EDBT 2026 Demo / reviewers in the wild / expert
Javier S. Zurdo
dblp:49/9379
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2013
0009-0008-3812-0848ORCID · reported
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 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
cloth simulation |
0.2 | 1 | 2013 | Animating Wrinkles by Example on Non-Skinned Cloth · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation › data-driven animation
example-based animation |
0.0 | 1 | 2013 | Animating Wrinkles by Example on Non-Skinned Cloth · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
low-to-high resolution correspondence · 0.2example-based synthesis · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Animating Wrinkles by Example on Non-Skinned ClothabstractThe simulation of cloth with rich folds and wrinkles is a computationally expensive process. In this paper, we introduce an example-based algorithm for fast animation of plausible cloth wrinkles. Our algorithm does not depend on a character's pose, therefore it is valid for loose dresses, curtains, etc., not just cloth defined by skinning techniques. Central to our approach is a correspondence between low and high-resolution cloth deformations, both at the training and synthesis stages. Based on this correspondence, we define an algorithm for synthesizing cloth wrinkles as a function of the deformation of a low-resolution cloth and a set of example poses. We demonstrate the animation of plausible high-resolution wrinkles at high frame rates, suitable for interactive applications such as video games. Javier S. Zurdo, Juan P. Brito, Miguel A. Otaduy |
IEEE Trans. Vis. Comput. Graph. | 1 |