Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sara C. Schvartzman
dblp:67/8293
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 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
3 papers |
Geometric modeling and processing · 70% Computer animation and physical simulation · 30% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
collision detection |
0.3 | 2 | 2014 | Fast Collision Detection for Fracturing Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2014 Star-contours for efficient hierarchical self-collision detection · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
cloth simulation |
0.2 | 1 | 2013 | Modeling and estimation of internal friction in cloth · ACM Trans. Graph. 2013 |
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 |
Computer animation and physical simulation
real-time simulation |
0.1 | 1 | 2014 | Fast Collision Detection for Fracturing Rigid Bodies · IEEE Trans. Vis. Comput. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
sphere trees · 0.2distance field · 0.2hysteresis modeling · 0.2dahl model · 0.2tree traversal · 0.1hierarchical data structure · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Data-Driven Facial SimulationabstractAbstract In Visual Effects, the creation of realistic facial performances is still a challenge that the industry is trying to overcome. Blendshape deformation is used to reproduce the action of different groups of muscles, which produces realistic static results. However, this is not sufficient to generate believable and detailed facial performances of animated digital characters. To increase the realism of facial performances, it is possible to enhance standard facial rigs using physical simulation approaches. However, setting up a simulation rig and controlling material properties according to the performance is not an easy task and could take a lot of time and iterations to get it right. We present a workflow that allows us to generate an activation map for the fibres of a set of superficial patches we callpseudo‐muscles. The pseudo‐muscles are automatically identified using k‐means to cluster the data from the blendshape targets in the animation rig and compute the direction of their contraction (direction of the pseudo‐muscle fibres). We use an Extended Position–Based Dynamics solver to add physical simulation to the facial animation, controlling the behaviour of simulation through the activation map. We show the results achieved using the proposed solution on two digital humans and one fantastic cartoon character, demonstrating that the identified pseudo‐muscles approximate facial anatomy and the simulation properties are properly controlled, increasing the realism while preserving the work of animators. Marco Romeo, Sara C. Schvartzman |
Comput. Graph. Forum | 2 |
| 2014 | Fracture animation based on high-dimensional Voronoi diagramsabstractWe propose a novel algorithm to simulate brittle fracture. It augments previous methods based on Voronoi diagrams, improving their versatility and their ability to adapt fracture patterns automatically to diverse collision scenarios and object properties. We cast brittle fracture as the computation of a high-dimensional Centroidal Voronoi Diagram (CVD), where the distribution of fracture fragments is guided by the deformation field of the fractured object. By formulating the problem in high dimensions, we support robustly object and crack concavities, as well as intuitive artist control. We further accelerate the fracture animation process with example-based learning of the fracture degree, and a highly parallel tessellation algorithm. As a result, we obtain fast animations of detailed and rich fractures, with fracture patterns that adapt to each particular collision scenario. Sara C. Schvartzman, Miguel A. Otaduy |
I3D | 1 |
| 2014 | Fast Collision Detection for Fracturing Rigid BodiesabstractIn complex scenes with many objects, collision detection plays a key role in the simulation performance. This is particularly true in fracture simulation for two main reasons. One is that fracture fragments tend to exhibit very intensive contact, and the other is that collision detection data structures for new fragments need to be computed on the fly. In this paper, we present novel collision detection algorithms and data structures for real-time simulation of fracturing rigid bodies. We build on a combination of well-known efficient data structures, namely, distance fields and sphere trees, making our algorithm easy to integrate on existing simulation engines. We propose novel methods to construct these data structures, such that they can be efficiently updated upon fracture events and integrated in a simple yet effective self-adapting contact selection algorithm. Altogether, we drastically reduce the cost of both collision detection and collision response. We have evaluated our global solution for collision detection on challenging scenarios, achieving high frame rates suited for hard real-time applications such as video games or haptics. Our solution opens promising perspectives for complex fracture simulations involving many dynamically created rigid objects. Loeïz Glondu, Sara C. Schvartzman, Maud Marchal, Georges Dumont, Miguel A. Otaduy |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Modeling and estimation of internal friction in clothabstractForce-deformation measurements of cloth exhibit significant hysteresis, and many researchers have identified internal friction as the source of this effect. However, it has not been incorporated into computer animation models of cloth. In this paper, we propose a model of internal friction based on an augmented reparameterization of Dahl's model, and we show that this model provides a good match to several important features of cloth hysteresis even with a minimal set of parameters. We also propose novel parameter estimation procedures that are based on simple and inexpensive setups and need only sparse data, as opposed to the complex hardware and dense data acquisition of previous methods. Finally, we provide an algorithm for the efficient simulation of internal friction, and we demonstrate it on simulation examples that show disparate behavior with and without internal friction. Eder Miguel, Rasmus Tamstorf, Derek Bradley, Sara C. Schvartzman, Bernhard Thomaszewski, Bernd Bickel, Wojciech Matusik, Steve Marschner, Miguel A. Otaduy |
ACM Trans. Graph. | 4 |
| 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. | 1 |