Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael Lentine
dblp:88/5967
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 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
4 papers |
Computer animation and physical simulation · 91% Geometric modeling and processing · 9% |
Topics — the 10 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
collision handling |
0.2 | 2 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 A mass spring model for hair simulation · ACM Trans. Graph. 2008 |
Computer animation and physical simulation › collision handling
contact resolution |
0.2 | 1 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
rigid body simulation |
0.2 | 1 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation › character animation
secondary motion |
0.1 | 1 | 2011 | Creature Control in a Fluid Environment · IEEE Trans. Vis. Comput. Graph. 2011 |
Computer animation and physical simulation › fluid simulation › grid-based fluid simulation
eulerian fluid simulation |
0.1 | 1 | 2010 | A novel algorithm for incompressible flow using only a coarse grid projection · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2010 | A novel algorithm for incompressible flow using only a coarse grid projection · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › fluid simulation
incompressible fluid simulation |
0.1 | 1 | 2010 | A novel algorithm for incompressible flow using only a coarse grid projection · ACM Trans. Graph. 2010 |
Computer animation and physical simulation › deformable body simulation
hair simulation |
0.1 | 1 | 2008 | A mass spring model for hair simulation · ACM Trans. Graph. 2008 |
Geometric modeling and processing › deformation modeling
mass-spring model |
0.1 | 1 | 2008 | A mass spring model for hair simulation · ACM Trans. Graph. 2008 |
Computer animation and physical simulation › collision handling
self-collision |
0.1 | 1 | 2008 | A mass spring model for hair simulation · ACM Trans. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
continuous collision detection · 0.2contact model · 0.2objective function optimization · 0.1fluid simulation · 0.1body forces · 0.1pressure solve · 0.1coarse grid projection · 0.1semi-implicit discretization · 0.1newton-raphson iteration · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Interpenetration Free Simulation of Thin Shell Rigid BodiesabstractWe propose a new algorithm for rigid body simulation that guarantees each body is in an interpenetration free state, both increasing the accuracy and robustness of the simulation as well as alleviating the need for ad hoc methods to separate bodies for subsequent simulation and rendering. We cleanly separate collision and contact resolution such that objects move and collide in the first step, with resting contact handled in the second step. The first step of our algorithm guarantees that each time step produces geometry that does not intersect or overlap by using an approximation to the continuous collision detection (and response) problem and, thus, is amenable to thin shells and degenerately flat objects moving at high speeds. In addition, we introduce a novel fail-safe that allows us to resolve all interpenetration without iterating to convergence. Since the first step guarantees a noninterfering state for the geometry, in the second step we propose a contact model for handling thin shells in proximity considering only the instantaneous locations at the ends of the time step. R. Elliot English, Michael Lentine, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2011 | Creature Control in a Fluid EnvironmentabstractIn this paper, we propose a method designed to allow creatures to actively respond to a fluid environment. We explore various objective functions in order to determine ways to direct the behavior of our creatures. Our proposed method works in conjunction with generalized body forces as well as both one-way and two-way coupled fluid forces. As one might imagine, interesting behaviors can be derived from minimizing and maximizing both drag and lift as well as minimizing the effort that a creature's internal actuators exert. A major application for our work is the automatic specification of secondary motions, for example, certain joints can be animated, while others are automatically solved for in order to satisfy the objective function. Michael Lentine, Jon Gretarsson, Craig A. Schroeder, Avi Robinson-Mosher, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2010 | A novel algorithm for incompressible flow using only a coarse grid projectionabstractLarge scale fluid simulation can be difficult using existing techniques due to the high computational cost of using large grids. We present a novel technique for simulating detailed fluids quickly. Our technique coarsens the Eulerian fluid grid during the pressure solve, allowing for a fast implicit update but still maintaining the resolution obtained with a large grid. This allows our simulations to run at a fraction of the cost of existing techniques while still providing the fine scale structure and details obtained with a full projection. Our algorithm scales well to very large grids and large numbers of processors, allowing for high fidelity simulations that would otherwise be intractable. Michael Lentine, Zheng Wen 0002, Ronald Fedkiw |
ACM Trans. Graph. | 1 |
| 2008 | A mass spring model for hair simulationabstractOur goal is to simulate the full hair geometry, consisting of approximately one hundred thousand hairs on a typical human head. This will require scalable methods that can simulate every hair as opposed to only a few guide hairs. Novel to this approach is that the individual hair/hair interactions can be modeled with physical parameters (friction, static attraction, etc.) at the scale of a single hair as opposed to clumped or continuum interactions. In this vein, we first propose a new altitude spring model for preventing collapse in the simulation of volumetric tetrahedra, and we show that it is also applicable both to bending in cloth and torsion in hair. We demonstrate that this new torsion model for hair behaves in a fashion similar to more sophisticated models with significantly reduced computational cost. For added efficiency, we introduce a semi-implicit discretization of standard springs that makes them truly linear in multiple spatial dimensions and thus unconditionally stable without requiring Newton-Raphson iteration. We also simulate complex hair/hair interactions including sticking and clumping behavior, collisions with objects (e.g. head and shoulders) and self-collisions. Notably, in line with our goal to simulate the full head of hair, we do not generate any new hairs at render time. Andrew Selle, Michael Lentine, Ronald Fedkiw |
ACM Trans. Graph. | 2 |