robotics › Motion planning and robot control
path planning |
0.1 | 1 | 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps · IEEE Trans. Vis. Comput. Graph. 2009 |
Robotics › Motion planning and robot control › motion planning › sampling-based motion planning
roadmap-based planning |
0.1 | 1 | 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps · IEEE Trans. Vis. Comput. Graph. 2009 |
Robotics › Motion planning and robot control › path planning
dynamic path planning |
0.1 | 1 | 2007 | Lazy Reconfiguration Forest (LRF) - An Approach for Motion Planning with Multiple Tasks in Dynamic Environments · ICRA 2007 |
Robotics › Motion planning and robot control › motion planning
kinodynamic planning |
0.1 | 1 | 2007 | Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007 |
Robotics › Motion planning and robot control › motion planning
sampling-based motion planning |
0.1 | 3 | 2007 | Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007 Lazy Reconfiguration Forest (LRF) - An Approach for Motion Planning with Multiple Tasks in Dynamic Environments · ICRA 2007 Constraint-Based Motion Planning of Deformable Robots · ICRA 2005 |
Geometric modeling and processing › collision detection
deformable model collision detection |
0.1 | 1 | 2005 | Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Geometric modeling and processing
mesh processing |
0.1 | 1 | 2005 | Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Rendering › rendering optimization › rendering acceleration
out-of-core rendering |
0.1 | 1 | 2005 | Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005 |
Computer animation and physical simulation › collision handling
self-collision |
0.1 | 1 | 2005 | Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Rendering
view-dependent rendering |
0.1 | 1 | 2005 | Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005 |
Robotics › Motion planning and robot control › motion planning › sampling-based motion planning
probabilistic roadmap |
0.0 | 2 | 2007 | Efficient Motion Planning of Highly Articulated Chains using Physics-based Sampling · ICRA 2007 Constraint-Based Motion Planning of Deformable Robots · ICRA 2005 |
Robotics › Motion planning and robot control › motion planning
physics-based planning |
0.0 | 1 | 2009 | Multi-robot coordination using generalized social potential fields · ICRA 2009 |
Computer animation and physical simulation
crowd simulation |
0.0 | 1 | 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps · IEEE Trans. Vis. Comput. Graph. 2009 |
Robotics › Motion planning and robot control › motion planning › sampling-based motion planning
RRT |
0.0 | 1 | 2007 | Lazy Reconfiguration Forest (LRF) - An Approach for Motion Planning with Multiple Tasks in Dynamic Environments · ICRA 2007 |
Medical and health informatics
medical simulation |
0.0 | 1 | 2005 | Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Computer animation and physical simulation
cloth simulation |
0.0 | 1 | 2005 | Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005 |
Geometric modeling and processing › mesh processing
mesh simplification |
0.0 | 1 | 2005 | Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005 |
Geometric modeling and processing › mesh processing › multiresolution mesh representation
progressive mesh |
0.0 | 1 | 2005 | Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
physically-based dynamics simulation · 0.2adaptive particle-based sampling · 0.2linear-time culling · 0.1chromatic decomposition · 0.1social potential fields · 0.1constrained dynamics · 0.1lazy reconfiguration · 0.1dynamic simulation · 0.1dynamic replanning · 0.1constraint forces · 0.1second-order discrete voronoi diagram · 0.1n-body distance computation · 0.1volume preservation · 0.1occlusion culling · 0.1level of detail · 0.1constraint-based planning · 0.1cluster hierarchy · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | Multi-robot coordination using generalized social potential fieldsabstractWe present a novel approach to compute collision-free paths for multiple robots subject to local coordination constraints. More specifically, given a set of robots, their initial and final configurations, and possibly some additional coordination constraints, our goal is to compute a collision-free path between the initial and final configuration that maintains the constraints. To solve this problem, our approach generalizes the social potential field method to be applicable to both convex and nonconvex polyhedra. Social potential fields are then integrated into a “physics-based motion planning” framework which uses constrained dynamics to solve the motion planning problem. Our approach is able to plan for over 200 robots while averaging about 110 ms per step in a variety of environments. Russell Gayle, William Moss, Ming C. Lin, Dinesh Manocha |
ICRA | 1 |
