Demo Data from VLDB 2026 / reviewers in the wild / expert
Sergiu Ovidiu-Oprea
dblp:162/9550 · also Sergiu Oprea
· DBLP profile ↗
16ranked-venue papers
6as first author
7since 2021 · last 2025
0000-0002-9875-7110ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Systems, architecture and hardware · 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.
| Computer graphics and multimedia
1 paper |
Rendering · 67% Virtual and augmented reality · 33% | |
| Artificial intelligence
2 papers |
Video understanding and tracking · 58% Representation and self-supervised learning · 29% 3D vision · 13% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › gaussian splatting
deformable gaussian splatting |
0.9 | 1 | 2025 | InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians · ICCV 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians · ICCV 2025 |
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning
self-supervised representation learning |
0.6 | 1 | 2022 | A Review on Deep Learning Techniques for Video Prediction · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Computer vision › Video understanding and tracking
video prediction |
0.6 | 1 | 2022 | A Review on Deep Learning Techniques for Video Prediction · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Computer vision › Video understanding and tracking
video representation learning |
0.6 | 1 | 2022 | A Review on Deep Learning Techniques for Video Prediction · IEEE Trans. Pattern Anal. Mach. Intell. 2022 |
Computer vision › 3D vision
hand-object interaction |
0.3 | 1 | 2025 | InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
deformable gaussians · 1.7survey · 0.6deep learning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | InteractAvatar: Modeling Hand-Face Interaction in Photorealistic Avatars with Deformable Gaussians
Sreyas Mohan, Justin Theiss, Sergiu Ovidiu-Oprea, Srinath Sridhar 0002, Aayush Prakash |
ICCV | 4 |
| 2022 | Predicting Human-Object Interactions in Egocentric VideosabstractEgocentric videos provide a rich source of hand-object interactions that support action recognition. However, prior to action recognition, one may need to detect the presence of hands and objects in the scene. In this work, we propose an action estimation architecture based on the simultaneous detection of the hands and objects in the scene. For the hand and object detection, we have adapted well known YOLO architecture, leveraging its inference speed and accuracy. We experimentally determined the best performing architecture for our task. After obtaining the hand and object bounding boxes, we select the most likely objects to interact with, i.e., the closest objects to a hand. The rough estimation of the closest objects to a hand is a direct approach to determine hand-object interaction. After identifying the scene and alongside a set of per-object and global actions, we could determine the most suitable action we are performing in each context. Manuel Benavent-Lledó, Sergiu Ovidiu-Oprea, John Alejandro Castro-Vargas, David Mulero-Pérez, José García Rodríguez 0001 |
IJCNN | 2 |
| 2022 | Synthetic contact maps to predict grasp regions on objectsabstractFrom early ages, we learn to naturally grasp objects from our trial-and-error interaction with the environment. We end up excelling at manipulating objects, such that grabbing a pan by its handle is all but unconscious. However, performing the same task from a machine's perspective is particularly challenging, as it requires an in-depth understanding of object manipulation. We could approximate such an understanding by capturing the hand-object contact resulting from human grasps, i.e., contact maps. This has already been done using cumbersome capture systems, and not on a large scale. In this work, we simplify and accelerate such a process by generating contact maps from our interaction with household objects in photorealistic virtual reality environments. To the best of our knowledge, we are the first to generate contact maps at scale from our interaction in a virtual scenario. We train an image-to-image translation method to predict grasp regions on objects, demonstrating the usefulness of our generated contact maps. We provide all the necessary tools, code, and dataset to foster applications where hand-object understanding is necessary. Pablo Martinez-Gonzalez, David Mulero-Pérez, Sergiu Ovidiu-Oprea, Manuel Benavent-Lledó, Sergio Orts, José García Rodríguez 0001 |
IJCNN | 3 |
