Demo Data from EDBT 2026 / reviewers in the wild / expert
Cassidy J. Curtis
dblp:43/5873
· DBLP profile ↗
5ranked-venue papers
2as first author
2since 2021 · last 2022
0000-0002-4523-8843ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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 |
Geometric modeling and processing · 97% Rendering · 1% Visual content generation and editing · 1% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › deformation
as-rigid-as-possible deformation |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Geometric modeling and processing
deformation |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Geometric modeling and processing › shape modeling
sketch-based modeling |
0.4 | 1 | 2020 | Monster mash: a single-view approach to casual 3D modeling and animation · ACM Trans. Graph. 2020 |
Visual content generation and editing › stylization
image stylization |
0.0 | 1 | 1997 | Computer-generated watercolor · SIGGRAPH 1997 |
Rendering
non-photorealistic rendering |
0.0 | 1 | 1997 | Computer-generated watercolor · SIGGRAPH 1997 |
Methods — techniques the papers use, named apart from their topics
single-view modeling · 0.4layered deformation model · 0.4shallow-water fluid simulation · 0.0kubelka-munk compositing · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Toward Believable Acting for Autonomous Animated CharactersabstractThis paper describes design principles and a system, based on reinforcement learning and procedural animation, to create an autonomous character capable of believable acting—exhibiting a responsive and expressive illusion of interactive life, grounded in its subjective experience of its world. The design principles incorporate knowledge from animation, human-computer interaction, and psychology, articulating guidelines that, when followed, support a viewer’s suspension of disbelief. The system’s reinforcement learning brain generates action, emotion, and attention signals based on motivational drives, and its procedural animation system translates those signals into expressive biophysical movement in real time. We demonstrate the system on a stylized quadruped character in a virtual habitat. In a user study, participants rated the character favorably on animacy and ability to experience emotions, which is consistent with finding the character believable. Cassidy J. Curtis, Sigurdur O. Adalgeirsson, Horia Stefan Ciurdar, Peter F. McDermott, J. D. Velásquez, W. Bradley Knox, Alonso Martinez, Dei Gaztelumendi, Norberto A. Goussies, Palash Nandy |
MIG | 1 |
| 2021 | Fluidymation: Stylizing Animations Using Natural Dynamics of Artistic MediaabstractAbstract We present Fluidymation—a new example‐based approach to stylizing animation that employs the natural dynamics of artistic media to convey a prescribed motion. In contrast to previous stylization techniques that transfer the hand‐painted appearance of a static style exemplar and then try to enforce temporal coherence, we use moving exemplars that capture the artistic medium's inherent dynamic properties, and transfer both movement and appearance to reproduce natural‐looking transitions between individual animation frames. Our approach can synthetically generate stylized sequences that look as if actual paint is diffusing across a canvas in the direction and speed of the target motion. A. Platkevic, Cassidy J. Curtis, Daniel Sýkora |
Comput. Graph. Forum | 2 |
| 2020 | Monster mash: a single-view approach to casual 3D modeling and animationabstractWe present a new framework for sketch-based modeling and animation of 3D organic shapes that can work entirely in an intuitive 2D domain, enabling a playful, casual experience. Unlike previous sketch-based tools, our approach does not require a tedious part-based multi-view workflow with the explicit specification of an animation rig. Instead, we combine 3D inflation with a novel rigidity-preserving, layered deformation model, ARAP-L, to produce a smooth 3D mesh that is immediately ready for animation. Moreover, the resulting model can be animated from a single viewpoint --- and without the need to handle unwanted inter-penetrations, as required by previous approaches. We demonstrate the benefit of our approach on a variety of examples produced by inexperienced users as well as professional animators. For less experienced users, our single-view approach offers a simpler modeling and animating experience than working in a 3D environment, while for professionals, it offers a quick and casual workspace for ideation. Marek Dvoroznák, Daniel Sýkora, Cassidy J. Curtis, Brian Curless, Olga Sorkine-Hornung, David Salesin |
ACM Trans. Graph. | 3 |
| 2007 | An art-directed wrinkle system for CG character clothing and skin
Larry Cutler, Reid Gershbein, Xiaohuan Corina Wang, Cassidy J. Curtis, Erwan Maigret, Luca Prasso, Peter Farson |
Graph. Model. | 4 |
| 1997 | Computer-generated watercolorabstractThis paper describes the various artistic effects of watercolor and shows how they can be simulated automatically.Our watercolor model is based on an ordered set of translucent glazes, which are created independently using a shallow-water fluid simulation.We use a Kubelka-Munk compositing model for simulating the optical effect of the superimposed glazes.We demonstrate how computergenerated watercolor can be used in three different applications: as part of an interactive watercolor paint system, as a method for automatic image "watercolorization," and as a mechanism for nonphotorealistic rendering of three-dimensional scenes. Cassidy J. Curtis, Sean E. Anderson, Joshua E. Seims, Kurt W. Fleischer, David Salesin |
SIGGRAPH | 1 |