Demo Data from SIGIR 2026 / reviewers in the wild / expert
Douglas Roble
dblp:88/3106 · also Doug Roble
· DBLP profile ↗
11ranked-venue papers
0as first author
8since 2021 · last 2026
0009-0004-3415-4283ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 8 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
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
8 papers |
Computer animation and physical simulation · 35% Virtual and augmented reality · 33% Geometric modeling and processing · 24% | |
| Human-computer interaction and pervasive computing
2 papers |
Collaborative and social computing · 95% Interaction techniques and input · 5% |
Topics — the 12 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › deformable body simulation
hair simulation |
1.7 | 2 | 2025 | Transforming Unstructured Hair Strands into Procedural Hair Grooms · ACM Trans. Graph. 2025 Quaffure: Real-Time Quasi-Static Neural Hair Simulation · CVPR 2025 |
Geometric modeling and processing
3d reconstruction |
0.9 | 1 | 2025 | Transforming Unstructured Hair Strands into Procedural Hair Grooms · ACM Trans. Graph. 2025 |
Geometric modeling and processing › shape modeling › 3d hair modeling
hair strand reconstruction |
0.9 | 1 | 2025 | Transforming Unstructured Hair Strands into Procedural Hair Grooms · ACM Trans. Graph. 2025 |
Virtual and augmented reality › avatar
avatar representation |
0.8 | 1 | 2024 | The Impact of Avatar Stylization on Trust · VR 2024 |
Virtual and augmented reality › virtual reality
social virtual reality |
0.8 | 1 | 2024 | The Impact of Avatar Stylization on Trust · VR 2024 |
Visual content generation and editing › face editing
expression transfer |
0.5 | 1 | 2021 | Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021 |
Computer animation and physical simulation
facial animation |
0.5 | 1 | 2021 | Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021 |
Computer animation and physical simulation
character animation |
0.2 | 1 | 2024 | The Impact of Avatar Stylization on Trust · VR 2024 |
Computer vision › Face, body and person analysis
face and body analysis |
0.1 | 1 | 2021 | Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021 |
Computer animation and physical simulation
fluid simulation |
0.1 | 2 | 2003 | Fluid simulation interaction techniques · SIGGRAPH 2003 Fluids with extreme viscosity · SIGGRAPH 2003 |
Image and video processing › mathematical imaging › partial differential equations for image processing
level set methods |
0.0 | 1 | 2003 | A fast polymesh to level set algorithm · SIGGRAPH 2003 |
Geometric modeling and processing › mesh processing › surface mesh processing
polygonal mesh processing |
0.0 | 1 | 2003 | A fast polymesh to level set algorithm · SIGGRAPH 2003 |
Methods — techniques the papers use, named apart from their topics
user study · 2.4linear regression · 1.0latent representation learning · 1.0image-to-image translation · 1.0semantic inverse kinematics · 0.9self-supervised learning · 0.9probabilistic modeling · 0.9optimization · 0.9neural network · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SkinCells: Sparse Skinning using Voronoi Cells
Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck |
Comput. Graph. Forum | 8 |
| 2026 | SkinCells: Sparse Skinning using Voronoi CellsabstractAbstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail. Egor Larionov, Igor Santesteban, Hsiao-Yu Chen, Gene Wei-Chin Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Douglas Roble, Tuur Stuyck |
Comput. Graph. Forum | 8 |
| 2026 | Neuralocks: Real-Time Dynamic Neural Hair SimulationabstractAbstract Real‐time hair simulation is a vital component in creating believable virtual avatars, as it provides a sense of immersion and authenticity. The dynamic behavior of hair, such as bouncing or swaying in response to character movements like jumping or walking, plays a significant role in enhancing the overall realism and engagement of virtual experiences. Current methods for simulating hair have been constrained by two primary approaches: highly optimized physics‐based systems and neural methods. However, state‐of‐the‐art neural techniques have been limited to quasi‐static solutions, failing to capture the dynamic behavior of hair. This paper introduces a novel neural method that breaks through these limitations, achieving efficient and stable dynamic hair simulation while outperforming existing approaches. We propose a fully self‐supervised method which can be trained without any manual intervention or artist generated training data allowing the method to be integrated with hair reconstruction methods to enable automatic end‐to‐end methods for avatar reconstruction. Our approach harnesses the power of compact, memory‐efficient neural networks to simulate hair at the strand level, allowing for the simulation of diverse hairstyles without excessive computational resources or memory requirements. We validate the effectiveness of our method through a variety of hairstyle examples, showcasing its potential for real‐world applications. Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Douglas Roble, Tuur Stuyck |
Comput. Graph. Forum | 4 |
| 2025 | Quaffure: Real-Time Quasi-Static Neural Hair SimulationabstractRealistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hairstyles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method’s effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting the drape of 1000 grooms in 0.3 seconds. Tuur Stuyck, Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Aljaz Bozic, Nikolaos Sarafianos, Douglas Roble |
CVPR | 7 |