| 2022 | A Review on Deep Learning Techniques for Video PredictionabstractThe ability to predict, anticipate and reason about future outcomes is a key component of intelligent decision-making systems. In light of the success of deep learning in computer vision, deep-learning-based video prediction emerged as a promising research direction. Defined as a self-supervised learning task, video prediction represents a suitable framework for representation learning, as it demonstrated potential capabilities for extracting meaningful representations of the underlying patterns in natural videos. Motivated by the increasing interest in this task, we provide a review on the deep learning methods for prediction in video sequences. We first define the video prediction fundamentals, as well as mandatory background concepts and the most used datasets. Next, we carefully analyze existing video prediction models organized according to a proposed taxonomy, highlighting their contributions and their significance in the field. The summary of the datasets and methods is accompanied with experimental results that facilitate the assessment of the state of the art on a quantitative basis. The paper is summarized by drawing some general conclusions, identifying open research challenges and by pointing out future research directions. Sergiu Ovidiu-Oprea, Pablo Martinez-Gonzalez, Alberto Garcia-Garcia, John Alejandro Castro-Vargas, Sergio Orts, José García Rodríguez 0001, Antonis A. Argyros |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2021 | Graph Convolutional Neural Networks-based 3D Hand Pose Estimation over Point CloudsabstractIn recent years we can find a multitude of approaches that aim to return the 3D pose of the hands. Most of them try to estimate the pose from RGB images or even include some geometrical information via depth maps. Furthermore, some proposals have shown promising results using point clouds as input data. However, the sparse nature of this type of data is often one of its drawbacks. To tackle this sparsity, different strategies have been brought to the table such as voxelizing or sorting the input data to impose a structure to the input domain. In this paper, we address this problem by means of a graph structure. This process implies that we should accommodate the point cloud onto a graph representation that connects its points. We connect each point to its neighborhood, a method that has been successfully used in similar proposals and whose clustering effect enables us to emulate an effect similar to kernels in image convolutions. The proposed architecture uses both graph and 2D convolutions. The first one aims to extract local features and build a feature map, from which the 2D convolutions will extract a second level of features used to estimate the pose. This proposal shows initial results to return a 3D pose of the hand from depth maps, which are projected on point clouds and redefined as graphs. Although the results diverge from other more established methods in the state of the art, it presents a proof of concept by which to address this problem without losing spatial information. John Alejandro Castro-Vargas, Pablo Martinez-Gonzalez, Sergiu Ovidiu-Oprea, Alberto Garcia-Garcia, Sergio Orts, José García Rodríguez 0001 |
IJCNN | 3 |
| 2021 | UnrealROX+: An Improved Tool for Acquiring Synthetic Data from Virtual 3D EnvironmentsabstractSynthetic data generation has become essential in last years for feeding data-driven algorithms, which surpassed traditional techniques performance in almost every computer vision problem. Gathering and labelling the amount of data needed for these data-hungry models in the real world may become unfeasible and error-prone, while synthetic data give us the possibility of generating huge amounts of data with pixel-perfect annotations. However, most synthetic datasets lack from enough realism in their rendered images. In that context UnrealROX generation tool was presented in 2019, allowing to generate highly realistic data, at high resolutions and framerates, with an efficient pipeline based on Unreal Engine, a cutting-edge videogame engine. UnrealROX enabled robotic vision researchers to generate realistic and visually plausible data with full ground truth for a wide variety of problems such as class and instance semantic segmentation, object detection, depth estimation, visual grasping, and navigation. Nevertheless, its workflow was very tied to generate image sequences from a robotic on-board camera, making hard to generate data for other purposes. In this work, we present UnrealROX+, an improved version of UnrealROX where its decoupled and easy-to-use data acquisition system allows to quickly design and generate data in a much more flexible and customizable way. Moreover, it is packaged as an Unreal plug-in, which makes it more comfortable to use with already existing Unreal projects, and it also includes new features such as generating albedo or a Python API for interacting with the virtual environment from Deep Learning frameworks. Pablo Martinez-Gonzalez, Sergiu Ovidiu-Oprea, John Alejandro Castro-Vargas, Alberto Garcia-Garcia, Sergio Orts, José García Rodríguez 0001, Markus Vincze |
IJCNN | 2 |
