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Matt Stanton

dblp:45/7071 · DBLP profile ↗
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4ranked-venue papers
2as 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 · 2 first-authorTheory of computation · 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
3 papers
Computer animation and physical simulation · 82% Rendering · 18%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
model reduction
0.322013
Non-polynomial Galerkin projection on deforming meshes · ACM Trans. Graph. 2013
Modular bases for fluid dynamics · ACM Trans. Graph. 2009
Computer animation and physical simulation
real-time simulation
0.212014
Self-refining games using player analytics · ACM Trans. Graph. 2014
Computer animation and physical simulation
fluid simulation
0.112009
Modular bases for fluid dynamics · ACM Trans. Graph. 2009

Methods — techniques the papers use, named apart from their topics

precomputation sampling · 0.4player analytics · 0.4tensor product representation · 0.2galerkin projection · 0.2precomputed coupling · 0.1constraint reduction · 0.1
YearPublicationVenuePosition
2014 Self-refining games using player analytics
abstract
Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy.
Matt Stanton, Ben Humberston, Brandon Kase, James F. O'Brien, Kayvon Fatahalian, Adrien Treuille
ACM Trans. Graph.1
2013 Non-polynomial Galerkin projection on deforming meshes
abstract
This paper extends Galerkin projection to a large class of non-polynomial functions typically encountered in graphics. We demonstrate the broad applicability of our approach by applying it to two strikingly different problems: fluid simulation and radiosity rendering, both using deforming meshes. Standard Galerkin projection cannot efficiently approximate these phenomena. Our approach, by contrast, enables the compact representation and approximation of these complex non-polynomial systems, including quotients and roots of polynomials. We rely on representing each function to be model-reduced as a composition of tensor products, matrix inversions, and matrix roots. Once a function has been represented in this form, it can be easily model-reduced, and its reduced form can be evaluated with time and memory costs dependent only on the dimension of the reduced space.
Matt Stanton, Yu Sheng, Martin Wicke, Federico Perazzi, Amos Yuen, Srinivasa G. Narasimhan, Adrien Treuille
ACM Trans. Graph.1
2009 PLDA: Parallel Latent Dirichlet Allocation for Large-Scale Applications
Hongjie Bai, Matt Stanton, Wen-Yen Chen, Edward Y. Chang
AAIM3
2009 Modular bases for fluid dynamics
abstract
We present a new approach to fluid simulation that balances the speed of model reduction with the flexibility of grid-based methods. We construct a set of composable reduced models, or tiles , which capture spatially localized fluid behavior. We then precompute coupling terms so that these models can be rearranged at runtime. To enforce consistency between tiles, we introduce constraint reduction . This technique modifies a reduced model so that a given set of linear constraints can be fulfilled. Because dynamics and constraints can be solved entirely in the reduced space, our method is extremely fast and scales to large domains.
Martin Wicke, Matt Stanton, Adrien Treuille
ACM Trans. Graph.2