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Samuel Clarke

dblp:154/9341 · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2025
—ORCID · unresolved

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

Artificial intelligence and machine learning · 5 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 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.

Computer graphics and multimedia
4 papers
Audio and music processing · 82% Rendering · 14% Virtual and augmented reality · 4%
Artificial intelligence
3 papers
Robot navigation and mapping · 33% Robot manipulation · 32% 3D vision · 28%
Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 100%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping
multimodal sensing
0.912025
X-Capture: An Open-Source Portable Device for Multi-Sensory Learning · ICCV 2025
Rendering
differentiable rendering
0.812024
Hearing Anything Anywhere · CVPR 2024
Audio and music processing › acoustic simulation
room impulse response rendering
0.812024
Hearing Anything Anywhere · CVPR 2024
Audio and music processing
spatial audio
0.812024
Hearing Anything Anywhere · CVPR 2024
Audio and music processing
computational auditory scene analysis
0.712023
REALIMPACT: A Dataset of Impact Sound Fields for Real Objects · CVPR 2023
Audio and music processing
room acoustics
0.712023
SoundCam: A Dataset for Finding Humans Using Room Acoustics · NeurIPS 2023
Audio and music processing › room acoustics
room impulse response
0.712023
SoundCam: A Dataset for Finding Humans Using Room Acoustics · NeurIPS 2023
Computer vision › 3D vision › 3d shape analysis
3d shape understanding
0.612022
ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer · CVPR 2022
Robotics › Robot manipulation › tactile sensing
object property estimation
0.612022
ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer · CVPR 2022
Robotics › Robot manipulation
tactile sensing
0.312025
X-Capture: An Open-Source Portable Device for Multi-Sensory Learning · ICCV 2025
Computer vision › Vision and language
audio-visual learning
0.212023
REALIMPACT: A Dataset of Impact Sound Fields for Real Objects · CVPR 2023
Computer vision › 3D vision
3d shape reconstruction
0.212022
ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer · CVPR 2022

