EDBT 2026 Demo / reviewers in the wild / expert
Neil Molino
dblp:47/2558
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fracture simulation |
0.0 | 1 | 2004 | A virtual node algorithm for changing mesh topology during simulation · ACM Trans. Graph. 2004 |
Computer animation and physical simulation
collision handling |
0.0 | 1 | 2004 | A virtual node algorithm for changing mesh topology during simulation · ACM Trans. Graph. 2004 |
Methods — techniques the papers use, named apart from their topics
lagrangian simulation · 0.0embedded geometry · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2004 | A virtual node algorithm for changing mesh topology during simulationabstractWe propose a virtual node algorithm that allows material to separate along arbitrary (possibly branched) piecewise linear paths through a mesh. The material within an element is fragmented by creating several replicas of the element and assigning a portion of real material to each replica. This results in elements that contain both real material and empty regions. The missing material is contained in another copy (or copies) of this element. Our new virtual node algorithm automatically determines the number of replicas and the assignment of material to each. Moreover, it provides the degrees of freedom required to simulate the partially or fully fragmented material in a fashion consistent with the embedded geometry. This approach enables efficient simulation of complex geometry with a simple mesh, i.e. the geometry need not align itself with element boundaries. It also alleviates many shortcomings of traditional Lagrangian simulation techniques for meshes with changing topology. For example, slivers do not require small CFL time step restrictions since they are embedded in well shaped larger elements. To enable robust simulation of embedded geometry, we propose new algorithms for handling rigid body and self collisions. In addition, we present several mechanisms for influencing and controlling fracture with grain boundaries, prescoring, etc. We illustrate our method for both volumetric and thin-shell simulations. Neil Molino, Zhaosheng Bao, Ronald Fedkiw |
ACM Trans. Graph. | 1 |