VLDB 2026 Research / reviewers in the wild / expert
Guillermo Garcia-Hernando
dblp:165/1794
· DBLP profile ↗
20ranked-venue papers
4as first author
8since 2021 · last 2026
0000-0003-3215-7857ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 16 · 3 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 3 first-author · 6 since 2021Systems, architecture and hardware · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | NaviNote: Enabling In-situ Spatial Annotation Authoring to Support Exploration and Navigation for Blind and Low Vision PeopleabstractGPS and smartphones enable users to place location-based annotations, capturing rich environmental context. Previous research demonstrates that blind and low vision (BLV) people can use annotations to explore unfamiliar areas. However, current commercial systems allowing BLV users to create annotations have never been evaluated, and current GPS-based systems can deviate several meters. Motivated by high-accuracy visual positioning technology, we first conducted a formative study with 24 BLV participants to envision a more accurate and inclusive annotation system. Surprisingly, many participants viewed the high-accuracy technology not just as an annotation system but also as a tool for precise last-few-meters navigation. Guided by participant feedback, we developed NaviNote, which combines vision-based high-precision localization with an agentic architecture to enable voice-based annotation authoring and navigation. Evaluating NaviNote with 18 BLV participants showed that it significantly improved navigation performance and supported users in understanding and annotating their surroundings. Based on these findings, we discuss design considerations for future accessible annotation authoring systems. Ruijia Chen, Charlie Houseago, Filipe Gaspar, Filippo Aleotti, Dorian Gálvez-López, Oliver James Johnston, Diego Mazala, Guillermo Garcia-Hernando, Maryam Bandukda, Gabriel J. Brostow, Jessica Van Brummelen |
CHI | 9 |
| 2025 | MVSAnywhere: Zero-Shot Multi-View StereoabstractComputing accurate depth from multiple views is a fundamental and longstanding challenge in computer vision. However, most existing approaches do not generalize well across different domains and scene types (e.g. indoor vs. outdoor). Training a general-purpose multi-view stereo model is challenging and raises several questions, e.g. how to best make use of transformer-based architectures, how to incorporate additional metadata when there is a variable number of input views, and how to estimate the range of valid depths which can vary considerably across different scenes and is typically not known a priori? To address these issues, we introduce MVSA, a novel and versatile Multi-View Stereo architecture that aims to work Anywhere by generalizing across diverse domains and depth ranges. MVSA combines monocular and multi-view cues with an adaptive cost volume to deal with scale-related issues. We demonstrate state-of-the-art zero-shot depth estimation on the Robust Multi-View Depth Benchmark, surpassing existing multi-view stereo and monocular baselines. Sergio Izquierdo, Mohamed Sayed, Michael Firman, Guillermo Garcia-Hernando, Daniyar Turmukhambetov, Javier Civera 0001, Oisin Mac Aodha, Gabriel J. Brostow, Jamie Watson |
CVPR | 4 |
| 2025 | Placeit3d: Language-Guided Object Placement in Real 3D ScenesabstractWe introduce the novel task of Language-Guided Object Placement in Real 3D Scenes. Our model is given a 3D scene's point cloud, a 3D asset, and a textual prompt broadly describing where the 3D asset should be placed. The task here is to find a valid placement for the 3D asset that respects the prompt. Compared with other language-guided localization tasks in 3D scenes such as grounding, this task has specific challenges: it is ambiguous because it has multiple valid solutions, and it requires reasoning about 3D geometric relationships and free space. We inaugurate this task by proposing a new benchmark and evaluation protocol. We also introduce a new dataset for training 3D LLMs on this task, as well as the first method to serve as a non-trivial baseline. We believe that this challenging task and our new benchmark could become part of the suite of benchmarks used to evaluate and compare generalist 3D LLM models. Ahmed Abdelreheem 0002, Filippo Aleotti, Jamie Watson, Zawar Qureshi, Abdelrahman Eldesokey, Peter Wonka, Gabriel J. Brostow, Sara Vicente, Guillermo Garcia-Hernando |
ICCV | 9 |
