Demo Data from SIGIR 2026 / reviewers in the wild / expert
Joshua Litven
dblp:60/9924
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3
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
3 papers |
Computer animation and physical simulation · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Medical and health informatics · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › biomechanical simulation
musculoskeletal simulation |
0.2 | 1 | 2014 | Active volumetric musculoskeletal systems · ACM Trans. Graph. 2014 |
Computer animation and physical simulation › physically-based modeling
solid simulation |
0.2 | 1 | 2013 | Eulerian-on-lagrangian simulation · ACM Trans. Graph. 2013 |
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 › collision handling
contact resolution |
0.1 | 1 | 2011 | Eulerian solid simulation with contact · ACM Trans. Graph. 2011 |
Medical and health informatics › biomedical modeling
biomechanical modeling |
0.1 | 1 | 2014 | Active volumetric musculoskeletal systems · ACM Trans. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
multibody dynamics coupling · 0.4eulerian-on-lagrangian discretization · 0.4data-driven muscle activation · 0.4least-squares solver · 0.2eulerian-lagrangian coupling · 0.2quadratic programming · 0.1GPU parallelization · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Active volumetric musculoskeletal systemsabstractWe introduce a new framework for simulating the dynamics of musculoskeletal systems, with volumetric muscles in close contact and a novel data-driven muscle activation model. Muscles are simulated using an Eulerian-on-Lagrangian discretization that handles volume preservation, large deformation, and close contact between adjacent tissues. Volume preservation is crucial for accurately capturing the dynamics of muscles and other biological tissues. We show how to couple the dynamics of soft tissues with Lagrangian multi-body dynamics simulators, which are widely available. Our physiologically based muscle activation model utilizes knowledge of the active shapes of muscles, which can be easily obtained from medical imaging data or designed to meet artistic needs. We demonstrate results with models derived from MRI data and models designed for artistic effect. Joshua Litven, Dinesh K. Pai |
ACM Trans. Graph. | 2 |
| 2013 | Eulerian-on-lagrangian simulationabstractWe describe an Eulerian-on-Lagrangian solid simulator that reduces or eliminates many of the problems experienced by fully Eulerian methods but retains their advantages. Our method does not require the construction of an explicit object discretization and the fixed nature of the simulation mesh avoids tangling during large deformations. By introducing Lagrangian modes to the simulation we enable unbounded simulation domains and reduce the time-step restrictions which can plague Eulerian simulations. Our method features a new solver that can resolve contact between multiple objects while simultaneously distributing motion between the Lagrangian and Eulerian modes in a least-squares fashion. Our method successfully bridges the gap between Lagrangian and Eulerian simulation methodologies without having to abandon either one. Joshua Litven, David I. W. Levin, Dinesh K. Pai |
ACM Trans. Graph. | 2 |
| 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. | 2 |