Sebastian Starke

dblp:178/7616 · DBLP profile ↗
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19ranked-venue papers
8as first author
10since 2021 · last 2026
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 10 since 2021Artificial intelligence and machine learning · 7 · 3 first-author · 3 since 2021Systems, architecture and hardware · 2 · 1 first-author
YearPublicationVenuePosition
2026 SCENIC: Scene-Aware Semantic Navigation with Instruction-Guided Control
abstract
Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as “carefully stepping over obstacles” or “walking upstairs like a zombie.” Our solution introduces a hierarchical scene reasoning approach. At the core of our method is a novel hierarchical scene reasoning framework. It combines two key components: a motion-scene cross-attention block that aligns the human body's motion features with local scene geometry, enabling precise low-level interactions; and a target point canonicalization module that provides global goal conditioning by normalizing target scene coordinates for high-level guidance. To ensure plausibility and naturalness, we leverage a pre-trained motion diffusion prior and apply scene-constrained diffusion noise optimization during sampling, enabling long-horizon motion generation that respects both scene structure and semantic text input. Experiments demonstrate that our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets.
Sebastian Starke, Vladimir Guzov, Zhensong Zhang, Eduardo Pérez-Pellitero, Gerard Pons-Moll
3DV2
2026 CHOICE: Coordinated Human-Object Interaction in Cluttered Environments for Pick-and-Place Actions
abstract
Animating human-scene interactions such as picking and placing a wide range of objects with different geometries is a challenging task, especially in a cluttered environment where interactions with complex articulated containers are involved. The main difficulty lies in the sparsity of the motion data compared to the wide variation of the objects and environments, as well as the poor availability of transition motions between different actions, increasing the complexity of the generalization to arbitrary conditions. To cope with this issue, we develop a system that tackles the interaction synthesis problem as a hierarchical goal-driven task. Firstly, we develop a bimanual scheduler that plans a set of keyframes for simultaneously controlling the two hands to efficiently achieve the pick-and-place task from an abstract goal signal such as the target object selected by the user. Next, we develop a neural implicit planner that generates hand trajectories to guide reaching and leaving motions across diverse object shapes/types and obstacle layouts. Finally, we propose a linear dynamic model for our DeepPhase controller that incorporates a Kalman filter to enable smooth transitions in the frequency domain, resulting in a more realistic and effective multi-objective control of the character. Our system can synthesize a rich variety of natural pick-and-place movements that adapt to different object geometries, container articulations, and scene layouts.
Jintao Lu, Yuting Ye, Takaaki Shiratori, Sebastian Starke, Taku Komura
ACM Trans. Graph.5
2025 FORCE: Physics-Aware Human-Object Interaction
abstract
Interactions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent human-object interaction methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, an approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute a dataset, which features diverse, different-styled motion through interactions with varying resistances.
Bharat Lal Bhatnagar, Sebastian Starke, Ilya Petrov, Vladimir Guzov, Helisa Dhamo, Eduardo Pérez-Pellitero, Gerard Pons-Moll
3DV3
2024 Uncertainty Estimation in Instance Segmentation with Star-convex Shapes
abstract
Instance segmentation has witnessed promising advancements through deep neural network-based algorithms. However, these models often exhibit incorrect predictions with unwarranted confidence levels. Consequently, evaluating prediction uncertainty becomes critical for informed decision-making. Existing methods primarily focus on quantifying uncertainty in classification or regression tasks, lacking emphasis on instance segmentation. Our research addresses the challenge of estimating spatial certainty associated with the location of instances with star-convex shapes. Two distinct clustering approaches are evaluated which compute spatial and fractional certainty per instance employing samples by the Monte-Carlo Dropout or Deep Ensemble technique. Our study demonstrates that combining spatial and fractional certainty scores yields improved calibrated estimation over individual certainty scores. Notably, our experimental results show that the Deep Ensemble technique alongside our novel radial clustering approach proves to be an effective strategy. Our findings emphasize the significance of evaluating the calibration of estimated certainties for model reliability and decision-making.
