Demo Data from SIGIR 2026 / reviewers in the wild / expert
Eran Guendelman
dblp:15/6707
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 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
5 papers |
Computer animation and physical simulation · 98% Geometric modeling and processing · 2% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.2 | 3 | 2006 | Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006 Efficient simulation of large bodies of water by coupling two and three dimensional techniques · ACM Trans. Graph. 2006 Coupling water and smoke to thin deformable and rigid shells · ACM Trans. Graph. 2005 |
Computer animation and physical simulation › rigid body simulation
articulated body simulation |
0.1 | 1 | 2008 | Impulse-Based Control of Joints and Muscles · IEEE Trans. Vis. Comput. Graph. 2008 |
Computer animation and physical simulation
character animation |
0.1 | 1 | 2008 | Impulse-Based Control of Joints and Muscles · IEEE Trans. Vis. Comput. Graph. 2008 |
Computer animation and physical simulation › fluid simulation
free-surface flow |
0.1 | 1 | 2006 | Efficient simulation of large bodies of water by coupling two and three dimensional techniques · ACM Trans. Graph. 2006 |
Computer animation and physical simulation › fluid simulation
grid-based fluid simulation |
0.1 | 1 | 2006 | Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006 |
Computer animation and physical simulation › physically-based modeling
solid simulation |
0.1 | 1 | 2006 | Melting and Burning Solids into Liquids and Gases · IEEE Trans. Vis. Comput. Graph. 2006 |
Computer animation and physical simulation › fluid simulation
solid-fluid coupling |
0.1 | 1 | 2005 | Coupling water and smoke to thin deformable and rigid shells · ACM Trans. Graph. 2005 |
Computer animation and physical simulation
collision and contact |
0.0 | 1 | 2003 | Nonconvex rigid bodies with stacking · ACM Trans. Graph. 2003 |
Computer animation and physical simulation
rigid body simulation |
0.0 | 1 | 2003 | Nonconvex rigid bodies with stacking · ACM Trans. Graph. 2003 |
Computer animation and physical simulation
cloth simulation |
0.0 | 1 | 2005 | Coupling water and smoke to thin deformable and rigid shells · ACM Trans. Graph. 2005 |
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.0 | 1 | 2003 | Nonconvex rigid bodies with stacking · ACM Trans. Graph. 2003 |
Methods — techniques the papers use, named apart from their topics
proportional-derivative control · 0.1inverse dynamics · 0.1impulse-based simulation · 0.1vorticity confinement · 0.1two-dimensional height field · 0.1three-dimensional navier-stokes solver · 0.1particle level set method · 0.1adaptive mesh coarsening · 0.1octree grid · 0.1finite differences · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Impulse-Based Control of Joints and MusclesabstractWe propose a novel approach to proportional derivative (PD) control exploiting the fact that these equations can be solved analytically for a single degree of freedom. The analytic solution indicates what the PD controller would accomplish in isolation without interference from neighboring joints, gravity and external forces, outboard limbs, etc. Our approach to time integration includes an inverse dynamics formulation that automatically incorporates global feedback so that the per joint predictions are achieved. This effectively decouples stiffness from control so that we obtain the desired target regardless of the stiffness of the joint, which merely determines when we get there. We start with simple examples to illustrate our method, and then move on to more complex examples including PD control of line segment muscle actuators. Rachel Weinstein, Eran Guendelman, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2006 | Efficient simulation of large bodies of water by coupling two and three dimensional techniquesabstractWe present a new method for the efficient simulation of large bodies of water, especially effective when three-dimensional surface effects are important. Similar to a traditional two-dimensional height field approach, most of the water volume is represented by tall cells which are assumed to have linear pressure profiles. In order to avoid the limitations typically associated with a height field approach, we simulate the entire top surface of the water volume with a state of the art, fully three-dimensional Navier-Stokes free surface solver. Our philosophy is to use the best available method near the interface (in the three-dimensional region) and to coarsen the mesh away from the interface for efficiency. We coarsen with tall, thin cells (as opposed to octrees or AMR), because they maintain good resolution horizontally allowing for accurate representation of bottom topography. Geoffrey Irving, Eran Guendelman, Frank Losasso, Ronald Fedkiw |
ACM Trans. Graph. | 2 |
| 2006 | Melting and Burning Solids into Liquids and GasesabstractWe propose a novel technique for melting and burning solid materials, including the simulation of the resulting liquid and gas. The solid is simulated with traditional mesh-based techniques (triangles or tetrahedra) which enable robust handling of both deformable and rigid objects, collision and self-collision, rolling, friction, stacking, etc. The subsequently created liquid or gas is simulated with modern grid-based techniques, including vorticity confinement and the particle level set method. The main advantage of our method is that state-of-the-art techniques are used for both the solid and the fluid without compromising simulation quality when coupling them together or converting one into the other. For example, we avoid modeling solids as Eulerian grid-based fluids with high viscosity or viscoelasticity, which would preclude the handling of thin shells, self-collision, rolling, etc. Thus, our method allows one to achieve new effects while still using their favorite algorithms (and implementations) for simulating both solids and fluids, whereas other coupling algorithms require major algorithm and implementation overhauls and still fail to produce rich coupling effects (e.g., melting and burning solids). Frank Losasso, Geoffrey Irving, Eran Guendelman, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2005 | Coupling water and smoke to thin deformable and rigid shellsabstractWe present a novel method for solid/fluid coupling that can treat infinitesimally thin solids modeled by a lower dimensional triangulated surface. Since classical solid/fluid coupling algorithms rasterize the solid body onto the fluid grid, an entirely new approach is required to treat thin objects that do not contain an interior region. Robust ray casting is used to augment a number of interpolation, finite difference and rendering techniques so that fluid does not leak through the triangulated surface. Moreover, we propose a technique for properly enforcing incompressibility so that fluid does not incorrectly compress (and appear to lose mass) near the triangulated surface. This allows for the robust interaction of cloth and shells with thin sheets of water. The proposed method works for both rigid body shells and for deformable manifolds such as cloth, and we present a two way coupling technique that allows the fluid's pressure to affect the solid. Examples illustrate that our method performs well, especially in the difficult case of water and cloth where it produces visually rich interactions between the particle level set method for treating the water/air interface and our newly proposed method for treating the solid/fluid interface. We have implemented the method on both uniform and adaptive octree grids. Eran Guendelman, Andrew Selle, Frank Losasso, Ronald Fedkiw |
ACM Trans. Graph. | 1 |
| 2003 | Nonconvex rigid bodies with stackingabstractWe consider the simulation of nonconvex rigid bodies focusing on interactions such as collision, contact, friction (kinetic, static, rolling and spinning) and stacking. We advocate representing the geometry with both a triangulated surface and a signed distance function defined on a grid, and this dual representation is shown to have many advantages. We propose a novel approach to time integration merging it with the collision and contact processing algorithms in a fashion that obviates the need for ad hoc threshold velocities. We show that this approach matches the theoretical solution for blocks sliding and stopping on inclined planes with friction. We also present a new shock propagation algorithm that allows for efficient use of the propagation (as opposed to the simultaneous) method for treating contact. These new techniques are demonstrated on a variety of problems ranging from simple test cases to stacking problems with as many as 1000 nonconvex rigid bodies with friction as shown in Figure 1. Eran Guendelman, Rook Bridson, Ronald Fedkiw |
ACM Trans. Graph. | 1 |