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

multimodal representation learning · 1.7physics-based simulation · 1.3acoustic simulation · 1.3parametric acoustic modeling · 0.8differentiable rendering · 0.8implicit neural representation · 0.6
YearPublicationVenuePosition
2025 X-Capture: An Open-Source Portable Device for Multi-Sensory Learning
abstract
Understanding objects through multiple sensory modalities is fundamental to human perception, enabling cross-sensory integration and richer comprehension. For AI and robotic systems to replicate this ability, access to diverse, high-quality multi-sensory data is critical. Existing datasets are often limited by their focus on controlled environments, simulated objects, or restricted modality pairings. We introduce X-Capture, an open-source, portable, and cost-effective device for real-world multi-sensory data collection, capable of capturing correlated RGBD images, tactile readings, and impact audio. With a build cost under $1,000, X-Capture democratizes the creation of multi-sensory datasets, requiring only consumer-grade tools for assembly. Using X-Capture, we curate a sample dataset of 3,000 total points on 500 everyday objects from diverse, real-world environments, offering both richness and variety. Our experiments demonstrate the value of both the quantity and the sensory breadth of our data for both pretraining and fine-tuning multi-modal representations for object-centric tasks such as cross-sensory retrieval and reconstruction. X-Capture lays the groundwork for advancing human-like sensory representations in AI, emphasizing scalability, accessibility, and real-world applicability.
Samuel Clarke, Suzannah Wistreich, Yanjie Ze, Jiajun Wu 0001
ICCV1
2024 Hearing Anything Anywhere
abstract
Recent years have seen immense progress in 3D computer vision and computer graphics, with emerging tools that can virtualize real-world 3D environments for numerous Mixed Reality (XR) applications. However, alongside immersive visual experiences, immersive auditory experiences are equally vital to our holistic perception of an environment. In this paper, we aim to reconstruct the spatial acoustic characteristics of an arbitrary environment given only a sparse set of (roughly 12) room impulse response (RIR) recordings and a planar reconstruction of the scene, a setup that is easily achievable by ordinary users. To this end, we introduce DIFFRIR, a differentiable RIR rendering framework with interpretable parametric models of salient acoustic features of the scene, including sound source directivity and surface reflectivity. This allows us to synthesize novel auditory experiences through the space with any source audio. To evaluate our method, we collect a dataset of RIR recordings and music in four diverse, real environments. We show that our model outperforms state-of-the-art baselines on rendering monaural and binaural RIRs and music at unseen locations, and learns physically interpretable parameters characterizing acoustic properties of the sound source and surfaces in the scene.
Mason L. Wang, Ryosuke Sawata, Samuel Clarke, Ruohan Gao, Shangzhe Wu, Jiajun Wu 0001
CVPR3
2023 REALIMPACT: A Dataset of Impact Sound Fields for Real Objects
abstract
Objects make unique sounds under different perturbations, environment conditions, and poses relative to the listener. While prior works have modeled impact sounds and sound propagation in simulation, we lack a standard dataset of impact sound fields of real objects for audio-visual learning and calibration of the sim-to-real gap. We present Realimpact,a large-scale dataset of real object impact sounds recorded under controlled conditions. Re-alimpactcontains 150,000 recordings of impact sounds of 50 everyday objects with detailed annotations, including their impact locations, microphone locations, contact force profiles, material labels, and RGBD images.**The project page and dataset are available at https://samuelpclarke.com/realimpact/ We make preliminary attempts to use our dataset as a reference to current simulation methods for estimating object impact sounds that match the real world. Moreover, we demon-strate the usefulness of our dataset as a testbed for acoustic and audio-visual learning via the evaluation of two bench-mark tasks, including listener location classification and vi-sual acoustic matching.
Samuel Clarke, Ruohan Gao, Mason L. Wang, Mark Rau, Julia Xu, Jui-Hsien Wang, Doug L. James, Jiajun Wu 0001
CVPR1
2023 SoundCam: A Dataset for Finding Humans Using Room Acoustics
abstract
A room’s acoustic properties are a product of the room’s geometry, the objects within the room, and their specific positions. A room’s acoustic properties can be characterized by its impulse response (RIR) between a source and listener location, or roughly inferred from recordings of natural signals present in the room. Variations in the positions of objects in a room can effect measurable changes in the room’s acoustic properties, as characterized by the RIR. Existing datasets of RIRs either do not systematically vary positions of objects in an environment, or they consist of only simulated RIRs. We present SoundCam, the largest dataset of unique RIRs from in-the-wild rooms publicly released to date. It includes 5,000 10-channel real-world measurements of room impulse responses and 2,000 10-channel recordings of music in three different rooms, including a controlled acoustic lab, an in-the-wild living room, and a conference room, with different humans in positions throughout each room. We show that these measurements can be used for interesting tasks, such as detecting and identifying humans, and tracking their positions.
Mason L. Wang, Samuel Clarke, Jui-Hsien Wang, Ruohan Gao, Jiajun Wu 0001
NeurIPS2
2022 ObjectFolder 2.0: A Multisensory Object Dataset for Sim2Real Transfer
abstract
Objects play a crucial role in our everyday activities. Though multisensory object-centric learning has shown great potential lately, the modeling of objects in prior work is rather unrealistic. ObjectFolder 1.0 is a recent dataset that introduces 100 virtualized objects with visual, acoustic, and tactile sensory data. However, the dataset is small in scale and the multisensory data is of limited quality, hampering generalization to real-world scenarios. We present ObjectFolder 2.0, a large-scale, multisensory dataset of common household objects in the form of implicit neural representations that significantly enhances ObjectFolder 1.0 in three aspects. First, our dataset is 10 times larger in the amount of objects and orders of magnitude faster in rendering time. Second, we significantly improve the multisensory rendering quality for all three modalities. Third, we show that models learned from virtual objects in our dataset successfully transfer to their real-world counterparts in three challenging tasks: object scale estimation, contact localization, and shape reconstruction. ObjectFolder 2.0 offers a new path and testbed for multisensory learning in computer vision and robotics. The dataset is available at https://github.com/rhgao/ObjectFolder.
Ruohan Gao, Zilin Si, Yen-Yu Chang, Samuel Clarke, Jeannette Bohg, Li Fei-Fei 0001, Wenzhen Yuan 0001, Jiajun Wu 0001
CVPR4