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Jerry Tessendorf

dblp:62/3400 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1

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
Geometric modeling and processing · 42% Computer animation and physical simulation · 39% Rendering · 19%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.212013
Closest point turbulence for liquid surfaces · ACM Trans. Graph. 2013
Geometric modeling and processing
surface processing
0.212013
Closest point turbulence for liquid surfaces · ACM Trans. Graph. 2013
Rendering
particle rendering
0.012003
Tetrad volume and particle rendering in X2 · SIGGRAPH 2003
Rendering
volume rendering
0.012003
Tetrad volume and particle rendering in X2 · SIGGRAPH 2003
Geometric modeling and processing › shape representation
volumetric representation
0.012003
Tetrad volume and particle rendering in X2 · SIGGRAPH 2003

Methods — techniques the papers use, named apart from their topics

inverse abel transform · 0.2closest point method · 0.2
YearPublicationVenuePosition
2018 Real-time locomotion with character-fluid interactions
abstract
This paper proposes a real-time approach to animate a character walking in different environments for a video game setting. The technique combines a physics-based model with procedural animation and motion editing. Highlighting environmental interaction in fluids, the paper leverages simplified drag forces to drive realistic changes from existing locomotion data. To demonstrate generalizability of the effort, we also generate forces from impulse felt from interactions in the environment.
Luis Bermudez, Jerry Tessendorf, Daniel Zimmermann, Victor B. Zordan
MIG2
2013 Closest point turbulence for liquid surfaces
abstract
We propose a method of increasing the apparent spatial resolution of an existing liquid simulation. Previous approaches to this “up-resing” problem have focused on increasing the turbulence of the underlying velocity field. Motivated by measurements in the free surface turbulence literature, we observe that past certain frequencies, it is sufficient to perform a wave simulation directly on the liquid surface, and construct a reduced-dimensional surface-only simulation. We sidestep the considerable problem of generating a surface parameterization by employing an embedding technique known as the Closest Point Method (CPM) that operates directly on a 3D extension field. The CPM requires 3D operators, and we show that for surface operators with no natural 3D generalization, it is possible to construct a viable operator using the inverse Abel transform . We additionally propose a fast, frozen core closest point transform, and an advection method for the extension field that reduces smearing considerably. Finally, we propose two turbulence coupling methods that seed the high-resolution wave simulation in visually expected regions.
Theodore Kim, Jerry Tessendorf, Nils Thürey
ACM Trans. Graph.2
2003 Tetrad volume and particle rendering in X2
abstract
No abstract available.
Bill La Barge, Jerry Tessendorf, Vijoy Gaddipati
SIGGRAPH2