Demo Data from EDBT 2026 / reviewers in the wild / expert
Sean Curtis
dblp:49/3271
· DBLP profile ↗
15ranked-venue papers
4as 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 · 15 · 4 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-authorArtificial intelligence and machine learning · 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
7 papers |
Computer animation and physical simulation · 59% Geometric modeling and processing · 20% Audio and music processing · 11% | |
| Artificial intelligence
1 paper |
Motion planning and robot control · 50% Multi-agent systems · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational science and engineering · 100% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
crowd simulation |
0.5 | 5 | 2014 | Hybrid Long-Range Collision Avoidancefor Crowd Simulation · IEEE Trans. Vis. Comput. Graph. 2014 Directing Crowd Simulations Using Navigation Fields · IEEE Trans. Vis. Comput. Graph. 2011 Aggregate dynamics for dense crowd simulation · ACM Trans. Graph. 2009 |
Computer animation and physical simulation › motion planning
collision avoidance |
0.2 | 2 | 2014 | Hybrid Long-Range Collision Avoidancefor Crowd Simulation · IEEE Trans. Vis. Comput. Graph. 2014 Directing Crowd Simulations Using Navigation Fields · IEEE Trans. Vis. Comput. Graph. 2011 |
Geometric modeling and processing
collision detection |
0.1 | 1 | 2009 | ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based Culling · IEEE Trans. Vis. Comput. Graph. 2009 |
Geometric modeling and processing › collision detection
continuous collision detection |
0.1 | 1 | 2009 | ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based Culling · IEEE Trans. Vis. Comput. Graph. 2009 |
Geometric modeling and processing
deformable models |
0.1 | 1 | 2009 | ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based Culling · IEEE Trans. Vis. Comput. Graph. 2009 |
Rendering
visibility culling |
0.1 | 1 | 2009 | ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based Culling · IEEE Trans. Vis. Comput. Graph. 2009 |
Computational science and engineering
scientific visualization |
0.1 | 1 | 2008 | Investigation of Smoothness-Increasing Accuracy-Conserving Filters for Improving Streamline Integration through Discontinuous Fields · IEEE Trans. Vis. Comput. Graph. 2008 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent control
multi-agent navigation |
0.1 | 1 | 2007 | Real-time Path Planning for Virtual Agents in Dynamic Environments · VR 2007 |
Robotics › Motion planning and robot control
path planning |
0.1 | 1 | 2007 | Real-time Path Planning for Virtual Agents in Dynamic Environments · VR 2007 |
Computational science and engineering
computational fluid dynamics |
0.0 | 1 | 2008 | Investigation of Smoothness-Increasing Accuracy-Conserving Filters for Improving Streamline Integration through Discontinuous Fields · IEEE Trans. Vis. Comput. Graph. 2008 |
Computational geometry
voronoi diagram |
0.0 | 1 | 2008 | Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs · IEEE Trans. Vis. Comput. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
voronoi diagram · 0.3continuum modeling · 0.2fast summation · 0.2equivalent source method · 0.2navigation fields · 0.1guidance field blending · 0.1variational constraint · 0.1normal cones · 0.1continuum model · 0.1bounding volume hierarchy · 0.1social force model · 0.1ordinary differential equation integration · 0.1multi-agent navigation graph · 0.1adaptive error control · 0.1graphics hardware acceleration · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Hybrid Long-Range Collision Avoidancefor Crowd SimulationabstractLocal collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of a certain size. This cutoff can result in sharp changes in trajectory when large groups of agents enter or exit these neighborhoods. In this work, we exploit the insight that exact collision avoidance is not necessary between agents at such large distances, and propose a novel algorithm for extending existing collision avoidance algorithms to perform approximate, long-range collision avoidance. Our formulation performs long-range collision avoidance for distant agent groups to efficiently compute trajectories that are smoother than those obtained with state-of-the-art techniques and at faster rates. Comparison to real-world data demonstrates that crowds simulated with our algorithm exhibit an improved speed sensitivity to density similar to human crowds. Another issue often sidestepped in existing work is that discrete and continuum collision avoidance algorithms have different regions of applicability. For example, low-density crowds cannot be modeled as a continuum, while high-density crowds can be expensive to model using discrete methods. We formulate a hybrid technique for crowd simulation which can accurately and efficiently simulate crowds at any density with seamless transitions between continuum and discrete representations. Our approach blends results from continuum and discrete algorithms, based on local density and velocity variance. In addition to being robust across a variety of group scenarios, it is also highly efficient, running at interactive rates for thousands of agents on portable systems. Abhinav Golas, Rahul Narain, Sean Curtis, Ming C. Lin |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2013 | Wave-based sound propagation in large open scenes using an equivalent source formulationabstractWe present a novel approach for wave-based sound propagation suitable for large, open spaces spanning hundreds of meters, with a small memory footprint. The scene is decomposed into disjoint rigid objects. The free-field acoustic behavior of each object is captured by a compact per-object transfer function relating the amplitudes of a set of incoming equivalent sources to outgoing equivalent sources. Pairwise acoustic interactions between objects are computed analytically to yield compact inter-object transfer functions. The global sound field accounting for all orders of interaction is computed using these transfer functions. The runtime system uses fast summation over the outgoing equivalent source amplitudes for all objects to auralize the sound field for a moving listener in real time. We demonstrate realistic acoustic effects such as diffraction, low-passed sound behind obstructions, focusing, scattering, high-order reflections, and echoes on a variety of scenes. Ravish Mehra, Nikunj Raghuvanshi, Lakulish Antani, Anish Chandak, Sean Curtis, Dinesh Manocha |