| 2021 | H-GAN: the power of GANs in your HandsabstractWe present HandGAN (H-GAN), a cycle-consistent adversarial learning approach implementing multi-scale perceptual discriminators. It is designed to translate synthetic images of hands to the real domain. Synthetic hands provide complete ground-truth annotations, yet they are not representative of the target distribution of real-world data. We strive to provide the perfect blend of a realistic hand appearance with synthetic annotations. Relying on image-to-image translation, we improve the appearance of synthetic hands to approximate the statistical distribution underlying a collection of real images of hands. H-GAN tackles not only the cross-domain tone mapping but also structural differences in localized areas such as shading discontinuities. Results are evaluated on a qualitative and quantitative basis improving previous works. Furthermore, we relied on the hand classification task to claim our generated hands are statistically similar to the real domain of hands. Sergiu Ovidiu-Oprea, Giorgos Karvounas, Pablo Martinez-Gonzalez, Nikolaos Kyriazis, Sergio Orts, Iasonas Oikonomidis, Alberto Garcia-Garcia, Aggeliki Tsoli, José García Rodríguez 0001, Antonis A. Argyros |
IJCNN | 1 |
| 2020 | COMBAHO: A deep learning system for integrating brain injury patients in societyabstractIn the last years, the care of dependent people, either by disease, accident, disability, or age, is one of the current priority research topics in developed countries. Moreover, such care is intended to be at patients home, in order to minimize the cost of therapies. Patients rehabilitation will be fulfilled when their integration in society is achieved, either in the family or in a work environment. To address this challenge, we propose the development and evaluation of an assistant for people with acquired brain injury or dependents. This assistant is twofold: in the patient’s home is based on the design and use of an intelligent environment with abilities to monitor and active learning, combined with an autonomous social robot for interactive assistance and stimulation. On the other hand, it is complemented with an outdoor assistant, to help patients under disorientation or complex situations. This involves the integration of several existing technologies and provides solutions to a variety of technological challenges. Deep leaning-based techniques are proposed as core technology to solve these problems. José García Rodríguez 0001, Francisco Gomez-Donoso, Sergiu Ovidiu-Oprea, Alberto Garcia-Garcia, Miguel Cazorla, Sergio Orts, Zuria Bauer, John Alejandro Castro-Vargas, Félix Escalona, David Ivorra-Piqueres, Pablo Martinez-Gonzalez, Eugenio Aguirre, Miguel García-Silvente, Marcelo García-Pérez, José María Cañas, Francisco Martín 0001, Jonatan Gines Clavero, Francisco Rivas-Montero |
Pattern Recognit. Lett. | 3 |
| 2019 | A visually realistic grasping system for object manipulation and interaction in virtual reality environments
Sergiu Ovidiu-Oprea, Pablo Martinez-Gonzalez, Alberto Garcia-Garcia, John Alejandro Castro-Vargas, Sergio Orts, José García Rodríguez 0001 |
Comput. Graph. | 1 |
| 2018 | The RobotriX: An Extremely Photorealistic and Very-Large-Scale Indoor Dataset of Sequences with Robot Trajectories and InteractionsabstractEnter the RobotriX, an extremely photorealistic indoor dataset designed to enable the application of deep learning techniques to a wide variety of robotic vision problems. The RobotriX consists of hyperrealistic indoor scenes which are explored by robot agents which also interact with objects in a visually realistic manner in that simulated world. Photorealistic scenes and robots are rendered by Unreal Engine into a virtual reality headset which captures gaze so that a human operator can move the robot and use controllers for the robotic hands; scene information is dumped on a per-frame basis so that it can be reproduced offline using UnrealCV to generate raw data and ground truth labels. By taking this approach, we were able to generate a dataset of 38 semantic classes across 512 sequences totaling 8M stills recorded at +60 frames per second with full HD resolution. For each frame, RGB-D and 3D information is provided with full annotations in both spaces. Thanks to the high quality and quantity of both raw information and annotations, the RobotriX will serve as a new milestone for investigating 2D and 3D robotic vision tasks with large-scale data-driven techniques. Alberto Garcia-Garcia, Pablo Martinez-Gonzalez, Sergiu Ovidiu-Oprea, John Alejandro Castro-Vargas, Sergio Orts, José García Rodríguez 0001, Alvaro Jover-Alvarez |
IROS | 3 |
