Demo Data from EDBT 2026 / reviewers in the wild / expert
Zhaosheng Bao
dblp:95/4974
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fracture simulation |
0.1 | 2 | 2007 | Fracturing Rigid Materials · IEEE Trans. Vis. Comput. Graph. 2007 A virtual node algorithm for changing mesh topology during simulation · ACM Trans. Graph. 2004 |
Computer animation and physical simulation
collision handling |
0.1 | 2 | 2007 | Fracturing Rigid Materials · IEEE Trans. Vis. Comput. Graph. 2007 A virtual node algorithm for changing mesh topology during simulation · ACM Trans. Graph. 2004 |
Methods — techniques the papers use, named apart from their topics
virtual node algorithm · 0.1level set method · 0.1finite element analysis · 0.1lagrangian simulation · 0.0embedded geometry · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Fracturing Rigid MaterialsabstractWe propose a novel approach to fracturing (and denting) brittle materials. To avoid the computational burden imposed by the stringent time step restrictions of explicit methods or with solving nonlinear systems of equations for implicit methods, we treat the material as a fully rigid body in the limit of infinite stiffness. In addition to a triangulated surface mesh and level set volume for collisions, each rigid body is outfitted with a tetrahedral mesh upon which finite element analysis can be carried out to provide a stress map for fracture criteria. We demonstrate that the commonly used stress criteria can lead to arbitrary fracture (especially for stiff materials) and instead propose the notion of a time averaged stress directly into the FEM analysis. When objects fracture, the virtual node algorithm provides new triangle and tetrahedral meshes in a straightforward and robust fashion. Although each new rigid body can be rasterized to obtain a new level set, small shards can be difficult to accurately resolve. Therefore, we propose a novel collision handling technique for treating both rigid bodies and rigid body thin shells represented by only a triangle mesh. Zhaosheng Bao, Jeong-Mo Hong, Joseph Teran, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2004 | A virtual node algorithm for changing mesh topology during simulationabstractWe propose a virtual node algorithm that allows material to separate along arbitrary (possibly branched) piecewise linear paths through a mesh. The material within an element is fragmented by creating several replicas of the element and assigning a portion of real material to each replica. This results in elements that contain both real material and empty regions. The missing material is contained in another copy (or copies) of this element. Our new virtual node algorithm automatically determines the number of replicas and the assignment of material to each. Moreover, it provides the degrees of freedom required to simulate the partially or fully fragmented material in a fashion consistent with the embedded geometry. This approach enables efficient simulation of complex geometry with a simple mesh, i.e. the geometry need not align itself with element boundaries. It also alleviates many shortcomings of traditional Lagrangian simulation techniques for meshes with changing topology. For example, slivers do not require small CFL time step restrictions since they are embedded in well shaped larger elements. To enable robust simulation of embedded geometry, we propose new algorithms for handling rigid body and self collisions. In addition, we present several mechanisms for influencing and controlling fracture with grain boundaries, prescoring, etc. We illustrate our method for both volumetric and thin-shell simulations. Neil Molino, Zhaosheng Bao, Ronald Fedkiw |
ACM Trans. Graph. | 2 |