Demo Data from EDBT 2026 / reviewers in the wild / expert
Mark Empey
dblp:43/9925
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1
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 |
Computer animation and physical simulation · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › skinning
character skinning |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › deformable body simulation
soft tissue deformation |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
one-point quadrature · 0.1multigrid · 0.1co-rotational elasticity · 0.1SVD · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Efficient elasticity for character skinning with contact and collisionsabstractWe present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system. Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis |
ACM Trans. Graph. | 4 |