Demo Data from SIGIR 2026 / reviewers in the wild / expert
Álvaro G. Pérez
dblp:36/8294
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
collision detection |
0.1 | 1 | 2010 | Star-contours for efficient hierarchical self-collision detection · ACM Trans. Graph. 2010 |
Geometric modeling and processing › collision detection
self-collision detection |
0.1 | 1 | 2010 | Star-contours for efficient hierarchical self-collision detection · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
tree traversal · 0.1hierarchical data structure · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Soft finger tactile rendering for wearable hapticsabstractThis paper introduces a tactile rendering algorithm for wearable cutaneous devices that stimulate the skin through local contact surface modulation. The first step in the algorithm simulates contact between a skin model and virtual objects, and computes the contact surface to be rendered. The accuracy of this surface is maximized by simulating soft skin with its characteristic nonlinear behavior. The second step takes the desired contact surface as input, and computes the device configuration by solving an optimization problem, i.e., minimizing the deviation between the contact surface in the virtual environment and the contact surface rendered by the device. The method is implemented on a thimble-like wearable device. Álvaro G. Pérez, Daniel Lobo, Francesco Chinello, Gabriel Cirio, Monica Malvezzi, Jose San Martin, Domenico Prattichizzo, Miguel A. Otaduy |
World Haptics | 1 |
| 2013 | Strain limiting for soft finger contact simulationabstractThe command of haptic devices for rendering direct interaction with the hand requires thorough knowledge of the forces and deformations caused by contact interactions on the fingers. In this paper, we propose an algorithm to simulate nonlinear elasticity under frictional contact, with the goal of establishing a model-based strategy to command haptic devices and to render direct hand interaction. The key novelty in our algorithm is an approach to model the extremely nonlinear elasticity of finger skin and flesh using strain-limiting constraints, which are seamlessly combined with frictional contact constraints in a standard constrained dynamics solver. We show that our approach enables haptic rendering of rich and compelling deformations of the fingertip. Álvaro G. Pérez, Gabriel Cirio, Fernando Hernandez, Carlos Garre, Miguel A. Otaduy |
World Haptics | 1 |
| 2010 | Star-contours for efficient hierarchical self-collision detectionabstractCollision detection is a problem that has often been addressed efficiently with the use of hierarchical culling data structures. In the subproblem of self-collision detection for triangle meshes, however, such hierarchical data structures lose much of their power, because triangles adjacent to each other cannot be distinguished from actually colliding ones unless individually tested. Shape regularity of surface patches, described in terms of orientation and contour conditions, was proposed long ago as a culling criterion for hierarchical self-collision detection. However, to date, algorithms based on shape regularity had to trade conservativeness for efficiency, because there was no known algorithm for efficiently performing 2D contour self-intersection tests. In this paper, we introduce a star-contour criterion that is amenable to hierarchical computations. Together with a thorough analysis of the tree traversal process in hierarchical self-collision detection, it has led us to novel hierarchical data structures and algorithms for efficient yet conservative self-collision detection. We demonstrate the application of our algorithm to several example animations, and we show that it consistently outperforms other approaches. Sara C. Schvartzman, Álvaro G. Pérez, Miguel A. Otaduy |
ACM Trans. Graph. | 2 |