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Brian C. Ricks

dblp:36/11416 · DBLP profile ↗
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3ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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
1 paper
Geometric modeling and processing · 39% Computer animation and physical simulation · 30% Virtual and augmented reality · 30%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
crowd simulation
0.212014
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies · IEEE Trans. Vis. Comput. Graph. 2014
Virtual and augmented reality › navigation
obstacle avoidance
0.212014
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies · IEEE Trans. Vis. Comput. Graph. 2014
Geometric modeling and processing
path planning
0.212014
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies · IEEE Trans. Vis. Comput. Graph. 2014
Geometric modeling and processing › mesh processing
surface mesh processing
0.112014
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies · IEEE Trans. Vis. Comput. Graph. 2014

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

whole-surface path planning · 0.2dynamic obstacle avoidance · 0.2
YearPublicationVenuePosition
2014 A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies
abstract
Recent crowd simulation algorithms do path planning on complex surfaces by breaking 3D surfaces into a series of 2.5D planes. This allows for path planning on surfaces that can be mapped from 3D to 2D without distortion, such as multistory buildings. However, the 2.5D approach does not handle path planning on curved surfaces such as spheres, asteroids, or insect colonies. Additionally, the 2.5D approach does not handle the complexity of dynamic obstacle avoidance when agents can walk on walls or ceilings. We propose novel path planning and obstacle avoidance algorithms that work on surfaces as a whole instead of breaking them into a 2.5D series of planes. Our "whole surfaceâ approach simulates crowds on both multistory structures and highly curved topologies without changing parameters. We validate our work on a suite of 30 different meshes, some with over 100,000 triangles, with crowds of 1,000 agents. Our algorithm always averaged more than 40 FPS with virtually no stalling.
Brian C. Ricks, Parris K. Egbert
IEEE Trans. Vis. Comput. Graph.1
2014 Optimal acceleration thresholds for non-holonomic agents
Brian C. Ricks, Parris K. Egbert
Vis. Comput.1
2012 More realistic, flexible, and expressive social crowds using transactional analysis
Brian C. Ricks, Parris K. Egbert
Vis. Comput.1