Demo Data from VLDB 2026 / reviewers in the wild / expert
Dimitrije Antic
dblp:316/9873
· DBLP profile ↗
6ranked-venue papers
2as first author
6since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 1 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 · 52% Video understanding and tracking · 12% Robot manipulation · 12% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
human mesh recovery |
1.1 | 2 | 2025 | SDFit: 3D Object Pose and Shape by Fitting a Morphable SDF to a Single Image · ICCV 2025 InteractVLM: 3D Interaction Reasoning from 2D Foundational Models · CVPR 2025 |
Computer vision › Video understanding and tracking › dynamic scene analysis › video scene understanding › human-centric scene understanding
3d human-object interaction |
0.9 | 1 | 2025 | InteractVLM: 3D Interaction Reasoning from 2D Foundational Models · CVPR 2025 |
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | InteractVLM: 3D Interaction Reasoning from 2D Foundational Models · CVPR 2025 |
Computer vision › 3D vision
3d shape reconstruction |
0.9 | 1 | 2025 | SDFit: 3D Object Pose and Shape by Fitting a Morphable SDF to a Single Image · ICCV 2025 |
Robotics › Robot manipulation › tactile sensing › contact sensing
contact estimation |
0.9 | 1 | 2025 | InteractVLM: 3D Interaction Reasoning from 2D Foundational Models · CVPR 2025 |
Computer vision › Face, body and person analysis
human pose |
0.6 | 1 | 2022 | Pose-NDF: Modeling Human Pose Manifolds with Neural Distance Fields · ECCV (5) 2022 |
Machine learning › Deep learning architectures and training › feedforward neural network › shallow neural networks
probabilistic neural network |
0.6 | 1 | 2022 | On the Pitfalls of Heteroscedastic Uncertainty Estimation with Probabilistic Neural Networks · ICLR 2022 |
Machine learning › Trustworthy machine learning
uncertainty estimation |
0.6 | 1 | 2022 | On the Pitfalls of Heteroscedastic Uncertainty Estimation with Probabilistic Neural Networks · ICLR 2022 |
Computer vision › 3D vision
object pose estimation |
0.3 | 1 | 2025 | SDFit: 3D Object Pose and Shape by Fitting a Morphable SDF to a Single Image · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
vision-language model · 0.9render-and-compare optimization · 0.9multi-view rendering · 0.9multi-view localization · 0.9morphable signed-distance-function model · 0.9foundational models · 0.9probabilistic neural network · 0.6neural distance fields · 0.6heteroscedastic modeling · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | 3D Whole-Body Grasp Synthesis with Directional ControllabilityabstractSynthesizing 3D whole bodies that realistically grasp objects is useful for animation, mixed reality, and robotics. This is challenging, because the hands and body need to look natural w.r.t. each other, the grasped object, as well as the local scene (i.e., a receptacle supporting the object). Moreover, training data for this task is really scarce, while capturing new data is expensive. Recent work goes beyond finite datasets via a divide-and-conquer approach; it first generates a “guiding” right-hand grasp, and then searches for bodies that match this. However, the guiding-hand synthesis lacks controllability and receptacle awareness, so it likely has an implausible direction (i.e., a body can't match this without penetrating the receptacle) and needs corrections through major post-processing. Moreover, the body search needs exhaustive sampling and is expensive. These are strong limitations. We tackle these with a novel method called CWGrasp. Our key idea is that performing geometry-based reasoning “early on,” instead of “too late,” provides rich “control” signals for inference. To this end, CWGrasp first samples a plausible reaching-direction vector (used later for both the arm and hand) from a probabilistic model built via ray-casting from the object and collision checking. Then, it generates a reaching body with a desired arm direction, as well as a “guiding” grasping hand with a desired palm direction that complies with the arm's one. Eventually, CWGrasp refines the body to match the “guiding” hand, while plausibly contacting the scene. Notably, generating already-compatible “parts” greatly simplifies the “whole”. Moreover, CWGrasp uniquely tackles both right- and left-hand grasps. We evaluate on the GRAB and ReplicaGrasp datasets. CWGrasp outperforms baselines, at lower runtime and budget, while all components help performance. Code and models are available at https://gpaschalidis.github.io/cwgrasp. Georgios Paschalidis, Romana Wilschut, Dimitrije Antic, Omid Taheri, Dimitrios Tzionas |
