Demo Data from SIGIR 2026 / reviewers in the wild / expert
R. Elliot English
dblp:23/8357
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper |
Computer animation and physical simulation · 91% Geometric modeling and processing · 9% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
collision handling |
0.2 | 1 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation › collision handling
contact resolution |
0.2 | 1 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
rigid body simulation |
0.2 | 1 | 2013 | Interpenetration Free Simulation of Thin Shell Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
continuous collision detection · 0.2contact model · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Interpenetration Free Simulation of Thin Shell Rigid BodiesabstractWe propose a new algorithm for rigid body simulation that guarantees each body is in an interpenetration free state, both increasing the accuracy and robustness of the simulation as well as alleviating the need for ad hoc methods to separate bodies for subsequent simulation and rendering. We cleanly separate collision and contact resolution such that objects move and collide in the first step, with resting contact handled in the second step. The first step of our algorithm guarantees that each time step produces geometry that does not intersect or overlap by using an approximation to the continuous collision detection (and response) problem and, thus, is amenable to thin shells and degenerately flat objects moving at high speeds. In addition, we introduce a novel fail-safe that allows us to resolve all interpenetration without iterating to convergence. Since the first step guarantees a noninterfering state for the geometry, in the second step we propose a contact model for handling thin shells in proximity considering only the instantaneous locations at the ends of the time step. R. Elliot English, Michael Lentine, Ronald Fedkiw |
IEEE Trans. Vis. Comput. Graph. | 1 |