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Petr Kadlecek

dblp:152/5503 · DBLP profile ↗
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6ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0001-5452-2507ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 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
4 papers
Computer animation and physical simulation · 70% Visual content generation and editing · 19% Geometric modeling and processing · 8%
Artificial intelligence
1 paper
Generative modeling · 67% 3D vision · 33%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
1.012026
STyMo: Fast and Controllable Few-Shot Motion Style Transfer · ACM Trans. Graph. 2026
Visual content generation and editing › style transfer
few-shot style transfer
1.012026
STyMo: Fast and Controllable Few-Shot Motion Style Transfer · ACM Trans. Graph. 2026
Computer animation and physical simulation › motion transfer
motion style transfer
1.012026
STyMo: Fast and Controllable Few-Shot Motion Style Transfer · ACM Trans. Graph. 2026
Machine learning › Generative modeling
diffusion model
0.812024
RoHM: Robust Human Motion Reconstruction via Diffusion · CVPR 2024
Computer vision › 3D vision › 3d motion analysis
human motion reconstruction
0.812024
RoHM: Robust Human Motion Reconstruction via Diffusion · CVPR 2024
Machine learning › Generative modeling › diffusion model
motion diffusion
0.812024
RoHM: Robust Human Motion Reconstruction via Diffusion · CVPR 2024
Computer animation and physical simulation
facial animation
0.312017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Computer animation and physical simulation › facial animation
physics-based facial animation
0.312017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Computer animation and physical simulation › deformable body simulation
soft tissue simulation
0.312017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Rendering
neural radiance fields
0.212022
Virtual Elastic Objects · CVPR 2022
Computer animation and physical simulation
collision and contact
0.112017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017

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

few-shot learning · 1.0autoregressive model · 1.0iterative denoising · 0.8diffusion model · 0.8conditioning module · 0.8multi-view capture · 0.6differentiable simulation · 0.6nonlinear potential energy minimization · 0.3muscle activation model · 0.3physics-based simulation · 0.2large-scale optimization · 0.2
YearPublicationVenuePosition
2026 STyMo: Fast and Controllable Few-Shot Motion Style Transfer
abstract
Supporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models that cannot generalize beyond their training distribution. We present STyMo, a few-shot approach that learns motion style from only seconds of paired data and trains in one to two minutes. Our key insight is to decompose style into two components: a static component capturing time-invariant posture, and a temporal component capturing frame-wise dynamics. This decomposition yields an interpretable system where posture intensity, temporal exaggeration, and per-body-region style can be adjusted at runtime. Furthermore, the reduction in required training data and computation time structurally permits an iterative authoring workflow. To ensure robustness on arbitrary inputs, we further introduce a stylizability gate that automatically prevents artifacts on out-of-distribution motions. We demonstrate results across diverse motion styles, from subtle emotional variations to exaggerated character archetypes, and release our processed paired dataset to facilitate future research. The source code used in this paper can be found at: https://github.com/facebookresearch/STyMo
Jose Luis Ponton, Alexander W. Winkler, Ladislav Kavan, Yuting Ye, Petr Kadlecek
ACM Trans. Graph.5
2024 RoHM: Robust Human Motion Reconstruction via Diffusion
abstract
We propose RoHM, an approach for robust 3D human motion reconstruction from monocular RGB(-D) videos in the presence of noise and occlusions. Most previous approaches either train neural networks to directly regress motion in 3D or learn data-driven motion priors and com-bine them with optimization at test time. The former do not recover globally coherent motion and fail under occlusions; the latter are time-consuming, prone to local minima, and require manual tuning. To overcome these shortcomings, we exploit the iterative, denoising nature of diffusion models. RoHM is a novel diffusion-based motion model that, conditioned on noisy and occluded input data, reconstructs complete, plausible motions in consistent global co-ordinates. Given the complexity of the problem - requiring one to address different tasks (denoising and infilling) in different solution spaces (local and global motion) - we de-compose it into two sub-tasks and learn two models, one for global trajectory and one for local motion. To capture the correlations between the two, we then introduce a novel conditioning module, combining it with an iterative inference scheme. We apply RoHM to a variety of tasks from motion reconstruction and denoising to spatial and temporal infilling. Extensive experiments on three popular datasets show that our method outperforms state-of-the-art approaches qualitatively and quantitatively, while being faster at test time. The code is available at https://sanweiliti.github.io/ROHM/ROHM.html.
Bharat Lal Bhatnagar, Yuanlu Xu, Alexander Winkler, Petr Kadlecek, Siyu Tang 0001, Federica Bogo
CVPR5
2022 Virtual Elastic Objects
abstract
We present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do objects have to be captured including the physical forces acting on them, then faithfully reconstructed and rendered, but also plausible material parameters found and simulated. To create VEOs, we built a multi-view capture system that captures objects under the influence of a compressed air stream. Building on recent advances in model-free, dynamic Neural Radiance Fields, we reconstruct the objects and corresponding deformation fields. We propose to use a differentiable, particle-based simulator to use these deformation fields to find representative material parameters, which enable us to run new simulations. To render simulated objects, we devise a method for integrating the simulation results with Neural Radiance Fields. The resulting method is applicable to a wide range of scenarios: it can handle objects composed of inhomogeneous material, with very different shapes, and it can simulate interactions with other virtual objects. We present our results using a newly collected dataset of 12 objects under a variety of force fields, which will be made available upon publication.
Hsiao-Yu Chen, Edith Tretschk, Tuur Stuyck, Petr Kadlecek, Ladislav Kavan, Etienne Vouga, Christoph Lassner
CVPR4
2020 Solving for muscle blending using data
Dimitar Dinev, Wenxian Guo, Petr Kadlecek, Ladislav Kavan
Comput. Graph.3
2017 Phace: physics-based face modeling and animation
abstract
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, active muscles, and rigid bone structures. By integrating collision and contact handling into the simulation, our algorithm avoids inconsistent poses commonly observed in generative methods such as blendshape rigs. A novel muscle activation model leads to a robust optimization that faithfully reproduces complex facial articulations. We show how person-specific simulation models can be built from a few expression scans with a minimal data acquisition process and an almost entirely automated processing pipeline. Our method supports temporal dynamics due to inertia or external forces, incorporates skin sliding to avoid unnatural stretching, and offers full control of the simulation parameters, which enables a variety of advanced animation effects. For example, slimming or fattening the face is achieved by simply scaling the volume of the soft tissue elements. We show a series of application demos, including artistic editing of the animation model, simulation of corrective facial surgery, or dynamic interaction with external forces and objects.
Alexandru Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly
ACM Trans. Graph.2
2016 Reconstructing personalized anatomical models for physics-based body animation
abstract
We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-specific variations: shapes and sizes of bones, muscles, and adipose tissues and 2) skeletal poses. Next, we capture a set of 3D scans of an actor in various poses. Our key contribution is formulating and solving a large-scale optimization problem where we compute both subject-specific and pose-dependent parameters such that our resulting anatomical model explains the captured 3D scans as closely as possible. Compared to data-driven body modeling techniques that focus only on the surface, our approach has the advantage of creating physics-based models, which provide realistic 3D geometry of the bones and muscles, and naturally supports effects such as inertia, gravity, and collisions according to Newtonian dynamics.
Petr Kadlecek, Alexandru Eugen Ichim, Tiantian Liu 0002, Jaroslav Krivánek, Ladislav Kavan
ACM Trans. Graph.1