| 2009 | Interactive Navigation of Heterogeneous Agents Using Adaptive RoadmapsabstractWe present a novel algorithm for collision-free navigation of a large number of independent agents in complex and dynamic environments. We introduce adaptive roadmaps to perform global path planning for each agent simultaneously. Our algorithm takes into account dynamic obstacles and interagents interaction forces to continuously update the roadmap based on a physically-based dynamics simulator. In order to efficiently update the links, we perform adaptive particle-based sampling along the links. We also introduce the notion of 'link bands' to resolve collisions among multiple agents. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes. Russell Gayle, Avneesh Sud, Stephen J. Guy, Ming C. Lin, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2007 | Surface distance mapsabstractWe present a new parameterized representation called surface distance maps for distance computations on piecewise 2-manifold primitives. Given a set of orientable 2-manifold primitives, the surface distance map represents the (non-zero) signed distance-to-closest-primitive mapping at each point on a 2-manifold. The distance mapping is computed from each primitive to the set of remaining primitives. We present an interactive algorithm for computing the surface distance map of triangulated meshes using graphics hardware. We precompute a surface parameterization and use the it to define an affine transformation for each mesh primitive. Our algorithm efficiently computes the distance field by applying this affine transformation to the distance functions of the primitives and evaluating these functions using texture mapping hardware. In practice, our algorithm can compute very high resolution surface distance maps at interactive rates and provides tight error bounds on their accuracy. We use surface distance maps for path planning and proximity query computation among complex models in dynamic environments. Our approach can perform planning and proximity queries in a dynamic environment with hundreds of objects at interactive rates and offer significant speedups over prior algorithms. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Dinesh Manocha |
Graphics Interface | 3 |
| 2007 | Lazy Reconfiguration Forest (LRF) - An Approach for Motion Planning with Multiple Tasks in Dynamic EnvironmentsabstractWe present a novel algorithm for robot motion planning in dynamic environments. Our approach extends rapidly-exploring random trees (RRTs) in several ways. We assume the need to simultaneously plan and maintain paths for multiple tasks with respect to the current state of a moving robot in a dynamic environment. Our algorithm dynamically maintains a forest of trees by splitting, growing and merging them on the fly to adapt to moving obstacles and robot motion. In order to minimize tree maintenance, we only validate the task paths, rather than the entire forest. The root of the inhabited tree moves with the robot. Dynamic re-planning is integrated with tree and forest maintenance. Coupling the robot motion with the planner enables us to support multiple tasks, for example providing an "escape" path while moving to a goal. The robot is free to move along whichever task path it chooses. We highlight the work by showing fast results in simulated environments with moving obstacles. Russell Gayle, Kristopher R. Klingler, Patrick G. Xavier |
ICRA | 1 |
| 2007 | Efficient Motion Planning of Highly Articulated Chains using Physics-based SamplingabstractWe present a novel motion planning algorithm that efficiently generates physics-based samples in a kinematically and dynamically constrained space of a highly articulated chain. Similar to prior kinodynamic planning methods, the sampled nodes in our roadmaps are generated based on dynamic simulation. Moreover, we bias these samples by using constraint forces designed to avoid collisions while moving toward the goal configuration. We adaptively reduce the complexity of the state space by determining a subset of joints that contribute most towards the motion and only simulate these joints. Based on these configurations, we compute a valid path that satisfies non-penetration, kinematic, and dynamics constraints. Our approach can be easily combined with a variety of motion planning algorithms including probabilistic roadmaps (PRMs) and rapidly-exploring random trees (RRTs) and applied to articulated robots with hundreds of joints. We demonstrate the performance of our algorithm on several challenging benchmarks Russell Gayle, Stéphane Redon, Avneesh Sud, Ming C. Lin, Dinesh Manocha |
ICRA | 1 |
| 2007 | Reactive deformation roadmaps: motion planning of multiple robots in dynamic environmentsabstractWe present a novel algorithm for motion planning of multiple robots amongst dynamic obstacles. Our approach is based on a new roadmap representation that uses deformable links and dynamically retracts to capture the connectivity of the free space. We use Newtonian physics and Hooke's Law to update the position of the milestones and deform the links in response to the motion of other robots and the obstacles. Based on this roadmap representation, we describe our planning algorithms that can compute collision-free paths for tens of robots in complex dynamic environments. Russell Gayle, Avneesh Sud, Ming C. Lin, Dinesh Manocha |
IROS | 1 |
| 2007 | Cable route planning in complex environments using constrained samplingabstractWe present a route planning algorithm for cable and wire layouts in complex environments. Our algorithm precomputes a global roadmap of the environment by using a variant of the probabilistic roadmap method (PRM) and performs constrained sampling near the contact space. Given the initial and the final configurations, we compute an approximate path using the initial roadmap generated on the contact space. We refine the approximate path by performing constrained sampling and use adaptive forward dynamics to compute a penetration-free path. Our algorithm takes into account geometric constraints like non-penetration and physical constraints like multi-body dynamics and joint limits. We highlight the performance of our planner on different scenarios of varying complexity. Ilknur Kabul, Russell Gayle, Ming C. Lin |
Symposium on Solid and Physical Modeling | 2 |