3DV | 3 |
| 2025 | InteractVLM: 3D Interaction Reasoning from 2D Foundational ModelsabstractWe introduce InteractVLM, a novel method to estimate 3D contact points on human bodies and objects from single in- the-wild images, enabling accurate human-object joint reconstruction in 3D. This is challenging due to occlusions, depth ambiguities, and widely varying object shapes. Existing methods rely on 3D contact annotations collected via expensive motion-capture systems or tedious manual labeling, limiting scalability and generalization. To overcome this, InteractVLM harnesses the broad visual knowledge of large Vision-Language Models (VLMs), fine-tuned with limited 3D contact data. However, directly applying these models is non-trivial, as they reason "only" in 2D, while human-object contact is inherently 3D. Thus we introduce a novel "Render-Localize-Lift" module that: (1) embeds 3D body and object surfaces in 2D space via multiview rendering, (2) trains a novel multi-view localization model (MV-Loc) to infer contacts in 2D, and (3) lifts these to 3D. Additionally, we propose a new task called Semantic Human Contact estimation, where human contact predictions are conditioned explicitly on object semantics, enabling richer interaction modeling. InteractVLM outperforms existing work on contact estimation and also facilitates 3D reconstruction from an in-the-wild image. To estimate 3D human and object pose, we infer initial body and object meshes, then infer contacts on both of these via InteractVLM, and last exploit these for fitting the meshes to image evidence. Results show that our approach performs promisingly in the wild. Code and models are available at https://interactvlm.is.tue.mpg.de. Saikumar Dwivedi, Dimitrije Antic, Shashank Tripathi, Omid Taheri, Cordelia Schmid, Michael J. Black, Dimitrios Tzionas |
CVPR | 2 |
| 2025 | SDFit: 3D Object Pose and Shape by Fitting a Morphable SDF to a Single ImageabstractRecovering 3D object pose and shape from a single image is a challenging and ill-posed problem. This is due to strong (self-)occlusions, depth ambiguities, the vast intra- and inter-class shape variance, and the lack of 3D ground truth for natural images. Existing deep-network methods are trained on synthetic datasets to predict 3D shapes, so they often struggle generalizing to real-world images. Moreover, they lack an explicit feedback loop for refining noisy estimates, and primarily focus on geometry without directly considering pixel alignment. To tackle these limitations, we develop a novel render-and-compare optimization framework, called SDFit. This has three key innovations: First, it uses a learned category-specific and morphable signed-distance-function (mSDF) model, and fits this to an image by iteratively refining both 3D pose and shape. The mSDF robustifies inference by constraining the search on the manifold of valid shapes, while allowing for arbitrary shape topologies. Second, SDFit retrieves an initial 3D shape that likely matches the image, by exploiting foundational models for efficient look-up into 3D shape databases. Third, SDFit initializes pose by establishing rich 2D-3D correspondences between the image and the mSDF through foundational features. We evaluate SDFit on three image datasets, i.e., Pix3D, Pascal3D+, and COMIC. SDFit performs on par with SotA feed-forward networks for unoccluded images and common poses, but is uniquely robust to occlusions and uncommon poses. Moreover, it requires no retraining for unseen images. Thus, SDFit contributes new insights for generalizing in the wild. Code is available at https://anticdimi.github.io/sdfit. Dimitrije Antic, Georgios Paschalidis, Shashank Tripathi, Theo Gevers, Saikumar Dwivedi, Dimitrios Tzionas |
ICCV | 1 |
| 2024 | CloSe: A 3D Clothing Segmentation Dataset and Modelabstract3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-Net in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/. Dimitrije Antic, Garvita Tiwari, Batuhan Ozcomlekci, Riccardo Marin, Gerard Pons-Moll |
3DV | 1 |
| 2022 | Pose-NDF: Modeling Human Pose Manifolds with Neural Distance Fields
Garvita Tiwari, Dimitrije Antic, Jan Eric Lenssen, Nikolaos Sarafianos, Tony Tung, Gerard Pons-Moll |
ECCV (5) | 2 |
| 2022 | On the Pitfalls of Heteroscedastic Uncertainty Estimation with Probabilistic Neural Networks
Maximilian Seitzer, Arash Tavakoli, Dimitrije Antic, Georg Martius |
ICLR | 3 |