Demo Data from SIGIR 2026 / reviewers in the wild / expert
Davide Zerbato
dblp:65/627
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-authorSystems, architecture and hardware · 4 · 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.
| Human-computer interaction and pervasive computing
2 papers |
Human-robot interaction · 54% Haptics and multimodal interaction · 46% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% | |
| Artificial intelligence
2 papers |
Robot manipulation · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
deformable body simulation |
0.2 | 1 | 2016 | A unified representation to interact with simulated deformable objects in virtual environments · ICRA 2016 |
Haptics and multimodal interaction
haptic interaction |
0.2 | 1 | 2016 | A unified representation to interact with simulated deformable objects in virtual environments · ICRA 2016 |
Human-robot interaction
operator training |
0.1 | 1 | 2012 | Dynamics simulation for the training of teleoperated retrieval of spent nuclear fuel · ICRA 2012 |
Human-robot interaction › teleoperation
telemanipulation |
0.1 | 1 | 2012 | Dynamics simulation for the training of teleoperated retrieval of spent nuclear fuel · ICRA 2012 |
Robotics › Robot manipulation
human-robot interaction |
0.1 | 1 | 2016 | A unified representation to interact with simulated deformable objects in virtual environments · ICRA 2016 |
Methods — techniques the papers use, named apart from their topics
unified representation · 0.8friction model · 0.8collision detection · 0.8GPU acceleration · 0.8physics-based virtual environment · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | A unified representation to interact with simulated deformable objects in virtual environmentsabstractDeformations are an essential aspect of our interaction with real bodies, prompting the development of many modelling and simulation methods for virtual environments. Some of the methods address specific classes of interaction, e.g. pushing, grabbing, cutting or needle insertion, whereas hybrid approaches have been proposed to deal with more complex scenarios. However, a general strategy to combine different simulation methods is still not available. This paper presents a unified approach to combine different methods, each optimised for a specific interaction and object type. Our approach is tailored to the needs of simulating haptic Human-Robot Interactions and allows abstracting from the implementation details of different methods for modelling deformable objects. It has been integrated with collision detection and friction models, ported to a graphic processing unit (GPU), and demonstrated with realistic simulations and experiments. Davide Zerbato, Paolo Fiorini |
ICRA | 1 |
| 2016 | Interactive constrained dynamics for rigid and deformable objectsabstractAbstract Following the continuous increase in computational power of consumer hardware, interactive virtual environments have been recently enriched with more and more complex deformable objects. However, many physics engines are still very limited in the way they handle interacting rigid and deformable objects. This paper proposes a constraint‐based approach to real‐time simulation of coupled rigid and deformable objects capable of providing two‐way interactions. Similar techniques have seen widespread usage for either rigid or deformable objects, but not for the simultaneous simulation of both. By extending such approaches, we show not only how interaction is possible but also how it can be performed at real‐time rates. We address contact response and also show how to implement typical constraints to enforce limitations in the degrees of freedom and to enhance the dynamical properties of deformable objects. The method is easily integrated into existing physics engines that use similar constraint solvers and is independent on the kind of deformable object paradigm chosen. The provided simulation results show that the method is fast and effective in handling contacts between rigid and deformable objects and in simulating friction and other kinds of constraints. Copyright © 2015 John Wiley & Sons, Ltd. Luca Vezzaro, Davide Zerbato, Paolo Fiorini |
Comput. Animat. Virtual Worlds | 2 |
| 2012 | Dynamics simulation for the training of teleoperated retrieval of spent nuclear fuelabstractThis paper addresses the problem of training of operators for telemanipulation tasks. In particular, it describes the development of a physics based virtual environment that allows a user to train in the control of an innovative robotic tool designed for the retrieval of spent nuclear fuels. Jordi Cornellà, Davide Zerbato, Luca Giona, Paolo Fiorini, Vítor Sequeira |
ICRA | 2 |
| 2008 | Simulation of deformable environment with haptic feedback on GPUabstractInteractive simulations of deformable bodies are a growing research area with possible applications in several fields, i.e. computer aided surgery. The main implementation issue is to mimic the real behavior of the body at the extremely high rates required by haptic devices. Since even high-end computers have inadequate performance, one possible solution is to exploit the parallelism of modern Graphics Processing Units. In this paper we present our research aiming at moving the whole computational process from theCPUto theGPUtaking advantage of the computational power of the graphics hardware. We use a mass-spring model, augmented with local damping coefficients and volume preservation forces. Collision detection is performed against external rigid bodies with high complexity mesh, such as the skeletonpsilas one. The user interacts with the model by controlling virtual tools, i.e. probes or tweezers. Haptic forces are computed onGPUand the results are asyncronously transferred to theCPU. Our approach can simulate the deformation of complex models with gravity and interaction with environment and tools at a frame rate higher than 1 KHz, making it suitable for visual rendering and haptic feedback. Marco Altomonte, Davide Zerbato, Debora Botturi, Paolo Fiorini |
IROS | 2 |
| 2007 | Calibration of mass spring models for organ simulationsabstractThe two main categories of deformable models used in surgical simulators are Mass Spring Models (MSM) and Finite Element Models (FEM). Mass spring models are often preferred due to their simplicity and low computational cost and because they allow to perform topology changes on the modeled body without significant computational overhead. The principal drawback of the mass spring model is the need of complex calibration procedure since they don't have a clear physical meaning. In this paper we propose a new method to calibrate mass spring models. Our method uses CAT data to identify mass values and deformation measures to define elastic coefficient and damping ratio for the springs of the model. Spring parameters are obtained through a genetic algorithm that minimizes the difference between the model and the measured behavior. The algorithm we developed to compute the masses was tested with medical CAT data whereas the spring algorithm correctness was tested with synthetic models. Simulation verifications are presented. Davide Zerbato, Stefano Galvan, Paolo Fiorini |
IROS | 1 |