Qasim M. K. Siddiqui, Sebastian Starke, Peter Steinbach 0001
WACV2
2024 Categorical Codebook Matching for Embodied Character Controllers
abstract
Translating motions from a real user onto a virtual embodied avatar is a key challenge for character animation in the metaverse. In this work, we present a novel generative framework that enables mapping from a set of sparse sensor signals to a full body avatar motion in real-time while faithfully preserving the motion context of the user. In contrast to existing techniques that require training a motion prior and its mapping from control to motion separately, our framework is able to learn the motion manifold as well as how to sample from it at the same time in an end-to-end manner. To achieve that, we introduce a technique called codebook matching which matches the probability distribution between two categorical codebooks for the inputs and outputs for synthesizing the character motions. We demonstrate this technique can successfully handle ambiguity in motion generation and produce high quality character controllers from unstructured motion capture data. Our method is especially useful for interactive applications like virtual reality or video games where high accuracy and responsiveness are needed.
Sebastian Starke, Paul Starke, Nicky He, Taku Komura, Yuting Ye
ACM Trans. Graph.1
2023 Avatars Grow Legs: Generating Smooth Human Motion from Sparse Tracking Inputs with Diffusion Model
abstract
With the recent surge in popularity of AR/VR applications, realistic and accurate control of 3D full-body avatars has become a highly demanded feature. A particular challenge is that only a sparse tracking signal is available from standalone HMDs (Head Mounted Devices), often limited to tracking the user's head and wrists. While this signal is resourceful for reconstructing the upper body motion, the lower body is not tracked and must be synthesized from the limited information provided by the upper body joints. In this paper, we present AGRoL, a novel conditional diffusion model specifically designed to track full bodies given sparse upper-body tracking signals. Our model is based on a simple multi-layer perceptron (MLP) architecture and a novel conditioning scheme for motion data. It can predict accurate and smooth full-body motion, particularly the challenging lower body movement. Unlike common diffusion architectures, our compact architecture can run in real-time, making it suitable for online body-tracking applications. We train and evaluate our model on AMASS motion capture dataset, and demonstrate that our approach outperforms state-of-the-art methods in generated motion accuracy and smoothness. We further justify our design choices through extensive experiments and ablation studies.
Yuming Du, Robin Kips, Albert Pumarola, Sebastian Starke, Ali K. Thabet, Artsiom Sanakoyeu
CVPR4
2023 PhaseMP: Robust 3D Pose Estimation via Phase-conditioned Human Motion Prior
abstract
We present a novel motion prior, called PhaseMP, modeling a probability distribution on pose transitions conditioned by a frequency domain feature extracted from a periodic autoencoder. The phase feature further enforces the pose transitions to be unidirectional (i.e. no backward movement in time), from which more stable and natural motions can be generated. Specifically, our motion prior can be useful for accurately estimating 3D human motions in the presence of challenging input data, including long periods of spatial and temporal occlusion, as well as noisy sensor measurements. Through a comprehensive evaluation, we demonstrate the efficacy of our novel motion prior, showcasing its superiority over existing state-of-the-art methods by a significant margin across various applications, including video-to-motion and motion estimation from sparse sensor data, and etc.