| 2025 | ImaginateAR: AI-Assisted In-Situ Authoring in Augmented RealityabstractWhile augmented reality (AR) enables new ways to play, tell stories, and explore ideas rooted in the physical world, authoring personalized AR content remains difficult for non-experts, often requiring professional tools and time. Prior systems have explored AI-driven XR design but typically rely on manually defined VR environments and fixed asset libraries, limiting creative flexibility and real-world relevance. We introduce ImaginateAR, the first mobile tool for AI-assisted AR authoring to combine offline scene understanding, fast 3D asset generation, and LLMs -- enabling users to create outdoor scenes through natural language interaction. For example, saying "a dragon enjoying a campfire" (P7) prompts the system to generate and arrange relevant assets, which can then be refined manually. Our technical evaluation shows that our custom pipelines produce more accurate outdoor scene graphs and generate 3D meshes faster than prior methods. A three-part user study (N=20) revealed preferred roles for AI, how users create in freeform use, and design implications for future AR authoring tools. ImaginateAR takes a step toward empowering anyone to create AR experiences anywhere -- simply by speaking their imagination. Jaewook Lee 0005, Filippo Aleotti, Diego Mazala, Guillermo Garcia-Hernando, Sara Vicente, Oliver James Johnston, Isabel Kraus-Liang, Jakub Powierza, Jon Froehlich, Gabriel J. Brostow, Jessica Van Brummelen |
UIST | 4 |
| 2024 | DoubleTake: Geometry Guided Depth Estimation
Mohamed Sayed, Filippo Aleotti, Jamie Watson, Zawar Qureshi, Guillermo Garcia-Hernando, Gabriel J. Brostow, Sara Vicente, Michael Firman |
ECCV (73) | 5 |
| 2024 | HandDGP: Camera-Space Hand Mesh Prediction with Differentiable Global Positioning
Eugene Valassakis, Guillermo Garcia-Hernando |
ECCV (38) | 2 |
| 2023 | Removing Objects From Neural Radiance FieldsabstractNeural Radiance Fields (NeRFs) are emerging as a ubiquitous scene representation that allows for novel view synthesis. Increasingly, NeRFs will be shareable with other people. Before sharing a NeRF, though, it might be desirable to remove personal information or unsightly objects. Such removal is not easily achieved with the current NeRF editing frameworks. We propose a framework to remove objects from a NeRF representation created from an RGBD sequence. Our NeRF inpainting method leverages recent work in 2D image inpainting and is guided by a userprovided mask. Our algorithm is underpinned by a confidence based view selection procedure. It chooses which of the individual 2D inpainted images to use in the creation of the NeRF, so that the resulting inpainted NeRF is 3D consistent. We show that our method for NeRF editing is effective for synthesizing plausible inpaintings in a multi-view coherent manner, outperforming competing methods. We validate our approach by proposing a new and still-challenging dataset for the task of NeRF inpainting. Silvan Weder, Guillermo Garcia-Hernando, Áron Monszpart, Marc Pollefeys, Gabriel J. Brostow, Michael Firman, Sara Vicente |
CVPR | 2 |
| 2022 | Map-Free Visual Relocalization: Metric Pose Relative to a Single Image
Eduardo Arnold, Jamie Wynn, Sara Vicente, Guillermo Garcia-Hernando, Áron Monszpart, Victor Adrian Prisacariu, Daniyar Turmukhambetov, Eric Brachmann |
ECCV (1) | 4 |
| 2020 | Introducing Pose Consistency and Warp-Alignment for Self-Supervised 6D Object Pose Estimation in Color ImagesabstractMost successful approaches to estimate the 6D pose of an object typically train a neural network by supervising the learning with annotated poses in real world images. These annotations are generally expensive to obtain and a common workaround is to generate and train on synthetic scenes, with the drawback of limited generalisation when the model is deployed in the real world. In this work, a two-stage 6D object pose estimator framework that can be applied on top of existing neural-network-based approaches and that does not require pose annotations on real images is proposed. The first self-supervised stage enforces the pose consistency between rendered predictions and real input images, narrowing the gap between the two domains. The second stage fine-tunes the previously trained model by enforcing the photometric consistency between pairs of different object views, where one image is warped and aligned to match the view of the other and thus enabling their comparison. In the absence of both real image annotations and depth information, applying the proposed framework on top of two recent approaches results in state-of-the-art performance when compared to methods trained only on synthetic data, domain adaptation baselines and a concurrent self-supervised approach on LINEMOD, LINEMOD OCCLUSION and HomebrewedDB datasets. Juil Sock, Guillermo Garcia-Hernando, Anil Armagan, Tae-Kyun Kim 0001 |
3DV | 2 |
| 2020 | Measuring Generalisation to Unseen Viewpoints, Articulations, Shapes and Objects for 3D Hand Pose Estimation Under Hand-Object Interaction
Anil Armagan, Guillermo Garcia-Hernando, Seungryul Baek, Shreyas Hampali, Mahdi Rad, Shipeng Xie, Mingxiu Chen, Boshen Zhang, Fu Xiong, Yang Xiao 0007, Zhiguo Cao 0001, Junsong Yuan 0001, Pengfei Ren 0001, Weiting Huang, Haifeng Sun 0001, Marek Hrúz, Jakub Kanis, Zdenek Krnoul, Qingfu Wan, Shile Li, Linlin Yang 0001, Dongheui Lee, Angela Yao, Weiguo Zhou, Sijia Mei, Adrian Spurr, Umar Iqbal 0001, Pavlo Molchanov 0001, Philippe Weinzaepfel, Romain Brégier, Grégory Rogez, Vincent Lepetit, Tae-Kyun Kim 0001 |
ECCV (23) | 2 |
| 2020 | Predicting Visual Overlap of Images Through Interpretable Non-metric Box Embeddings
Anita Rau, Guillermo Garcia-Hernando, Danail Stoyanov, Gabriel J. Brostow, Daniyar Turmukhambetov |
ECCV (5) | 2 |
