Demo Data from SIGIR 2026 / reviewers in the wild / expert
Garrett L. Jones
dblp:28/9924
· DBLP profile ↗
2ranked-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 · 2
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 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
collision handling |
0.1 | 1 | 2011 | Eulerian solid simulation with contact · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › multibody dynamics simulation
constrained dynamics |
0.1 | 1 | 2011 | Large-scale dynamic simulation of highly constrained strands · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › collision handling
contact resolution |
0.1 | 1 | 2011 | Eulerian solid simulation with contact · ACM Trans. Graph. 2011 |
Methods — techniques the papers use, named apart from their topics
reduced node · 0.1quadratic programming · 0.1eulerian node · 0.1constraint handling · 0.1GPU parallelization · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Eulerian solid simulation with contactabstractSimulating viscoelastic solids undergoing large, nonlinear deformations in close contact is challenging. In addition to inter-object contact, methods relying on Lagrangian discretizations must handle degenerate cases by explicitly remeshing or resampling the object. Eulerian methods, which discretize space itself, provide an interesting alternative due to the fixed nature of the discretization. In this paper we present a new Eulerian method for viscoelastic materials that features a collision detection and resolution scheme which does not require explicit surface tracking to achieve accurate collision response. Time-stepping with contact is performed by the efficient solution of large sparse quadratic programs; this avoids constraint sticking and other difficulties. Simulation and collision processing can share the same uniform grid, making the algorithm easy to parallelize. We demonstrate an implementation of all the steps of the algorithm on the GPU. The method is effective for simulation of complicated contact scenarios involving multiple highly deformable objects, and can directly simulate volumetric models obtained from medical imaging techniques such as CT and MRI. David I. W. Levin, Joshua Litven, Garrett L. Jones, Shinjiro Sueda, Dinesh K. Pai |
ACM Trans. Graph. | 3 |
| 2011 | Large-scale dynamic simulation of highly constrained strandsabstractA significant challenge in applications of computer animation is the simulation of ropes, cables, and other highly constrained strandlike physical curves. Such scenarios occur frequently, for instance, when a strand wraps around rigid bodies or passes through narrow sheaths. Purely Lagrangian methods designed for less constrained applications such as hair simulation suffer from difficulties in these important cases. To overcome this, we introduce a new framework that combines Lagrangian and Eulerian approaches. The two key contributions are the reduced node , whose degrees of freedom precisely match the constraint, and the Eulerian node , which allows constraint handling that is independent of the initial discretization of the strand. The resulting system generates robust, efficient, and accurate simulations of massively constrained systems of rigid bodies and strands. Shinjiro Sueda, Garrett L. Jones, David I. W. Levin, Dinesh K. Pai |
ACM Trans. Graph. | 2 |