Mingyi Shi, Sebastian Starke, Yuting Ye, Taku Komura, Jungdam Won
ICCV2
2022 COUCH: Towards Controllable Human-Chair Interactions
Bharat Lal Bhatnagar, Sebastian Starke, Vladimir Guzov, Gerard Pons-Moll
ECCV (5)3
2022 DeepPhase: periodic autoencoders for learning motion phase manifolds
abstract
Learning the spatial-temporal structure of body movements is a fundamental problem for character motion synthesis. In this work, we propose a novel neural network architecture called the Periodic Autoencoder that can learn periodic features from large unstructured motion datasets in an unsupervised manner. The character movements are decomposed into multiple latent channels that capture the non-linear periodicity of different body segments while progressing forward in time. Our method extracts a multi-dimensional phase space from full-body motion data, which effectively clusters animations and produces a manifold in which computed feature distances provide a better similarity measure than in the original motion space to achieve better temporal and spatial alignment. We demonstrate that the learned periodic embedding can significantly help to improve neural motion synthesis in a number of tasks, including diverse locomotion skills, style-based movements, dance motion synthesis from music, synthesis of dribbling motions in football, and motion query for matching poses within large animation databases.
Sebastian Starke, Ian Mason, Taku Komura
ACM Trans. Graph.1
2021 Neural animation layering for synthesizing martial arts movements
abstract
Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The framework can synthesize novel movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, punching, kicking, avoiding and combinations thereof, but also reconstruct signature motions of different fighters, as well as close-character interactions such as clinching and carrying by learning the spatial joint relationships. To achieve this goal, we adopt a modular framework which is composed of the motion generator and a set of different control modules. The motion generator functions as a motion manifold that projects novel mixed/edited trajectories to natural full-body motions, and synthesizes realistic transitions between different motions. The control modules are task dependent and can be developed and trained separately by engineers to include novel motion tasks, which greatly reduces network iteration time when working with large-scale datasets. Our modular framework provides a transparent control interface for animators that allows modifying or combining movements after network training, and enables iterative adding of control modules for different motion tasks and behaviors. Our system can be used for offline and online motion generation alike, and is relevant for real-time applications such as computer games.
Sebastian Starke, Fabio Zinno, Taku Komura
ACM Trans. Graph.1
2020 Local motion phases for learning multi-contact character movements
abstract
Training a bipedal character to play basketball and interact with objects, or a quadruped character to move in various locomotion modes, are difficult tasks due to the fast and complex contacts happening during the motion. In this paper, we propose a novel framework to learn fast and dynamic character interactions that involve multiple contacts between the body and an object, another character and the environment, from a rich, unstructured motion capture database. We use one-on-one basketball play and character interactions with the environment as examples. To achieve this task, we propose a novel feature called local motion phase, that can help neural networks to learn asynchronous movements of each bone and its interaction with external objects such as a ball or an environment. We also propose a novel generative scheme to reproduce a wide variation of movements from abstract control signals given by a gamepad, which can be useful for changing the style of the motion under the same context. Our scheme is useful for animating contact-rich, complex interactions for real-time applications such as computer games.
Sebastian Starke, Taku Komura, Kazi A. Zaman
ACM Trans. Graph.1
2019 Memetic Evolution for Generic Full-Body Inverse Kinematics in Robotics and Animation
abstract
In this paper, a novel and fast memetic evolutionary algorithm is presented which can solve fully constrained generic inverse kinematics with multiple end effectors and goal objectives, leaving high flexibility for the design of custom cost functions. The algorithm utilizes a hybridization of evolutionary and swarm optimization, combined with the limited-memory-Broyden-Fletcher-Goldfarb-Shanno with bound constraints algorithm for gradient-based optimization. Accurate solutions can be found in real-time and suboptimal extrema are robustly avoided, scaling well even for greatly higher degree of freedom. The algorithm provides a general framework for bounded continuous optimization which only requires two parameters for the number of individuals and elites to be set, and supports adding additional goals and constraints for inverse kinematics, such as minimal displacement between solutions, collision avoidance, or functional joint relations. Experimental results on several industrial and anthropomorphic robots as well as on virtual characters demonstrate the algorithm to be applicable for solving complex kinematic postures for different challenging tasks in robotics, human-robot interaction and character animation, including dexterous object manipulation, collision-free full-body motion, as well as animation post-processing for video games and films. Implementations are made available for Unity3D and robot operating system.
