EDBT 2026 Demo / reviewers in the wild / expert
Denis Steinemann
dblp:44/840
· DBLP profile ↗
8ranked-venue papers
3as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
2 papers |
Computer animation and physical simulation · 59% Geometric modeling and processing · 41% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 100% |
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
collision detection |
0.1 | 1 | 2007 | Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007 |
Computer animation and physical simulation
fracture simulation |
0.1 | 1 | 2007 | Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007 |
Computer animation and physical simulation › deformable body simulation
deformable solid simulation |
0.1 | 1 | 2006 | Hybrid Cutting of Deformable Solids · VR 2006 |
Geometric modeling and processing › spatial data structures
bounding volume hierarchy |
0.0 | 1 | 2007 | Balanced Hierarchies for Collision Detection between Fracturing Objects · VR 2007 |
Health and well-being technologies › medical simulation
surgical simulation |
0.0 | 1 | 2006 | Hybrid Cutting of Deformable Solids · VR 2006 |
Methods — techniques the papers use, named apart from their topics
tetrahedral mesh subdivision · 0.1hybrid cutting · 0.1dynamic restructuring · 0.1balanced tree · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Robust interactive cutting based on an adaptive octree simulation mesh
Martin Seiler, Denis Steinemann, Jonas Spillmann, Matthias Harders |
Vis. Comput. | 2 |
| 2009 | Implicit Contact Handling for Deformable ObjectsabstractAbstract We present an algorithm for robust and efficient contact handling of deformable objects. By being aware of the internal dynamics of the colliding objects, our algorithm provides smooth rolling and sliding, stable stacking, robust impact handling, and seamless coupling of heterogeneous objects, all in a unified manner. We achieve dynamicsawareness through a constrained dynamics formulation with implicit complementarity constraints, and we present two major contributions that enable an efficient solution of the constrained dynamics problem: a time stepping algorithm that robustly ensures non‐penetration and progressively refines the formulation of constrained dynamics, and a new solver for large mixed linear complementarity problems, based on iterative constraint anticipation. We show the application of our algorithm in challenging scenarios such as multi‐layered cloth moving at high velocities, or colliding deformable solids simulated with large time steps. Miguel A. Otaduy, Rasmus Tamstorf, Denis Steinemann, Markus Gross 0001 |
Comput. Graph. Forum | 3 |
| 2009 | Splitting meshless deforming objects with explicit surface tracking
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001 |
Graph. Model. | 1 |
| 2008 | Tight and efficient surface bounds in meshless animation
Denis Steinemann, Miguel A. Otaduy, Markus Gross 0001 |
Comput. Graph. | 1 |
| 2007 | Balanced Hierarchies for Collision Detection between Fracturing ObjectsabstractThe simulation of fracture leads to collision-intensive situations that call for efficient collision detection algorithms and data structures. Bounding volume hierarchies (BVHs) are a popular approach for accelerating collision detection, but they rarely see application in fracture simulations, due to the dynamic creation and deletion of geometric primitives. We propose the use of balanced trees for storing BVHs, as well as novel algorithms for dynamically restructuring them in the presence of progressive or instantaneous fracture. By paying a small loss of fitting quality compared with complete reconstruction, we achieve more than one order of magnitude speedup in the update of BVHs Miguel A. Otaduy, Olivier Chassot, Denis Steinemann, Markus Gross 0001 |
VR | 3 |
| 2006 | Hybrid Cutting of Deformable SolidsabstractA central training objective of virtual reality based surgical simulation is the removal of pathologic tissue. This necessitates stable, real-time updates of the underlying mesh representation. Within the framework of a hysteroscopy simulator, we have developed a hybrid cutting approach for tetrahedral meshes. It combines the topological update by subdivision with adjustments of the existing topology. Moreover, the mechanical and the visual model are decoupled, thus allowing different resolutions for the underlying mesh representations. With our method, we can closely approximate an arbitrary, user-defined cut surface while avoiding the creation of small or badly shaped elements, thus strongly reducing stability problems in the subsequent deformation computation. The presented approach has been integrated into a virtual reality training system for hysteroscopic interventions. The performance of the algorithm is demonstrated by examples of intra-uterine tumor ablations. Denis Steinemann, Matthias Harders, Markus Gross 0001, Gábor Székely |
VR | 1 |
| 2005 | A Hybrid Cutting Approach for Hysteroscopy Simulation
Matthias Harders, Denis Steinemann, Markus Gross 0001, Gábor Székely |
MICCAI (2) | 2 |
| 2005 | Efficient Animation of Point-Sampled Thin ShellsabstractWe present a novel framework for the efficient simulation and animation of discrete thin shells.Our method takes a point sampled surface as input and performs all necessary computations without intermediate triangulation.We discretize the thin shell functional using so-called fibers.Such fibers are locally embedded parametric curves crisscrossing individual point samples.In combination, they create a dense mesh representing the surface structure and connectivity for the shell computations.In particular, we utilize the fibers to approximate the differential surface operators of the thin shell functional.The polynomials underlying the fiber representation allow for a robust and fast simulation of thin shell behavior.Our method supports both elastic and plastic deformations as well as fracturing and tearing of the material.To compute surfaces with rich surface detail, we designed a multiresolution representation which maps a high-resolution surface onto a fiber network of lower resolution.This makes it possible to animate densely sampled models of very high surface complexity.While being tuned for point sampled objects, the presented framework is versatile and can also take triangle meshes or triangle soups as input. Martin Wicke, Denis Steinemann, Markus Gross 0001 |
Comput. Graph. Forum | 2 |