Demo Data from SIGIR 2026 / reviewers in the wild / expert
Klaas Jan de Kraker
dblp:06/4785
· DBLP profile ↗
3ranked-venue papers
0as 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 · 2Artificial intelligence and machine learning · 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
1 paper |
Geometric modeling and processing · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › computer-aided design
feature-based modeling |
0.0 | 1 | 1998 | Representation and management of feature information in a cellular model · Comput. Aided Des. 1998 |
Geometric modeling and processing › solid modeling
cellular model |
0.0 | 1 | 1998 | Representation and management of feature information in a cellular model · Comput. Aided Des. 1998 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | A declarative approach to procedural modeling of virtual worlds
Ruben Michaël Smelik, Tim Tutenel, Klaas Jan de Kraker, Rafael Bidarra |
Comput. Graph. | 3 |
| 2011 | Generating Consistent Buildings: A Semantic Approach for Integrating Procedural TechniquesabstractComputer games often take place in extensive virtual worlds, attractive for roaming and exploring. Unfortunately, current virtual cities can strongly hinder this kind of gameplay, since the buildings they feature typically have replicated interiors, or no interiors at all. Procedural content generation is becoming more established, with many techniques for automatically creating specific building elements. However, the integration of these techniques to form complete buildings is still largely unexplored, limiting their application to open game worlds. We propose a novel approach that integrates existing procedural techniques to generate such buildings. With minimal extensions, individual techniques can be coordinated to create buildings with consistently interrelated exteriors and interiors, as in the real world. Our solution offers a framework where various procedural techniques communicate with a moderator, which is responsible for negotiating the placement of building elements, making use of a library of semantic classes and constraints. We demonstrate the applicability of our approach by presenting several examples featuring the integration of a façade shape grammar, two different floor plan layout generation techniques, and furniture placement techniques. We conclude that this approach allows one to preserve the individual qualities of existing procedural techniques, while assisting the consistency maintenance of the generated buildings. Tim Tutenel, Ruben Michaël Smelik, Ricardo Lopes, Klaas Jan de Kraker, Rafael Bidarra |
IEEE Trans. Comput. Intell. AI Games | 4 |
| 1998 | Representation and management of feature information in a cellular model
Rafael Bidarra, Klaas Jan de Kraker, Willem F. Bronsvoort |
Comput. Aided Des. | 2 |