EDBT 2026 Demo / reviewers in the wild / expert
Qingkai Lu
dblp:147/2721
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0002-3820-475XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-authorSystems, architecture and hardware · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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.
| Artificial intelligence
1 paper |
Robot manipulation · 62% 3D vision · 38% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Robot manipulation
grasping |
0.4 | 1 | 2020 | Learning Continuous 3D Reconstructions for Geometrically Aware Grasping · ICRA 2020 |
Computer vision › 3D vision
3d reconstruction |
0.1 | 1 | 2020 | Learning Continuous 3D Reconstructions for Geometrically Aware Grasping · ICRA 2020 |
Computer vision › 3D vision › 3d reconstruction
learning-based 3d reconstruction |
0.1 | 1 | 2020 | Learning Continuous 3D Reconstructions for Geometrically Aware Grasping · ICRA 2020 |
Methods — techniques the papers use, named apart from their topics
grasp success classifier · 0.4deep learning · 0.4continuous grasp optimization · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Learning Continuous 3D Reconstructions for Geometrically Aware GraspingabstractDeep learning has enabled remarkable improvements in grasp synthesis for previously unseen objects from partial object views. However, existing approaches lack the ability to explicitly reason about the full 3D geometry of the object when selecting a grasp, relying on indirect geometric reasoning derived when learning grasp success networks. This abandons explicit geometric reasoning, such as avoiding undesired robot object collisions. We propose to utilize a novel, learned 3D reconstruction to enable geometric awareness in a grasping system. We leverage the structure of the reconstruction network to learn a grasp success classifier which serves as the objective function for a continuous grasp optimization. We additionally explicitly constrain the optimization to avoid undesired contact, directly using the reconstruction. We examine the role of geometry in grasping both in the training of grasp metrics and through 96 robot grasping trials. Our results can be found on https://sites.google.com/view/reconstruction-grasp/. Mark Van der Merwe, Qingkai Lu, Balakumar Sundaralingam, Martin Matak, Tucker Hermans |
ICRA | 2 |
| 2020 | Multi-Fingered Active Grasp LearningabstractLearning-based approaches to grasp planning are preferred over analytical methods due to their ability to better generalize to new, partially observed objects. However, data collection remains one of the biggest bottlenecks for grasp learning methods, particularly for multi-fingered hands. The relatively high dimensional configuration space of the hands coupled with the diversity of objects common in daily life requires a significant number of samples to produce robust and confident grasp success classifiers. In this paper, we present the first active deep learning approach to grasping that searches over the grasp configuration space and classifier confidence in a unified manner. We base our approach on recent success in planning multi-fingered grasps as probabilistic inference with a learned neural network likelihood function. We embed this within a multi-armed bandit formulation of sample selection. We show that our active grasp learning approach uses fewer training samples to produce grasp success rates comparable with the passive supervised learning method trained with grasping data generated by an analytical planner. We additionally show that grasps generated by the active learner have greater qualitative and quantitative diversity in shape. Qingkai Lu, Mark Van der Merwe, Tucker Hermans |
IROS | 1 |
| 2017 | Planning Multi-fingered Grasps as Probabilistic Inference in a Learned Deep Network
Qingkai Lu, Kautilya Chenna, Balakumar Sundaralingam, Tucker Hermans |
ISRR | 1 |
| 2014 | Play type recognition in real-world football videoabstractThis paper presents a vision system for recognizing the sequence of plays in amateur videos of American football games (e.g. offense, defense, kickoff, punt, etc). The system is aimed at reducing user effort in annotating football videos, which are posted on a web service used by over 13,000 high school, college, and professional football teams. Recognizing football plays is particularly challenging in the context of such a web service, due to the huge variations across videos, in terms of camera viewpoint, motion, distance from the field, as well as amateur camerawork quality, and lighting conditions, among other factors. Given a sequence of videos, where each shows a particular play of a football game, we first run noisy play-level detectors on every video. Then, we integrate responses of the play-level detectors with global game-level reasoning which accounts for statistical knowledge about football games. Our empirical results on more than 1450 videos from 10 diverse football games show that our approach is quite effective, and close to being usable in a real-world setting. Zhongyuan Feng, Qingkai Lu, Behrooz Mahasseni, Trevor Fiez, Alan Fern, Sinisa Todorovic |
WACV | 3 |