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Ilia A. Petrov 0001

dblp:131/3876 · also Ilia Alekseevich Petrov 0001, Ilya A. Petrov 0001 · DBLP profile ↗
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6ranked-venue papers
3as first author
4since 2021 · last 2025
0000-0002-8900-1071ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 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.

Artificial intelligence
4 papers
3D vision · 50% Segmentation and scene understanding · 18% Video understanding and tracking · 16%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d scene understanding › object relation reasoning
human-object interaction
1.522025
TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions · ICCV 2025
Object pop-up: Can we infer 3D objects and their poses from human interactions alone? · CVPR 2023
Machine learning › Generative modeling
diffusion model
0.912025
TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions · ICCV 2025
Computer vision › 3D vision
3d human pose estimation
0.712023
Object pop-up: Can we infer 3D objects and their poses from human interactions alone? · CVPR 2023
Computer vision › 3D vision
object pose estimation
0.712023
Object pop-up: Can we infer 3D objects and their poses from human interactions alone? · CVPR 2023
Computer vision › 3D vision
human mesh recovery
0.612022
BEHAVE: Dataset and Method for Tracking Human Object Interactions · CVPR 2022
Computer vision › Video understanding and tracking › action recognition › human-object interaction recognition
human-object interaction tracking
0.612022
BEHAVE: Dataset and Method for Tracking Human Object Interactions · CVPR 2022
Computer vision › Video understanding and tracking
object tracking
0.612022
BEHAVE: Dataset and Method for Tracking Human Object Interactions · CVPR 2022
Computer vision › Segmentation and scene understanding › interactive segmentation
backpropagating refinement
0.412020
F-BRS: Rethinking Backpropagating Refinement for Interactive Segmentation · CVPR 2020
Computer vision › Segmentation and scene understanding › interactive segmentation
click-based interactive segmentation
0.412020
F-BRS: Rethinking Backpropagating Refinement for Interactive Segmentation · CVPR 2020
Computer vision › Segmentation and scene understanding
interactive segmentation
0.412020
F-BRS: Rethinking Backpropagating Refinement for Interactive Segmentation · CVPR 2020
Computer vision › Face, body and person analysis
human pose estimation
0.312025
TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions · ICCV 2025
Computer vision › 3D vision
3d scene reconstruction
0.212022
BEHAVE: Dataset and Method for Tracking Human Object Interactions · CVPR 2022

Methods — techniques the papers use, named apart from their topics

synthetic data generation · 1.3point cloud learning · 1.3transformer · 0.9text-conditioned generation · 0.9diffusion process · 0.9contact map · 0.9multi-view RGBD capture · 0.6SMPL body model · 0.6optimization · 0.4deep neural network · 0.4
YearPublicationVenuePosition
2025 TriDi: Trilateral Diffusion of 3D Humans, Objects, and Interactions
abstract
Modeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi.
Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll
ICCV1
2023 Object pop-up: Can we infer 3D objects and their poses from human interactions alone?
abstract
The intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR.
Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll
CVPR1
2022 BEHAVE: Dataset and Method for Tracking Human Object Interactions
abstract
Modelling interactions between humans and objects in natural environments is central to many applications including gaming, virtual and mixed reality, as well as human behavior analysis and human-robot collaboration. This challenging operation scenario requires generalization to vast number of objects, scenes, and human actions. Unfortunately, there exist no such dataset. Moreover, this data needs to be acquired in diverse natural environments, which rules out 4D scanners and marker based capture systems. We present BEHAVE dataset, the first full body human-object interaction dataset with multi-view RGBD frames and corresponding 3D SMPL and object fits along with the annotated contacts between them. We record ~15k frames at 5 locations with 8 subjects performing a wide range of interactions with 20 common objects. We use this data to learn a model that can jointly track humans and objects in natural environments with an easy-to-use portable multi-camera setup. Our key insight is to predict correspondences from the human and the object to a statistical body model to obtain human-object contacts during interactions. Our approach can record and track not just the humans and objects but also their interactions, modeled as surface contacts, in 3D. Our code and data can be found at: http://virtualhumans.mpi-inf.mpg.de/behave.
Bharat Lal Bhatnagar, Ilia A. Petrov 0001, Cristian Sminchisescu, Christian Theobalt, Gerard Pons-Moll
CVPR3
2022 Reviving Iterative Training with Mask Guidance for Interactive Segmentation
abstract
Recent works on click-based interactive segmentation have demonstrated state-of-the-art results by using various inference-time optimization schemes. These methods are significantly more computationally expensive than feedforward approaches, as they run backward gradient passes during inference. Moreover, backward passes are not supported in popular mobile frameworks, which complicates the deployment of such methods on embedded devices. In this paper, we study design choices for interactive segmentation and discover that state-of-the-art results can be obtained without any additional optimization schemes. We propose a simple feedforward model for click-based interactive segmentation that employs the segmentation masks from previous steps. It allows not only segmenting an entirely new object but also correcting an existing mask. We analyze the performance of models trained on different datasets and observe that the choice of a training dataset has a large impact on the quality of interactive segmentation. We find that the models trained on a combination of COCO and LVIS with diverse and high-quality annotations outperform all existing models. The code and trained models are available at https://github.com/saic-vul/ritm_interactive_segmentation.
Konstantin Sofiiuk, Ilia A. Petrov 0001, Anton Konushin
ICIP2
2020 F-BRS: Rethinking Backpropagating Refinement for Interactive Segmentation
abstract
Deep neural networks have become a mainstream approach to interactive segmentation. As we show in our experiments, while for some images a trained network provides accurate segmentation result with just a few clicks, for some unknown objects it cannot achieve satisfactory result even with a large amount of user input. Recently proposed backpropagating refinement scheme (BRS) introduces an optimization problem for interactive segmentation that results in significantly better performance for the hard cases. At the same time, BRS requires running forward and backward pass through a deep network several times that leads to significantly increased computational budget per click compared to other methods. We propose f-BRS (feature backpropagating refinement scheme) that solves an optimization problem with respect to auxiliary variables instead of the network inputs, and requires running forward and backward passes just for a small part of a network. Experiments on GrabCut, Berkeley, DAVIS and SBD datasets set new state-of-the-art at an order of magnitude lower time per click compared to original BRS. The code and trained models are available at https://github.com/saic-vul/fbrs_interactive_segmentation.
Konstantin Sofiiuk, Ilia A. Petrov 0001, Olga Barinova, Anton Konushin
CVPR2
2018 Deep probabilistic human pose estimation
abstract
The authors consider the problem of human pose estimation using probabilistic convolutional neural networks. They explore ways to improve human pose estimation accuracy on standard pose estimation benchmarks MPII human pose and Leeds Sports Pose (LSP) datasets using frameworks for probabilistic deep learning. Such frameworks transform deterministic neural network into a probabilistic one and allow sampling of independent and equiprobable hypotheses (different outputs) for a given input. Overlapping body parts and body joints hidden under clothes or other obstacles make the problem of human pose estimation ambiguous. In this context to get accurate estimation of joints’ position they use uncertainty in network's predictions, which is represented by variance of hypotheses, provided by a probabilistic convolutional neural network, and confidence is characterised by mean of them. Their work is based on current CNN cascades for pose estimation. They propose and evaluate three probabilistic convolutional neural networks built on top of deterministic ones with two probabilistic deep learning frameworks – DISCO networks and Bayesian SegNet. The authors evaluate their models on standard pose estimation benchmarks and show that proposed probabilistic models outperform base deterministic ones.
Ilia A. Petrov 0001, Vlad Shakhuro, Anton Konushin
IET Comput. Vis.1