Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael Xu
dblp:93/2284
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2025
—ORCID · conflict
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 · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
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
1 paper |
Computer animation and physical simulation · 50% Geometric modeling and processing · 50% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › particle-based simulation
material point method |
0.9 | 1 | 2025 | A Differentiable Material Point Method Framework for Shape Morphing · IEEE Trans. Vis. Comput. Graph. 2025 |
Geometric modeling and processing › shape deformation
shape morphing |
0.9 | 1 | 2025 | A Differentiable Material Point Method Framework for Shape Morphing · IEEE Trans. Vis. Comput. Graph. 2025 |
Geometric modeling and processing
deformation |
0.3 | 1 | 2025 | A Differentiable Material Point Method Framework for Shape Morphing · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation › deformable body simulation
elastic deformation |
0.3 | 1 | 2025 | A Differentiable Material Point Method Framework for Shape Morphing · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
differentiable simulation · 0.9chained iterative optimization · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Differentiable Material Point Method Framework for Shape MorphingabstractWe present a novel, physically-based morphing technique for elastic shapes, leveraging the differentiable material point method (MPM) with space-time control through per-particle deformation gradients to accommodate complex topology changes. This approach, grounded in MPM's natural handling of dynamic topologies, is enhanced by a chained iterative optimization technique, allowing for the creation of both succinct and extended morphing sequences that maintain coherence over time. Demonstrated across various challenging scenarios, our method is able to produce detailed elastic deformation and topology transitions, all grounded within our physics-based simulation framework. Michael Xu, Chang-Yong Song, David I. W. Levin, David Hyde 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2024 | GENEVA: GENErating and Visualizing branching narratives using LLMsabstractDialogue-based Role Playing Games (RPGs) require powerful storytelling. The narratives of these may take years to write and typically involve a large creative team. In this work, we demonstrate the potential of large generative text models to assist this process. GENEVA, a prototype tool, generates a rich narrative graph with branching and reconverging storylines that match a high-level narrative description and constraints provided by the designer. A large language model (LLM), GPT-4, is used to generate the branching narrative and to render it in a graph format in a two-step process. We illustrate the use of GENEVA in generating new branching narratives for four well-known stories under different contextual constraints. This tool has the potential to assist in game development, simulations, and other applications with game-like properties. Jorge Leandro, Sudha Rao, Michael Xu, Weijia Xu, Nebojsa Jojic, Chris Brockett, William B. Dolan |
CoG | 3 |
| 2024 | Player-Driven Emergence in LLM-Driven Game NarrativeabstractWe explore how interaction with large language models (LLMs) can give rise to emergent behaviors, empowering players to participate in the evolution of game narratives. Our testbed is a text-adventure game in which players attempt to solve a mystery under a fixed narrative premise, but can freely interact with non-player characters generated by GPT-4, a large language model. We recruit 28 gamers to play the game and use GPT-4 to automatically convert the game logs into a node-graph representing the narrative in the player’s gameplay. We find that through their interactions with the non-deterministic behavior of the LLM, players are able to discover interesting new emergent nodes that were not a part of the original narrative but have potential for being fun and engaging. Players that created the most emergent nodes tended to be those that often enjoy games that facilitate discovery, exploration and experimentation. Jessica Quaye, Sudha Rao, Weijia Xu, Portia Botchway, Chris Brockett, Nebojsa Jojic, Gabriel DesGarennes, Ken Lobb, Michael Xu, Jorge Leandro, Claire Jin, William B. Dolan |
CoG | 10 |
| 2023 | Deformation Gradient Control of Physically Simulated Amorphous SolidsabstractWe present a method for controlling topology morphing physically simulated elastoplastic objects. Our method utilizes space-time control of differentiable material point method simulation via per-particle deformation gradients. We base our simulation environment on the material point method due to its natural ability to handle topology change. Our method can generate short animations or produce indefinitely long sequences via a novel chained optimization technique. Michael Xu, David I. W. Levin |
SCA | 1 |