Sebastian Starke, Norman Hendrich, Jianwei Zhang 0001
IEEE Trans. Evol. Comput.1
2019 Neural state machine for character-scene interactions
abstract
We propose Neural State Machine , a novel data-driven framework to guide characters to achieve goal-driven actions with precise scene interactions. Even a seemingly simple task such as sitting on a chair is notoriously hard to model with supervised learning. This difficulty is because such a task involves complex planning with periodic and non-periodic motions reacting to the scene geometry to precisely position and orient the character. Our proposed deep auto-regressive framework enables modeling of multi-modal scene interaction behaviors purely from data. Given high-level instructions such as the goal location and the action to be launched there, our system computes a series of movements and transitions to reach the goal in the desired state. To allow characters to adapt to a wide range of geometry such as different shapes of furniture and obstacles, we incorporate an efficient data augmentation scheme to randomly switch the 3D geometry while maintaining the context of the original motion. To increase the precision to reach the goal during runtime, we introduce a control scheme that combines egocentric inference and goal-centric inference. We demonstrate the versatility of our model with various scene interaction tasks such as sitting on a chair, avoiding obstacles, opening and entering through a door, and picking and carrying objects generated in real-time just from a single model.
Sebastian Starke, Taku Komura, Jun Saito
ACM Trans. Graph.1
2018 Cost Functions to Specify Full-Body Motion and Multi-Goal Manipulation Tasks
abstract
While the problem of inverse kinematics on serial kinematic chains is well researched, solving motion tasks quickly on more complex robots remains an open problem. Examples include dual-arm manipulation, grasping with multi-finger hands, and full-body motion generation for humanoids. In this paper, we introduce an open-source software package for ROS and MoveIt! that solves inverse kinematics and motion tasks on robots with arbitrary kinematic trees. The underlying memetic algorithm integrates evolutionary optimization, particle swarm optimization, and gradient methods. The optimization respects joint limits, effectively avoids local minima, and achieves fast convergence to accurate solutions. More importantly, the overall motion goal is specified using a set of weighted sub-goals, providing great flexibility and control of secondary objectives. Several application examples demonstrate how to combine the predefined sub-goals to achieve complex motion tasks.
Philipp Ruppel, Norman Hendrich, Sebastian Starke, Jianwei Zhang 0001
ICRA3
2018 Few-shot Learning of Homogeneous Human Locomotion Styles
abstract
Abstract Using neural networks for learning motion controllers from motion capture data is becoming popular due to the natural and smooth motions they can produce, the wide range of movements they can learn and their compactness once they are trained. Despite these advantages, these systems require large amounts of motion capture data for each new character or style of motion to be generated, and systems have to undergo lengthy retraining, and often reengineering, to get acceptable results. This can make the use of these systems impractical for animators and designers and solving this issue is an open and rather unexplored problem in computer graphics. In this paper we propose a transfer learning approach for adapting a learned neural network to characters that move in different styles from those on which the original neural network is trained. Given a pretrained character controller in the form of a Phase‐Functioned Neural Network for locomotion, our system can quickly adapt the locomotion to novel styles using only a short motion clip as an example. We introduce a canonical polyadic tensor decomposition to reduce the amount of parameters required for learning from each new style, which both reduces the memory burden at runtime and facilitates learning from smaller quantities of data. We show that our system is suitable for learning stylized motions with few clips of motion data and synthesizing smooth motions in real‐time.
