Demo Data from EDBT 2026 / reviewers in the wild / expert
Matt Stanton
dblp:45/7071
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
model reduction |
0.3 | 2 | 2013 | 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 |
0.2 | 1 | 2014 | Self-refining games using player analytics · ACM Trans. Graph. 2014 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2009 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Self-refining games using player analyticsabstractData-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 meshesabstractThis 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 |
AAIM | 3 |
| 2009 | Modular bases for fluid dynamicsabstractWe 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 |