ACM Trans. Graph. | 5 |
| 2013 | Right of way - Asymmetric agent interactions in crowds
Sean Curtis, Basim Zafar, Adnan Abdul-Aziz Gutub, Dinesh Manocha |
Vis. Comput. | 1 |
| 2012 | Way portals: efficient multi-agent navigation with line-segment goalsabstractIt is a common artifact of multi-agent motion planning for groups of agents, following similar paths, to converge to a line. This occurs because the agents' immediate goals, also known as waypoints, are frequently a common point in space. Contention for the point goal causes agents to line up and generally interferes with agent motion. By extending the definition of an immediate point goal to a line segment, which we call a "way portal", we enable the agents to better utilize the space available to them in responding to dynamic constraints. We present a novel multi-agent navigation algorithm to efficiently compute the trajectories of autonomous agents using these way portals. We have incorporated the concept into a velocity obstacle-based local navigation model and present a new segment optimization algorithm that efficiently computes a new agent velocity with respect to the way portal. We show how way portal data is extracted from current global navigation data structures, such as navigation meshes. The algorithm is relatively simple to implement and has a small run-time cost (approximately 3 μs per agent.) We highlight its performance in different game-like scenarios and observe improved agent behavior and better utilization of free space. Sean Curtis, Jamie Snape, Dinesh Manocha |
I3D | 1 |
| 2011 | Walk This Way: A Lightweight, Data-Driven Walking Synthesis Algorithm
Sean Curtis, Ming C. Lin, Dinesh Manocha |
MIG | 1 |
| 2011 | Directing Crowd Simulations Using Navigation FieldsabstractWe present a novel approach to direct and control virtual crowds using navigation fields. Our method guides one or more agents toward desired goals based on guidance fields. The system allows the user to specify these fields by either sketching paths directly in the scene via an intuitive authoring interface or by importing motion flow fields extracted from crowd video footage. We propose a novel formulation to blend input guidance fields to create singularity-free, goal-directed navigation fields. Our method can be easily combined with the most current local collision avoidance methods and we use two such methods as examples to highlight the potential of our approach. We illustrate its performance on several simulation scenarios. Sachin Patil, Jur P. van den Berg, Sean Curtis, Ming C. Lin, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2009 | Controlling deformable material with dynamic morph targetsabstractWe present a method to control the behavior of elastic, deformable material in a dynamic simulation. We introduce dynamic morph targets, the equivalent in dynamic simulation to the geometric morph targets in (quasi-static) modeling. Dynamic morph targets define the pose-dependent physical state of soft objects, including surface deformation and elastic and inertial properties. Given these morph targets, our algorithm then derives a dynamic model that can be simulated in time-pose-space, interpolating the dynamic morph targets at the input poses. Our method easily integrates with current modeling and animation pipelines: at different poses, an artist simply provides a set of dynamic morph targets. Whether these input states are physically plausible is completely up to the artist. The resulting deformable models expose fully dynamic, pose-dependent behavior, driven by the artist-provided morph targets, complete with inertial effects. Nico Galoppo, Miguel A. Otaduy, William Moss, Jason Sewall, Sean Curtis, Ming C. Lin |
SI3D | 5 |
| 2009 | Aggregate dynamics for dense crowd simulationabstractLarge dense crowds show aggregate behavior with reduced individual freedom of movement. We present a novel, scalable approach for simulating such crowds, using a dual representation both as discrete agents and as a single continuous system. In the continuous setting, we introduce a novel variational constraint calledunilateral incompressibility, to model the large-scale behavior of the crowd, and accelerate inter-agent collision avoidance in dense scenarios. This approach makes it possible to simulate very large, dense crowds composed of up to a hundred thousand agents at near-interactive rates on desktop computers. Rahul Narain, Abhinav Golas, Sean Curtis, Ming C. Lin |
ACM Trans. Graph. | 3 |