Ian Mason, Sebastian Starke, Hakan Bilen, Taku Komura
Comput. Graph. Forum2
2018 Mode-adaptive neural networks for quadruped motion control
abstract
Quadruped motion includes a wide variation of gaits such as walk, pace, trot and canter, and actions such as jumping, sitting, turning and idling. Applying existing data-driven character control frameworks to such data requires a significant amount of data preprocessing such as motion labeling and alignment. In this paper, we propose a novel neural network architecture called Mode-Adaptive Neural Networks for controlling quadruped characters. The system is composed of the motion prediction network and the gating network. At each frame, the motion prediction network computes the character state in the current frame given the state in the previous frame and the user-provided control signals. The gating network dynamically updates the weights of the motion prediction network by selecting and blending what we call the expert weights, each of which specializes in a particular movement. Due to the increased flexibility, the system can learn consistent expert weights across a wide range of non-periodic/periodic actions, from unstructured motion capture data, in an end-to-end fashion. In addition, the users are released from performing complex labeling of phases in different gaits. We show that this architecture is suitable for encoding the multi-modality of quadruped locomotion and synthesizing responsive motion in real-time.
Sebastian Starke, Taku Komura, Jun Saito
ACM Trans. Graph.2
2017 A memetic evolutionary algorithm for real-time articulated kinematic motion
abstract
Solving kinematic motion is a challenging field of research which is relevant for various applications in character animation and robotics. This paper presents a novel and fast hybrid evolutionary algorithm for inverse kinematics which can handle fully constrained and highly articulated geometries with multiple end effectors and individual objectives. Several experiments on the 42 DoF human body mannequin and other kinematic models demonstrate a robust multimodal and multi-objective optimisation, and the ability to evolve accurate solutions in real-time while offering maximum flexibility for the design of custom cost functions.
Sebastian Starke, Norman Hendrich, Jianwei Zhang 0001
CEC1
2017 Evolutionary multi-objective inverse kinematics on highly articulated and humanoid robots
abstract
While solving inverse kinematics on serial kinematic chains is well researched, many methods still seem rather limited in jointly handling more complex geometries, including dexterous multi-finger hands or humanoid robots. In particular, object manipulation and motion tasks would benefit from the ability to define intermediate goals along the kinematic chains, such as an elbow position or wrist orientation. In this paper, we propose a fast hybrid evolutionary approach that is capable of solving inverse kinematics for multiple end effectors simultaneously, leaving high flexibility for specifying full-body postures with different objectives. Accurate solutions can be found in real-time and suboptimal extrema are robustly avoided. Our experimental results on the NASA Valkyrie and Shadow Dexterous Hand demonstrate that the algorithm is fast and can be efficiently applied for different robotic tasks which require flexible control of fully-constrained geometries.
Sebastian Starke, Norman Hendrich, Dennis Krupke, Jianwei Zhang 0001
IROS1
2016 Monitoring Energy Consumption on the Service Level - A Procedure Model for Multitenant ERP Systems
abstract
In this paper, we describe a procedure model for monitoring energy consumption of IT services. The model comprises the steps for identifying and extracting the required data, as well as a mathematic model to predict the energy consumption on both the infrastructure and the service level. Using the example of a distributed and shared ERP system, in which services are represented by ERP transactions, we evaluate the procedure model within a controlled experiment. The model was trained on monitoring data, gathered by performing a benchmark, which triggered more than 1,116,000 dialog steps, initiated by 6000 simulated SAP ERP users. During the benchmark, we monitored the dedicated resource usage for each transaction in terms of CPU time, database request time and database calls as well as the energy consumption of all servers involved in completing the transactions. Our developed procedure model enables IT service providers and business process outsourcers to assign their monitored hardware energy consumption to the actual consuming ERP transactions like creating sales orders, changing outbound deliveries or creating billing documents in watt per hour. The resulting dedicated energy costs can be transferred directly to overlying IT products or to individual organizations that share a multitenant ERP system. The research is mainly relevant for practitioners, especially for internal and external IT service providers. Our results serve as an early contribution to a paradigm shift in the granularity of energy monitoring, which needs to be carried forward to comply with an integrated and product-oriented information management and the ongoing extensive use of cloud- and IT service offerings in business departments.
Hendrik Müller, Carsten Görling, Johannes Hintsch, Matthias Splieth, Sebastian Starke, Klaus Turowski
CLOSER (2)5