| 2020 | Physics-Based Dexterous Manipulations with Estimated Hand Poses and Residual Reinforcement LearningabstractDexterous manipulation of objects in virtual environments with our bare hands, by using only a depth sensor and a state-of-the-art 3D hand pose estimator (HPE), is challenging. While virtual environments are ruled by physics, e.g. object weights and surface frictions, the absence of force feedback makes the task challenging, as even slight inaccuracies on finger tips or contact points from HPE may make the interactions fail. Prior arts simply generate contact forces in the direction of the fingers' closures, when finger joints penetrate virtual objects. Although useful for simple grasping scenarios, they cannot be applied to dexterous manipulations such as inhand manipulation. Existing reinforcement learning (RL) and imitation learning (IL) approaches train agents that learn skills by using task-specific rewards, without considering any online user input. In this work, we propose to learn a model that maps noisy input hand poses to target virtual poses, which introduces the needed contacts to accomplish the tasks on a physics simulator. The agent is trained in a residual setting by using a model-free hybrid RL+IL approach. A 3D hand pose estimation reward is introduced leading to an improvement on HPE accuracy when the physics-guided corrected target poses are remapped to the input space. As the model corrects HPE errors by applying minor but crucial joint displacements for contacts, this helps to keep the generated motion visually close to the user input. Since HPE sequences performing successful virtual interactions do not exist, a data generation scheme to train and evaluate the system is proposed. We test our framework in two applications that use hand pose estimates for dexterous manipulations: hand-object interactions in VR and hand-object motion reconstruction in-the-wild. Experiments show that the proposed method outperforms various RL/IL baselines and the simple prior art of enforcing hand closure, both in task success and hand pose accuracy. Guillermo Garcia-Hernando, Edward Johns, Tae-Kyun Kim 0001 |
IROS | 1 |
| 2020 | Active 6D Multi-Object Pose Estimation in Cluttered Scenarios with Deep Reinforcement LearningabstractIn this work, we explore how a strategic selection of camera movements can facilitate the task of 6D multi-object pose estimation in cluttered scenarios while respecting real-world constraints such as time and distance travelled, important in robotics and augmented reality applications. In the proposed framework, multiple object hypotheses inferred by an object pose estimator are accumulated both in space and time with a fusion function. At each time step, this fusion function makes use of a verification score to quantify the quality of the hypotheses in the absence of ground-truth annotations and passes this information to an agent. The agent reasons about these hypotheses, directing its attention to the object which it is most uncertain about, moving the camera towards such an object. Unlike previous works that propose short-sighted policies, our agent is trained in simulated scenarios using reinforcement learning, attempting to learn the camera moves that produce the most accurate object poses hypotheses for a given temporal and spatial budget, without the need of viewpoints rendering during inference. Our experiments show that the proposed approach successfully estimates the 6D object pose of a stack of objects in both challenging cluttered synthetic and real scenarios, showing superior performance compared to other baselines. Juil Sock, Guillermo Garcia-Hernando, Tae-Kyun Kim 0001 |
IROS | 2 |
| 2020 | A review on object pose recovery: From 3D bounding box detectors to full 6D pose estimators
Caner Sahin, Guillermo Garcia-Hernando, Juil Sock, Tae-Kyun Kim 0001 |
Image Vis. Comput. | 2 |
| 2018 | First-Person Hand Action Benchmark With RGB-D Videos and 3D Hand Pose AnnotationsabstractIn this work we study the use of 3D hand poses to recognize first-person dynamic hand actions interacting with 3D objects. Towards this goal, we collected RGB-D video sequences comprised of more than 100K frames of 45 daily hand action categories, involving 26 different objects in several hand configurations. To obtain hand pose annotations, we used our own mo-cap system that automatically infers the 3D location of each of the 21 joints of a hand model via 6 magnetic sensors and inverse kinematics. Additionally, we recorded the 6D object poses and provide 3D object models for a subset of hand-object interaction sequences. To the best of our knowledge, this is the first benchmark that enables the study of first-person hand actions with the use of 3D hand poses. We present an extensive experimental evaluation of RGB-D and pose-based action recognition by 18 baselines/state-of-the-art approaches. The impact of using appearance features, poses, and their combinations are measured, and the different training/testing protocols are evaluated. Finally, we assess how ready the 3D hand pose estimation field is when hands are severely occluded by objects in egocentric views and its influence on action recognition. From the results, we see clear benefits of using hand pose as a cue for action recognition compared to other data modalities. Our dataset and experiments can be of interest to communities of 3D hand pose estimation, 6D object pose, and robotics as well as action recognition. Guillermo Garcia-Hernando, Shanxin Yuan, Seungryul Baek, Tae-Kyun Kim 0001 |
