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Mentar Mahmudi

dblp:71/10332 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2016
0000-0003-2987-1654ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorArtificial intelligence and machine learning · 3 · 2 first-authorSystems, architecture and hardware · 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
Computer animation and physical simulation · 73% Virtual and augmented reality · 21% Geometric modeling and processing · 6%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
inverse kinematics
0.212016
Parallel Inverse Kinematics for Multithreaded Architectures · ACM Trans. Graph. 2016
Computer animation and physical simulation › motion synthesis
motion graph
0.212013
Analyzing Locomotion Synthesis with Feature-Based Motion Graphs · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation
motion synthesis
0.212013
Analyzing Locomotion Synthesis with Feature-Based Motion Graphs · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality › navigation
obstacle avoidance
0.212013
Analyzing Locomotion Synthesis with Feature-Based Motion Graphs · IEEE Trans. Vis. Comput. Graph. 2013
GPUs and heterogeneous computing
GPU computing
0.112016
Parallel Inverse Kinematics for Multithreaded Architectures · ACM Trans. Graph. 2016
Geometric modeling and processing
collision detection
0.012013
Analyzing Locomotion Synthesis with Feature-Based Motion Graphs · IEEE Trans. Vis. Comput. Graph. 2013

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

parallel line search · 0.5jacobian-based inverse kinematics · 0.5damped least squares · 0.5motion deformation · 0.2inverse kinematics · 0.2channel search · 0.2
YearPublicationVenuePosition
2016 Artist-oriented 3D character posing from 2D strokes
abstract
In this paper we present an intuitive tool suitable for 2D artists using touch-enabled pen tablets. An artist-oriented tool should be easy-to-use, real-time, versatile, and locally refinable. Our approach uses an interactive system for 3D character posing from 2D strokes. We employ a closed-form solution for the 2D strokes to 3D skeleton registration problem. We first construct an intermediate 2D stroke representation by extracting local features using meaningful heuristics. Then, we match 2D stroke segments to 3D bones. Finally, 3D bones are carefully realigned with the matched 2D stroke segments while enforcing important constraints such as bone rigidity and depth. Our technique is real-time and has a linear time complexity. It is versatile, as it works with any type of 2D stroke and 3D skeleton input. Finally, thanks to its coarse-to-fine design, it allows users to perform local refinements and thus keep full control over the final results. We demonstrate that our system is suitable for 2D artists using touch-enabled pen tablets by posing 3D characters with heterogeneous topologies (bipeds, quadrupeds, hands) in real-time.
Mentar Mahmudi, Pawan Harish, Benoît Le Callennec, Ronan Boulic
Comput. Graph.1
2016 Parallel Inverse Kinematics for Multithreaded Architectures
abstract
In this article, we present a parallel prioritized Jacobian-based inverse kinematics algorithm for multithreaded architectures. We solve damped least squares inverse kinematics using a parallel line search by identifying and sampling critical input parameters. Parallel competing execution paths are spawned for each parameter in order to select the optimum that minimizes the error criteria. Our algorithm is highly scalable and can handle complex articulated bodies at interactive frame rates. We show results on complex skeletons consisting of more than 600 degrees of freedom while being controlled using multiple end effectors. We implement the algorithm both on multicore and GPU architectures and demonstrate how the GPU can further exploit fine-grain parallelism not directly available on a multicore processor. Our implementations are 10 to 150 times faster compared to a state-of-the-art serial implementation while providing higher accuracy. We also demonstrate the scalability of the algorithm over multiple scenarios and explore the GPU implementation in detail.
Pawan Harish, Mentar Mahmudi, Benoît Le Callennec, Ronan Boulic
ACM Trans. Graph.2
2015 Multi-modal data-driven motion planning and synthesis
abstract
We present a new approach for whole-body motion synthesis that is able to generate high-quality motions for challenging mobile-manipulation scenarios. Our approach decouples the problem in specialized locomotion and manipulation skills, and proposes a multi-modal planning scheme that explores the search space of each skill together with the possible transition points between skills. In order to achieve high-quality results the locomotion skill is designed to be fully data-driven, while manipulation skills can be algorithmic or data-driven according to data availability and the complexity of the environment. Our method is able to automatically generate complex motions with precise manipulation targets among obstacles and in coordination with locomotion.
Mentar Mahmudi, Marcelo Kallmann
MIG1
2013 Analyzing Locomotion Synthesis with Feature-Based Motion Graphs
abstract
We propose feature-based motion graphs for realistic locomotion synthesis among obstacles. Among several advantages, feature-based motion graphs achieve improved results in search queries, eliminate the need of postprocessing for foot skating removal, and reduce the computational requirements in comparison to traditional motion graphs. Our contributions are threefold. First, we show that choosing transitions based on relevant features significantly reduces graph construction time and leads to improved search performances. Second, we employ a fast channel search method that confines the motion graph search to a free channel with guaranteed clearance among obstacles, achieving faster and improved results that avoid expensive collision checking. Lastly, we present a motion deformation model based on Inverse Kinematics applied over the transitions of a solution branch. Each transition is assigned a continuous deformation range that does not exceed the original transition cost threshold specified by the user for the graph construction. The obtained deformation improves the reachability of the feature-based motion graph and in turn also reduces the time spent during search. The results obtained by the proposed methods are evaluated and quantified, and they demonstrate significant improvements in comparison to traditional motion graph techniques.
Mentar Mahmudi, Marcelo Kallmann
IEEE Trans. Vis. Comput. Graph.1
2011 Planning humanlike actions in blending spaces
abstract
We introduce an approach for enabling sampling-based planners to compute motions with humanlike appearance. The proposed method is based on a space of blendable example motions collected by motion capture. This space is explored by a sampling-based planner that is able to produce motions around obstacles while keeping solutions similar to the original examples. The results therefore largely maintain the humanlike characteristics observed in the example motions. The method is applied to generic upper-body actions and is complemented by a locomotion planner that searches for suitable body placements for executing upper-body actions successfully. As a result, our overall multi-modal planning method is able to automatically coordinate whole-body motions for action execution among obstacles, and the produced motions remain similar to example motions given as input to the system.
Yazhou Huang, Mentar Mahmudi, Marcelo Kallmann
IROS2
2011 Feature-Based Locomotion with Inverse Branch Kinematics
Mentar Mahmudi, Marcelo Kallmann
MIG1