Demo Data from EDBT 2026 / reviewers in the wild / expert
Loeïz Glondu
dblp:37/8279
· DBLP profile ↗
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
2 papers |
Computer animation and physical simulation · 70% Geometric modeling and processing · 30% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
collision detection |
0.2 | 1 | 2014 | Fast Collision Detection for Fracturing Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2014 |
Computer animation and physical simulation › fracture simulation
brittle fracture simulation |
0.2 | 1 | 2013 | Real-Time Simulation of Brittle Fracture Using Modal Analysis · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
modal analysis |
0.2 | 1 | 2013 | Real-Time Simulation of Brittle Fracture Using Modal Analysis · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
real-time simulation |
0.1 | 2 | 2014 | Fast Collision Detection for Fracturing Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2014 Real-Time Simulation of Brittle Fracture Using Modal Analysis · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
sphere trees · 0.2distance field · 0.2modal analysis · 0.2energy-based fracture propagation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Fast Collision Detection for Fracturing Rigid BodiesabstractIn complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true in fracture simulation for two main reasons. One is that fracture fragments tend to exhibit very intensive contact, and the other is that collision detection data structures for new fragments need to be computed on the fly. In this paper, we present novel collision detection algorithms and data structures for real-time simulation of fracturing rigid bodies. We build on a combination of well-known efficient data structures, namely, distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex fracture simulations involving many dynamically created rigid objects. Loeïz Glondu, Sara C. Schvartzman, Maud Marchal, Georges Dumont, Miguel A. Otaduy |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | Real-Time Simulation of Brittle Fracture Using Modal AnalysisabstractWe present a novel physically based approach for simulating realistic brittle fracture of impacting bodies in real time. Our method is mainly composed of two novel parts: 1) a fracture initiation method based on modal analysis, and 2) a fast energy-based fracture propagation algorithm. We propose a way to compute the contact durations and the contact forces between stiff bodies to simulate the damped deformation wave that is responsible for fracture initiation. As a consequence, our method naturally takes into account the damping properties of the bodies as well as the contact properties to simulate the fracture. To obtain a complete fracture pipeline, we present an efficient way to generate the fragments and their geometric surfaces. These surfaces are sampled on the edges of the physical mesh, to visually represent the actual fracture surface computed. As shown in our results, the computation time performances and realism of our method are well suited for physically based interactive applications. Loeïz Glondu, Maud Marchal, Georges Dumont |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Example-Based Fractured AppearanceabstractAbstract A common weathering effect is the appearance of cracks due to material fractures. Previous exemplar‐based aging and weathering methods have either reused images or sought to replicate observed patterns exactly. We introduce a new approach to exemplar‐based modeling that creates weathered patterns on synthetic objects by matching thestatisticsof fracture patterns in a photograph. We present a user study to determine which statistics are correlated to visual similarity and how they are perceived by the user. We then describe a revised physically‐based fracture model capable of producing a wide range of crack patterns at interactive rates. We demonstrate how a Bayesian optimization method can determine the parameters of this model so it can produce a pattern with the same key statistics as an exemplar. Finally, we present results using our approach and various exemplars to produce a variety of fracture effects in synthetic renderings of complex environments. The speed of the fracture simulation allows interactive previews of the fractured results and its application on large scale environments. Loeïz Glondu, Lien Muguercia, Maud Marchal, Carles Bosch, Holly E. Rushmeier, Georges Dumont, George Drettakis |
Comput. Graph. Forum | 1 |