CVPR | 1 |
| 2018 | Depth-Based 3D Hand Pose Estimation: From Current Achievements to Future GoalsabstractIn this paper, we strive to answer two questions: What is the current state of 3D hand pose estimation from depth images? And, what are the next challenges that need to be tackled? Following the successful Hands In the Million Challenge (HIM2017), we investigate the top 10 state-of-the-art methods on three tasks: single frame 3D pose estimation, 3D hand tracking, and hand pose estimation during object interaction. We analyze the performance of different CNN structures with regard to hand shape, joint visibility, view point and articulation distributions. Our findings include: (1) isolated 3D hand pose estimation achieves low mean errors (10 mm) in the view point range of [70, 120] degrees, but it is far from being solved for extreme view points; (2) 3D volumetric representations outperform 2D CNNs, better capturing the spatial structure of the depth data; (3) Discriminative methods still generalize poorly to unseen hand shapes; (4) While joint occlusions pose a challenge for most methods, explicit modeling of structure constraints can significantly narrow the gap between errors on visible and occluded joints. Shanxin Yuan, Guillermo Garcia-Hernando, Björn Stenger, Gyeongsik Moon, Ju Yong Chang, Kyoung Mu Lee, Pavlo Molchanov 0001, Jan Kautz, Sina Honari, Liuhao Ge, Junsong Yuan 0001, Xinghao Chen 0001, Guijin Wang, Fan Yang 0032, Kai Akiyama, Yang Wu 0001, Qingfu Wan, Meysam Madadi, Sergio Escalera, Shile Li, Dongheui Lee, Iasonas Oikonomidis, Antonis A. Argyros, Tae-Kyun Kim 0001 |
CVPR | 2 |
| 2018 | Spatio-temporal elastic cuboid trajectories for efficient fight recognition using Hough forests
Ismael Serrano, Oscar Déniz-Suárez, Gloria Bueno García, Guillermo Garcia-Hernando, Tae-Kyun Kim 0001 |
Mach. Vis. Appl. | 4 |
| 2017 | Transition Forests: Learning Discriminative Temporal Transitions for Action Recognition and DetectionabstractA human action can be seen as transitions between ones body poses over time, where the transition depicts a temporal relation between two poses. Recognizing actions thus involves learning a classifier sensitive to these pose transitions as well as to static poses. In this paper, we introduce a novel method called transitions forests, an ensemble of decision trees that both learn to discriminate static poses and transitions between pairs of two independent frames. During training, node splitting is driven by alternating two criteria: the standard classification objective that maximizes the discrimination power in individual frames, and the proposed one in pairwise frame transitions. Growing the trees tends to group frames that have similar associated transitions and share same action label incorporating temporal information that was not available otherwise. Unlike conventional decision trees where the best split in a node is determined independently of other nodes, the transition forests try to find the best split of nodes jointly (within a layer) for incorporating distant node transitions. When inferring the class label of a new frame, it is passed down the trees and the prediction is made based on previous frame predictions and the current one in an efficient and online manner. We apply our method on varied skeleton action recognition and online detection datasets showing its suitability over several baselines and state-of-the-art approaches. Guillermo Garcia-Hernando, Tae-Kyun Kim 0001 |
CVPR | 1 |
| 2016 | Transition Hough forest for trajectory-based action recognitionabstractIn this paper, we propose a new discriminative framework based on Hough forests that enables us to efficiently recognize and localize sequential data in the form of spatio-temporal trajectories. Contrary to traditional decision forest-based methods where predictions are made independently of its output temporal context, we introduce the concept of "transition", which enforces the temporal coherence of estimations and further enhances the discrimination between action classes. We start applying our proposed framework to the problem of recognizing and localizing fingertip written trajectories in mid-air using an egocentric camera. To this purpose, we present a new challenging dataset that allows us to evaluate and compare our method with previous approaches. Finally, we apply our framework to general human action recognition using local spatio-temporal trajectories obtaining comparable to state-of-the-art performance on a public benchmark. Guillermo Garcia-Hernando, Hyung Jin Chang, Ismael Serrano, Oscar Déniz-Suárez, Tae-Kyun Kim 0001 |
WACV | 1 |
| 2016 | Spatio-Temporal Hough Forest for efficient detection-localisation-recognition of fingerwriting in egocentric camera
Hyung Jin Chang, Guillermo Garcia-Hernando, Danhang Tang, Tae-Kyun Kim 0001 |
Comput. Vis. Image Underst. | 2 |