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Shun Ogawa

dblp:214/2243 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0001-8278-4299ORCID · reported

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Computer animation and physical simulation · 92% Rendering · 8%
Artificial intelligence
2 papers
Reinforcement learning · 72% Video understanding and tracking · 28%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › procedural animation
behavioral animation
0.812024
CBIL: Collective Behavior Imitation Learning for Fish from Real Videos · ACM Trans. Graph. 2024
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.612022
DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning · NeurIPS 2022
Computer vision › Video understanding and tracking › video analytics › behavior analysis
animal behavior analysis
0.212024
CBIL: Collective Behavior Imitation Learning for Fish from Real Videos · ACM Trans. Graph. 2024

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

self-supervised learning · 1.5masked video autoencoder · 1.5adversarial imitation learning · 1.5physically-based rendering · 1.1multi-agent deep reinforcement learning · 1.1
YearPublicationVenuePosition
2024 CBIL: Collective Behavior Imitation Learning for Fish from Real Videos
abstract
Reproducing realistic collective behaviors presents a captivating yet formidable challenge. Traditional rule-based methods rely on hand-crafted principles, limiting motion diversity and realism in generated collective behaviors. Recent imitation learning methods learn from data but often require ground-truth motion trajectories and struggle with authenticity, especially in high-density groups with erratic movements. In this paper, we present a scalable approach, Collective Behavior Imitation Learning (CBIL), for learning fish schooling behavior directly from videos , without relying on captured motion trajectories. Our method first leverages Video Representation Learning, in which a Masked Video AutoEncoder (MVAE) extracts implicit states from video inputs in a self-supervised manner. The MVAE effectively maps 2D observations to implicit states that are compact and expressive for following the imitation learning stage. Then, we propose a novel adversarial imitation learning method to effectively capture complex movements of the schools of fish, enabling efficient imitation of the distribution of motion patterns measured in the latent space. It also incorporates bio-inspired rewards alongside priors to regularize and stabilize training. Once trained, CBIL can be used for various animation tasks with the learned collective motion priors. We further show its effectiveness across different species. Finally, we demonstrate the application of our system in detecting abnormal fish behavior from in-the-wild videos.
Yifan Wu 0039, Zhiyang Dou, Yuko Ishiwaka, Shun Ogawa, Yuke Lou, Wenping Wang 0001, Lingjie Liu, Taku Komura
ACM Trans. Graph.4
2022 DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning
abstract
Our goal is to synthesize realistic underwater scenes with various fish species in different fish cages, which can be utilized to train computer vision models to automate fish counting and sizing tasks. It is a challenging problem to prepare a sufficiently diverse labeled dataset of images from aquatic environments. We solve this challenge by introducing an adaptive bio-inspired fish simulation. The behavior of caged fish changes based on the species, size and number of fish, and the size and shape of the cage, among other variables. However, a method to autonomously achieve schooling behavior for caged fish did not exist. In this paper, we propose a method for achieving schooling behavior for any given combination of variables, using multi-agent deep reinforcement learning (DRL) in various fish cages in arbitrary environments. Furthermore, to visually reproduce the underwater scene in different locations and seasons, we incorporate a physically-based underwater simulation.
Yuko Ishiwaka, Xiao S. Zeng, Shun Ogawa, Donovan Westwater, Tadayuki Tone, Masaki Nakada
NeurIPS3