| 2018 | A long short-term memory based Schaeffer gesture recognition systemabstractAbstract In this work, a Schaeffer language recognition system is proposed in order to help autistic children overcome communicative disorders. Using Schaeffer language as a speech and language therapy, improves children communication skills and at the same time the understanding of language productions. Nevertheless, the teaching process of children in performing gestures properly is not straightforward. For this purpose, this system will teach children with autism disorder the correct way to communicate using gestures in combination with speech reproduction. The main purpose is to accelerate the learning process and increase children interest by using a technological approach. Several recurrent neural network‐based approaches have been tested, such as vanilla recurrent neural networks, long short‐term memory networks,and gated recurrent unit‐based models. In order to select the most suitable model, an extensive comparison has been conducted reporting a 93.13% classification success rate over a subset of 25 Schaeffer gestures by using an long short‐term memory‐based approach. Our dataset consists on pose‐based features such as angles and euclidean distances extracted from the raw skeletal data provided by a Kinect v2 sensor. Sergiu Ovidiu-Oprea, Alberto Garcia-Garcia, Sergio Orts, Victor Villena-Martinez, John Alejandro Castro-Vargas |
Expert Syst. J. Knowl. Eng. | 1 |
| 2017 | Candidate Oil Spill Detection in SLAR Data - A Recurrent Neural Network-based ApproachabstractIntentional oil pollution damages marine ecosystems. Therefore, society and governments require maritime surveillance for early oil spill detection. The fast response in the detection process helps to identify the offenders in the vast majority of cases. Nowadays, it is a human operator whom is trained for carrying out oil spill detection. Operators usually use image processing techniques and data analysis from optical, thermal or radar acquired from aerial vehicles or spatial satellites. The current trend is to automate the oil spill detection process so that this can filter candidate oil spill from an aircraft as a decision support system for human operators. In this work, a robust and automated system for candidate oil spill based on Recurrent Neural Network (RNN) is presented. The aim is to provide a faster identification of the candidate oil spills from SLAR scanned sequences. So far, the majority of the research works about oil spill detection are focused on the classification b etween real oil spills and look-alikes, and they use SAR or optical images but not SLAR. Furthermore, the overall decision is usually taken by an operator in the research works of state-of-art, mainly due to the wide variety of types of look-alikes which cause false positives in the detection process when traditional NN are used. This work provides a RRN-based approach for candidate oil spill detection using SLAR data in contrast with the traditional Multilayer Perceptron Neural Network (MPNN). The system is tested with temporary data acquired from a SLAR sensor mounted on an aircraft. It achieves a success rate in detecting of 97%. Sergiu Ovidiu-Oprea, Pablo Gil, Damian Mira, Beatriz Alacid |
ICPRAM | 1 |
| 2017 | A recurrent neural network based Schaeffer gesture recognition systemabstractSchaeffer language is considered an effective method to help autistic children overcome communicative disorders. Speech and language therapy results in an improvement in communication skills and understanding of language productions. In this work, a Schaeffer language recognition system is presented with the purpose of teaching children with autism disorder the correct way to communicate using gestures in combination with speech reproduction. The purpose is to accelerate the learning process and increase children interest using a technological approach. A Long Short-Term Memory (LSTM) model has been implemented for this purpose reporting a 93.13% classification success rate over a subset of 25 Schaeffer gestures. A comparison with vanilla RNNs and GRU-based models has been also carried out. Pose-based features such as angles and euclidean distances have been extracted from our gesture dataset by processing raw skeletal data from a Kinect v2 sensor. Sergiu Ovidiu-Oprea, Alberto Garcia-Garcia, José García Rodríguez 0001, Sergio Orts, Miguel Cazorla |
IJCNN | 1 |
| 2017 | A study of the effect of noise and occlusion on the accuracy of convolutional neural networks applied to 3D object recognition
Alberto Garcia-Garcia, José García Rodríguez 0001, Sergio Orts, Sergiu Ovidiu-Oprea, Francisco Gomez-Donoso, Miguel Cazorla |
Comput. Vis. Image Underst. | 4 |
| 2017 | Multi-sensor 3D object dataset for object recognition with full pose estimation
Alberto Garcia-Garcia, Sergio Orts, Sergiu Ovidiu-Oprea, José García Rodríguez 0001, Jorge Azorín López, Marcelo Saval-Calvo, Miguel Cazorla |
Neural Comput. Appl. | 3 |
| 2017 | A robotic platform for customized and interactive rehabilitation of persons with disabilities
Francisco Gomez-Donoso, Sergio Orts, Alberto Garcia-Garcia, José García Rodríguez 0001, John Alejandro Castro-Vargas, Sergiu Ovidiu-Oprea, Miguel Cazorla |
Pattern Recognit. Lett. | 6 |