Demo Data from SIGIR 2026 / reviewers in the wild / expert
Matt Cordner
dblp:12/6508
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-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
1 paper |
Computer animation and physical simulation · 56% Geometric modeling and processing · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape deformation
shape interpolation |
0.0 | 1 | 2000 | Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000 |
Computer animation and physical simulation
skeleton-driven deformation |
0.0 | 1 | 2000 | Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000 |
Computer animation and physical simulation › character animation
real-time character animation |
0.0 | 1 | 2000 | Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000 |
Methods — techniques the papers use, named apart from their topics
pose-space deformation · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2000 | Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformationabstractPose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as mappings from a pose space, defined by either an underlying skeleton or a more abstract system of parameters, to displacements in the object local coordinate frames. Once this uniform representation is identified, previously disparate deformation types can be accomplished within a single unified approach. The advantages of this algorithm include improved expressive power and direct manipulation of the desired shapes yet the performance associated with traditional shape interpolation is achievable. Appropriate applications include animation of facial and body deformation for entertainment, telepresence, computer gaming, and other applications where direct sculpting of deformations is desired or where real-time synthesis of a deforming model is required. John P. Lewis, Matt Cordner, Nickson Fong |
SIGGRAPH | 2 |