EDBT 2026 Demo / reviewers in the wild / expert
David Cha
dblp:424/4562
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0003-1758-4946ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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 |
Computational fabrication · 50% Geometric modeling and processing · 50% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational fabrication
computational design |
0.9 | 1 | 2025 | Computational Design of Shape-Aware Sieves · SIGGRAPH Asia 2025 |
Geometric modeling and processing
rigid transformation |
0.9 | 1 | 2025 | Computational Design of Shape-Aware Sieves · SIGGRAPH Asia 2025 |
Mathematical optimization
global optimization |
0.3 | 1 | 2025 | Computational Design of Shape-Aware Sieves · SIGGRAPH Asia 2025 |
Mathematical optimization › metaheuristic optimization › swarm intelligence
particle swarm optimization |
0.3 | 1 | 2025 | Computational Design of Shape-Aware Sieves · SIGGRAPH Asia 2025 |
Methods — techniques the papers use, named apart from their topics
particle swarm optimization · 1.7gradient-based optimization · 1.7differentiable rendering · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Computational Design of Shape-Aware SievesabstractWe introduce mathematical tools to describe the geometric problem of sieves, two-dimensional holes that admit certain three-dimensional objects to pass through them, but block others. This is achieved by formulating the sieve design problem as a two-player game where both players (the one that wants to pass, and the one that wants to block) try to find a set of rigid transformations to achieve their objective. We also introduce an algorithm for solving this game by solving a global optimization problem employing both differentiable rendering with gradient-based optimization as well as particle swarm optimization. Our procedure accounts for real-world manufacturing concerns, and we fabricate a variety of examples demonstrating the practical viability of our sieves. Our implementation takes advantage of GPUs and does not rely on any clean or manifold input geometry as long as it is a triangle mesh. We can produce intricate sieves that block an arbitrary set of shapes \(\mathcal {B}\) but admit another arbitrary set of shapes \(\mathcal {A}\) (if finding a solution is possible for our method). David Cha, Oded Stein |
SIGGRAPH Asia | 1 |