| 2025 | Transforming Unstructured Hair Strands into Procedural Hair GroomsabstractIn recent years, reconstruction methods have been developed that can recover strand-level hair geometry from images. However, these methods recover a vast number of individual hair strands that are difficult to edit and simulate. Many methods also rely on neural priors to infer non-visible inner hair, which can result in poor inner hair structure for complex hairstyles, such as curly hair. We propose an inverse hair grooming pipeline that transforms the imperfect 3D strands from these reconstruction methods into procedural hair grooms that consist of a small set of guide strands and hair grooming operators, inspired by pipelines used by artists in popular 3D modeling tools such as Blender and Houdini. We take a probabilistic view of these hair grooms and design various optimization strategies and loss functions to optimize for the guide strands and operator parameters. Due to the proceduralism, our resulting grooms can naturally represent challenging hairstyles, have structurally sound inner hair, and are easily editable. Wesley Chang, Andrew L. Russell, Stephane Grabli, Matt Jen-Yuan Chiang, Christophe Hery, Douglas Roble, Ravi Ramamoorthi, Tzu-Mao Li, Olivier Maury |
ACM Trans. Graph. | 6 |
| 2025 | The Impact of Avatar Retargeting on Pointing and Conversational CommunicationabstractOne of the pleasures of interacting using avatars in VR is being able to play a character very different to yourself. As the scale of characters change relative to a user, there is a need to retarget user motions onto the character, generally maintaining either the user's pose or the position of their wrists and ankles. This retargeting can impact both the functional and social information conveyed by the avatar. Focused on 3rd-person (observed) avatars, this paper presents three studies on these varied aspects of communication. It establishes a baseline for near-field avatar pointing, showing an accuracy of about 5cm. This can be maintained using positional hand constraints, but increases if the user's pose is directly transferred to the character. It is possible to maintain this accuracy with a Semantic Inverse Kinematics formulation that brings the avatar closer to the user's actual pose, but compensates by adjusting the finger pointing direction. Similar results are shown for conveying spatial information, namely object size. The choice of pose or position based retargeting leads to a small change in the perception of avatar personality, indicating an impact on social communication. This effect was not observed in a task where the users' cognitive load was otherwise high, so may be task dependent. It could also become more pronounced for more extreme proportion changes. Simbarashe Nyatsanga, Douglas Roble, Michael Neff |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | The Impact of Avatar Stylization on TrustabstractVirtual Reality (VR) affords great freedom in how one represents themselves in virtual interactions through the selection of different avatars. However, it remains unclear which avatar should be chosen for a given social scenario. Social interaction often relies on the establishment of trust. Are people more likely to trust you if you select a highly realistic avatar or is there flexibility in representation? This work presents a study exploring this question using a high stakes medical scenario. Participants meet three different doctors with three different style levels: realistic, caricatured, and an in-between “Mid” level. Trust ratings are largely consistent across the style levels, but participants were more likely to select doctors with the “Mid” level of stylization for a second opinion. There is a clear preference against one of the three doctor identities, with evidence that this may be related to movement features. Ryan Canales, Douglas Roble, Michael Neff |
VR | 2 |
| 2021 | Semi-supervised video-driven facial animation transfer for productionabstractWe propose a simple algorithm for automatic transfer of facial expressions, from videos to a 3D character, as well as between distinct 3D characters through their rendered animations. Our method begins by learning a common, semantically-consistent latent representation for the different input image domains using an unsupervised image-to-image translation model. It subsequently learns, in a supervised manner, a linear mapping from the character images' encoded representation to the animation coefficients. At inference time, given the source domain (i.e., actor footage), it regresses the corresponding animation coefficients for the target character. Expressions are automatically remapped between the source and target identities despite differences in physiognomy. We show how our technique can be used in the context of markerless motion capture with controlled lighting conditions, for one actor and for multiple actors. Additionally, we show how it can be used to automatically transfer facial animation between distinct characters without consistent mesh parameterization and without engineered geometric priors. We compare our method with standard approaches used in production and with recent state-of-the-art models on single camera face tracking. Lucio Moser, Chinyu Chien, Mark Williams 0008, José Serra, Darren Hendler, Douglas Roble |
ACM Trans. Graph. | 6 |
| 2003 | A fast polymesh to level set algorithmabstractNo abstract available. Henrik Fält, Douglas Roble |
SIGGRAPH | 2 |
| 2003 | Fluids with extreme viscosityabstractNo abstract available. Henrik Fält, Douglas Roble |
SIGGRAPH | 2 |
| 2003 | Fluid simulation interaction techniquesabstractNo abstract available. Magnus Wrenninge, Douglas Roble |
SIGGRAPH | 2 |