| 2007 | Real-time navigation of independent agents using adaptive roadmapsabstractWe present a novel algorithm for navigating a large number of independent agents in complex and dynamic environments. We compute adaptive roadmaps to perform global path planning for each agent simultaneously. We take into account dynamic obstacles and inter-agents interaction forces to continuously update the roadmap by using a physically-based agent dynamics simulator. We also introduce the notion of 'link bands' for resolving collisions among multiple agents. We present efficient techniques to compute the guiding path forces and perform lazy updates to the roadmap. In practice, our algorithm can perform real-time navigation of hundreds and thousands of human agents in indoor and outdoor scenes. Avneesh Sud, Russell Gayle, Stephen J. Guy, Ming C. Lin, Dinesh Manocha |
VRST | 2 |
| 2006 | Interactive 3D distance field computation using linear factorizationabstractWe present an interactive algorithm to compute discretized 3D Euclidean distance fields. Given a set of piecewise linear geometric primitives, our algorithm computes the distance field for each slice of a uniform spatial grid. We express the non-linear distance function of each primitive as a dot product of linear factors. The linear terms are efficiently computed using texture mapping hardware. We also improve the performance by using culling techniques that reduce the number of distance function evaluations using bounds on Voronoi regions of the primitives. Our algorithm involves no preprocessing and is able to handle complex deforming models at interactive rates. We have implemented our algorithm on a PC with NVIDIA GeForce 7800 GPU and applied it to models composed of thousands of triangles. We demonstrate its application to medial axis approximation and proximity computations between rigid and deformable models. In practice, our algorithm is more accurate and almost one order of magnitude faster as compared to previous distance computation algorithms that use graphics hardware. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Dinesh Manocha |
SI3D | 3 |
| 2006 | Fast proximity computation among deformable models using discrete Voronoi diagramsabstractWe present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach to compute these queries based on N-body distance computation and use properties of the 2 nd order discrete Voronoi diagram to perform N-body culling. Our algorithms involve no preprocessing and also work well on models with changing topologies. We can perform all proximity queries among complex deformable models consisting of thousands of triangles in a fraction of a second on a high-end PC. Moreover, our Voronoi-based culling algorithm can improve the performance of separation distance and penetration queries by an order of magnitude. Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Ilknur Kabul, Dinesh Manocha |
ACM Trans. Graph. | 3 |
| 2005 | Constraint-Based Motion Planning of Deformable RobotsabstractWe present a novel algorithm for motion planning of a deformable robot in a static environment. Given the initial and final configuration of the robot, our algorithm computes an approximate path using the probabilistic roadmap method. We use "constraint-based planning" to simulate robot deformation and make appropriate path adjustments and corrections to compute a collision-free path. Our algorithm takes into account geometric constraints like non-penetration and physical constraints like volume preservation. We highlight the performance of our planner on different scenarios of varying complexity. Russell Gayle, Ming C. Lin, Dinesh Manocha |
ICRA | 1 |
| 2005 | Interactive collision detection between deformable models using chromatic decompositionabstractWe present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. The chromatic decomposition enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm. As a result, we achieve higher culling efficiency and significantly reduce the number of false positives. We use our algorithm to check for collisions among complex deformable models consisting of tens of thousands of triangles for cloth modeling and medical simulation. Our algorithm accurately computes all contacts at interactive rates. We observed up to an order of magnitude speedup over prior methods. Naga K. Govindaraju, David Knott, Nitin Jain, Ilknur Kabul, Rasmus Tamstorf, Russell Gayle, Ming C. Lin, Dinesh Manocha |
ACM Trans. Graph. | 6 |
| 2005 | Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic ModelsabstractWe present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We introduce novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for LOD selection, occlusion culling, and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and avoid stalls. The CHPM reduces the refinement cost of view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundred million triangles at 15-35 frames per second with little loss in image quality. Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2004 | Quick-VDR: Interactive View-Dependent Rendering of Massive ModelsabstractWe present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We make use of novel cluster dependencies in preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for occlusion culling and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and to avoid stalls. The CHPM reduces the refinement cost for view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundreds of millions of triangles at 10-35 frames per second with little loss in image quality. Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha |
IEEE Visualization | 3 |