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Ilknur Kabul

dblp:82/1811 · DBLP profile ↗
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7ranked-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 · 7 · 2 first-authorHuman-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 · 76% Computer animation and physical simulation · 24%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
collision detection
0.122006
Fast proximity computation among deformable models using discrete Voronoi diagrams · ACM Trans. Graph. 2006
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Geometric modeling and processing › collision detection
deformable model collision detection
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Geometric modeling and processing
mesh processing
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Computer animation and physical simulation › collision handling
self-collision
0.112005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Medical and health informatics
medical simulation
0.012005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005
Computer animation and physical simulation
cloth simulation
0.012005
Interactive collision detection between deformable models using chromatic decomposition · ACM Trans. Graph. 2005

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

linear-time culling · 0.1chromatic decomposition · 0.1second-order discrete voronoi diagram · 0.1n-body distance computation · 0.1
YearPublicationVenuePosition
2011 An Optimal Control Approach for Texture Metamorphosis
abstract
Abstract In this paper, we introduce a new texture metamorphosis approach for interpolating texture samples from a source texture into a target texture. We use a new energy optimization scheme derived from optimal control principles which exploits the structure of the metamorphosis optimality conditions. Our approach considers the change in pixel position and pixel appearance in a single framework. In contrast to previous techniques that compute a global warping based on feature masks of textures, our approach allows to transform one texture into another by considering both intensity values and structural features of textures simultaneously. We demonstrate the usefulness of our approach for different textures, such as stochastic, semi‐structural and regular textures, with different levels of complexities. Our method produces visually appealing transformation sequences with no user interaction.
Ilknur Kabul, Stephen M. Pizer, Julian G. Rosenman, Marc Niethammer
Comput. Graph. Forum1
2007 Cable route planning in complex environments using constrained sampling
abstract
We present a route planning algorithm for cable and wire layouts in complex environments. Our algorithm precomputes a global roadmap of the environment by using a variant of the probabilistic roadmap method (PRM) and performs constrained sampling near the contact space. Given the initial and the final configurations, we compute an approximate path using the initial roadmap generated on the contact space. We refine the approximate path by performing constrained sampling and use adaptive forward dynamics to compute a penetration-free path. Our algorithm takes into account geometric constraints like non-penetration and physical constraints like multi-body dynamics and joint limits. We highlight the performance of our planner on different scenarios of varying complexity.
Ilknur Kabul, Russell Gayle, Ming C. Lin
Symposium on Solid and Physical Modeling1
2007 Fast continuous collision detection among deformable models using graphics processors
Naga K. Govindaraju, Ilknur Kabul, Ming C. Lin, Dinesh Manocha
Comput. Graph.2
2006 Fast Continuous Collision Detection among Deformable Models using Graphics Processors
Naga K. Govindaraju, Ilknur Kabul, Ming C. Lin, Dinesh Manocha
EGVE2
2006 Fast proximity computation among deformable models using discrete Voronoi diagrams
abstract
We present novel algorithms to perform collision and distance queries among multiple deformable models in dynamic environments. These include inter-object queries between different objects as well as intra-object queries. We describe a unified approach to compute these queries based on N-body distance computation and use properties of the 2 nd order discrete Voronoi diagram to perform N-body culling. Our algorithms involve no preprocessing and also work well on models with changing topologies. We can perform all proximity queries among complex deformable models consisting of thousands of triangles in a fraction of a second on a high-end PC. Moreover, our Voronoi-based culling algorithm can improve the performance of separation distance and penetration queries by an order of magnitude.
Avneesh Sud, Naga K. Govindaraju, Russell Gayle, Ilknur Kabul, Dinesh Manocha
ACM Trans. Graph.4
2005 Multi-resolution collision handling for cloth-like simulations
abstract
Abstract We present a novel multi‐resolution algorithm for simulation of complex cloth‐like deforming meshes. Our algorithm precomputes a multi‐resolution hierarchy by using a combination of ‘chromatic decomposition’1and polygonal simplification of the underlying mesh. At runtime we selectively refine or coarsen the mesh based on the collision proximity of the mesh primitives with non‐adjacent primitives. Our algorithm handles all kind of contacts, including self collisions among mesh primitives. The multi‐resolution hierarchy is used to compute simplification of contact manifolds and to accelerate collision detection and response computations. We have implemented our algorithm on a high‐end PC and applied it to complex simulations with tens of thousands of polygons. In practice, our algorithm is able to achieve interactive performance, while maintaining good visual fidelity. Copyright © 2005 John Wiley & Sons, Ltd.
Nitin Jain, Ilknur Kabul, Naga K. Govindaraju, Dinesh Manocha, Ming C. Lin
Comput. Animat. Virtual Worlds2
2005 Interactive collision detection between deformable models using chromatic decomposition
abstract
We present a novel algorithm for accurately detecting all contacts, including self-collisions, between deformable models. We precompute a chromatic decomposition of a mesh into non-adjacent primitives using graph coloring algorithms. The chromatic decomposition enables us to check for collisions between non-adjacent primitives using a linear-time culling algorithm. As a result, we achieve higher culling efficiency and significantly reduce the number of false positives. We use our algorithm to check for collisions among complex deformable models consisting of tens of thousands of triangles for cloth modeling and medical simulation. Our algorithm accurately computes all contacts at interactive rates. We observed up to an order of magnitude speedup over prior methods.
Naga K. Govindaraju, David Knott, Nitin Jain, Ilknur Kabul, Rasmus Tamstorf, Russell Gayle, Ming C. Lin, Dinesh Manocha
ACM Trans. Graph.4