| 2009 | ICCD: Interactive Continuous Collision Detection between Deformable Models Using Connectivity-Based CullingabstractWe present an interactive algorithm for continuous collision detection between deformable models. We introduce multiple techniques to improve the culling efficiency and the overall performance of continuous collision detection. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh as part of self-collision tests. Second, we introduce the concept of "procedural representative triangles" to remove all redundant elementary tests between nonadjacent triangles. Finally, we exploit the mesh connectivity and introduce the concept of "orphan sets" to eliminate redundant elementary tests between adjacent triangle primitives. In practice, we can reduce the number of elementary tests by two orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior collision detection algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations, and breaking objects. Min Tang 0001, Sean Curtis, Sung-Eui Yoon, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2008 | Fast collision detection for deformable models using representative-trianglesabstractWe present a new approach to accelerate collision detection for deformable models. Our formulation applies to all triangulated models and significantly reduces the number of elementary tests between features of the mesh, i.e., vertices, edges and faces. We introduce the notion of Representative-Triangles, standard geometric triangles augmented with mesh feature information and use this representation to achieve better collision query performance. The resulting approach can be combined with bounding volume hierarchies and works well for both inter-object and self-collision detection. We demonstrate the benefit of Representative-Triangles on continuous collision detection for cloth simulation and N-body collision scenarios. We observe up to a one-order of magnitude reduction in feature-pair tests and up to a 5X improvement in query time. Sean Curtis, Rasmus Tamstorf, Dinesh Manocha |
SI3D | 1 |
| 2008 | Interactive continuous collision detection between deformable models using connectivity-based cullingabstractWe present an interactive algorithm for continuous collision detection between deformable models. We introduce two techniques to improve the culling efficiency and reduce the number of potentially colliding triangle candidate pairs. First, we present a novel formulation for continuous normal cones and use these normal cones to efficiently cull large regions of the mesh from self-collision tests. Second, we exploit the mesh connectivity and introduce the concept of orphan sets to eliminate almost all redundant elementary tests between adjacent triangles. In particular, we can reduce the number of elementary tests by many orders of magnitude. These culling techniques have been combined with bounding volume hierarchies and can result in one order of magnitude performance improvement as compared to prior algorithms for deformable models. We highlight the performance of our algorithm on several benchmarks, including cloth simulations, N-body simulations and breaking objects. Min Tang 0001, Sean Curtis, Sung-Eui Yoon, Dinesh Manocha |
Symposium on Solid and Physical Modeling | 2 |
| 2008 | Investigation of Smoothness-Increasing Accuracy-Conserving Filters for Improving Streamline Integration through Discontinuous FieldsabstractStreamline integration of fields produced by computational fluid mechanics simulations is a commonly used tool for the investigation and analysis of fluid flow phenomena. Integration is often accomplished through the application of ordinary differential equation (ODE) integrators--integrators whose error characteristics are predicated on the smoothness of the field through which the streamline is being integrated--smoothness which is not available at the inter-element level of finite volume and finite element data. Adaptive error control techniques are often used to ameliorate the challenge posed by inter-element discontinuities. As the root of the difficulties is the discontinuous nature of the data, we present a complementary approach of applying smoothness-enhancing accuracy-conserving filters to the data prior to streamline integration. We investigate whether such an approach applied to uniform quadrilateral discontinuous Galerkin (high-order finite volume) data can be used to augment current adaptive error control approaches. We discuss and demonstrate through numerical example the computational trade-offs exhibited when one applies such a strategy. Michael Steffen, Sean Curtis, Robert M. Kirby, Jennifer K. Ryan |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2008 | Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation GraphsabstractWe present a novel approach for efficient path planning and navigation of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed using first- and second-order Voronoi diagrams. The MaNG is used to perform route planning and proximity computations for each agent in real time. Moreover, we use the path information and proximity relationships for local dynamics computation of each agent by extending a social force model [Helbing05]. We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation. We also address undersampling issues and present techniques to improve the accuracy of our algorithm. Our algorithm is used for real-time multi-agent planning in pursuit-evasion, terrain exploration and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal. Avneesh Sud, Sean Curtis, Ming C. Lin, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2007 | Ray Tracing Dynamic Scenes using Selective Restructuring
Sung-Eui Yoon, Sean Curtis, Dinesh Manocha |
Rendering Techniques | 2 |
| 2007 | Real-time Path Planning for Virtual Agents in Dynamic EnvironmentsabstractWe present a novel approach for real-time path planning of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed from the first- and second-order Voronoi diagrams. The MaNG is used to perform route planning and proximity computations for each agent in real time. We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation. We also address undersampling issues for accurate computation. Our algorithm is used for real-time multi-agent planning in pursuit-evasion and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal Avneesh Sud, Sean Curtis, Ming C. Lin, Dinesh Manocha |
VR | 3 |