Demo Data from EDBT 2026 / reviewers in the wild / expert
Tyson Brochu
dblp:31/7813
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers |
Computer animation and physical simulation · 56% Geometric modeling and processing · 44% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
cloth simulation |
0.1 | 1 | 2012 | Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012 |
Geometric modeling and processing
collision detection |
0.1 | 1 | 2012 | Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012 |
Geometric modeling and processing › collision detection
continuous collision detection |
0.1 | 1 | 2012 | Efficient geometrically exact continuous collision detection · ACM Trans. Graph. 2012 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2010 | Matching fluid simulation elements to surface geometry and topology · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › fluid simulation › free-surface flow
surface tracking |
0.1 | 1 | 2010 | Matching fluid simulation elements to surface geometry and topology · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
interval filters · 0.1cubic polynomial solver · 0.1conservative culling · 0.1voronoi diagram · 0.1embedded free surfaces · 0.1delaunay mesh · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Efficient geometrically exact continuous collision detectionabstractContinuous collision detection (CCD) between deforming triangle mesh elements in 3D is a critical tool for many applications. The standard method involving a cubic polynomial solver is vulnerable to rounding error, requiring the use of ad hoc tolerances, and nevertheless is particularly fragile in (near-)planar cases. Even with per-simulation tuning, it may still cause problems by missing collisions or erroneously flagging non-collisions. We present a geometrically exact alternative guaranteed to produce the correct Boolean result (significant collision or not) as if calculated with exact arithmetic, even in degenerate scenarios. Our critical insight is that only the parity of the number of collisions is needed for robust simulation, and this parity can be calculated with simpler non-constructive predicates. In essence we analyze the roots of the nonlinear system of equations defining CCD through careful consideration of the boundary of the parameter domain. The use of new conservative culling and interval filters allows typical simulations to run as fast as with the non-robust version, but without need for tuning or worries about failure cases even in geometrically degenerate scenarios. We demonstrate the effectiveness of geometrically exact detection with a novel adaptive cloth simulation, the first to guarantee to remain intersection-free despite frequent curvature-driven remeshing. Tyson Brochu, Essex Edwards, Rook Bridson |
ACM Trans. Graph. | 1 |
| 2010 | Matching fluid simulation elements to surface geometry and topologyabstractWe introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the computational domain; we exploit this by choosing samples that accurately capture the geometry and topology of the liquid surface. When combined with high-resolution explicit surface tracking this allows us to simulate nearly arbitrarily thin features, while eliminating noise and other artifacts that arise when there is a resolution mismatch between the simulation and the surface---and allowing a precise inclusion of surface tension based directly on and at the same resolution as the surface mesh. In addition, we present a simplified Voronoi/Delaunay mesh velocity interpolation scheme, and a direct extension of embedded free surfaces and solid boundaries to Voronoi meshes. Tyson Brochu, Christopher Batty, Rook Bridson |
ACM Trans. Graph. | 1 |