Demo Data from EDBT 2026 / reviewers in the wild / expert
Aleka McAdams
dblp:53/7188
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › skinning
character skinning |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › deformable body simulation
soft tissue deformation |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › deformable body simulation
hair simulation |
0.1 | 1 | 2009 | Detail preserving continuum simulation of straight hair · ACM Trans. Graph. 2009 |
Computer animation and physical simulation
fluid simulation |
0.0 | 1 | 2009 | Detail preserving continuum simulation of straight hair · ACM Trans. Graph. 2009 |
Methods — techniques the papers use, named apart from their topics
one-point quadrature · 0.1multigrid · 0.1co-rotational elasticity · 0.1SVD · 0.1lagrangian self-collision · 0.1guide hairs · 0.1FLIP · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Efficient elasticity for character skinning with contact and collisionsabstractWe present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system. Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis |
ACM Trans. Graph. | 1 |
| 2009 | Detail preserving continuum simulation of straight hairabstractHair simulation remains one of the most challenging aspects of creating virtual characters. Most research focuses on handling the massive geometric complexity of hundreds of thousands of interacting hairs. This is accomplished either by using brute force simulation or by reducing degrees of freedom with guide hairs. This paper presents a hybrid Eulerian/Lagrangian approach to handling both self and body collisions with hair efficiently while still maintaining detail. Bulk interactions and hair volume preservation is handled efficiently and effectively with a FLIP based fluid solver while intricate hair-hair interaction is handled with Lagrangian self-collisions. Thus the method has the efficiency of continuum/guide based hair models with the high detail of Lagrangian self-collision approaches. Aleka McAdams, Andrew Selle, Kelly Ward, Eftychios Sifakis, Joseph Teran |
ACM Trans. Graph. | 1 |