Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Aleka McAdams

dblp:53/7188 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › skinning
character skinning
0.112011
Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
soft tissue deformation
0.112011
Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011
Computer animation and physical simulation › deformable body simulation
hair simulation
0.112009
Detail preserving continuum simulation of straight hair · ACM Trans. Graph. 2009
Computer animation and physical simulation
fluid simulation
0.012009
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
YearPublicationVenuePosition
2011 Efficient elasticity for character skinning with contact and collisions
abstract
We 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 hair
abstract
Hair 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