EDBT 2026 Demo / reviewers in the wild / expert
Rohan Chabra
dblp:182/7313
· DBLP profile ↗
6ranked-venue papers
3as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author
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
6 papers |
3D vision · 76% Face, body and person analysis · 20% Deep learning architectures and training · 2% | |
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 82% Virtual and augmented reality · 18% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Performance modeling and evaluation · 50% Embedded and real-time systems · 50% |
Topics — the 19 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.8 | 2 | 2020 | Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction · ECCV (29) 2020 Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer vision › 3D vision
3d shape representation |
0.6 | 1 | 2022 | Self-supervised Neural Articulated Shape and Appearance Models · CVPR 2022 |
Computer vision › 3D vision › 3d reconstruction › learning-based 3d reconstruction
self-supervised 3d reconstruction |
0.6 | 1 | 2022 | Self-supervised Neural Articulated Shape and Appearance Models · CVPR 2022 |
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function |
0.4 | 1 | 2020 | Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction · ECCV (29) 2020 |
Computer vision › 3D vision
3d scene reconstruction |
0.4 | 1 | 2019 | StereoDRNet: Dilated Residual StereoNet · CVPR 2019 |
Computer vision › 3D vision › depth estimation
stereo depth estimation |
0.4 | 1 | 2019 | StereoDRNet: Dilated Residual StereoNet · CVPR 2019 |
Computer vision › 3D vision › 3d scene reconstruction
dynamic scene reconstruction |
0.3 | 1 | 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
egocentric pose estimation |
0.3 | 1 | 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer vision › Face, body and person analysis
human pose estimation |
0.3 | 1 | 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Embedded and real-time systems › wireless communication › wireless sensor networks
sensor placement |
0.3 | 1 | 2017 | Optimizing placement of commodity depth cameras for known 3D dynamic scene capture · VR 2017 |
Performance modeling and evaluation › simulation
simulation optimization |
0.3 | 1 | 2017 | Optimizing placement of commodity depth cameras for known 3D dynamic scene capture · VR 2017 |
Computer animation and physical simulation › motion planning
collision avoidance |
0.2 | 1 | 2016 | Interactive and adaptive data-driven crowd simulation · VR 2016 |
Computer animation and physical simulation
crowd simulation |
0.2 | 1 | 2016 | Interactive and adaptive data-driven crowd simulation · VR 2016 |
Computer animation and physical simulation
data-driven simulation |
0.2 | 1 | 2016 | Interactive and adaptive data-driven crowd simulation · VR 2016 |
Computer animation and physical simulation › character animation
articulated motion |
0.2 | 1 | 2022 | Self-supervised Neural Articulated Shape and Appearance Models · CVPR 2022 |
Machine learning › Deep learning architectures and training
convolutional neural network |
0.1 | 1 | 2019 | StereoDRNet: Dilated Residual StereoNet · CVPR 2019 |
Virtual and augmented reality › telepresence
3d telepresence |
0.1 | 1 | 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality
immersive experience |
0.1 | 1 | 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer vision › Video understanding and tracking › motion analysis › trajectory analysis
trajectory extraction |
0.1 | 1 | 2016 | Interactive and adaptive data-driven crowd simulation · VR 2016 |
Methods — techniques the papers use, named apart from their topics
self-supervised learning · 1.1novel view synthesis · 1.1neural implicit representation · 1.1parametric model-based motion estimation · 0.7convolutional neural network · 0.7deep learning · 0.4vortex pooling · 0.4volumetric fusion · 0.4dilated convolution · 0.4cost filtering · 0.4simulated annealing · 0.3greedy algorithm · 0.3fitness metric · 0.3trajectory analysis · 0.2statistical learning · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Self-supervised Neural Articulated Shape and Appearance ModelsabstractLearning geometry, motion, and appearance priors of object classes is important for the solution of a large variety of computer vision problems. While the majority of approaches has focused on static objects, dynamic objects, especially with controllable articulation, are less explored. We propose a novel approach for learning a representation of the geometry, appearance, and motion of a class of articulated objects given only a set of color images as input. In a self-supervised manner, our novel representation learns shape, appearance, and articulation codes that enable independent control of these semantic dimensions. Our model is trained end-to-end without requiring any articulation annotations. Experiments show that our approach performs well for different joint types, such as revolute and prismatic joints, as well as different combinations of these joints. Compared to state of the art that uses direct 3D supervision and does not output appearance, we recover more faithful geometry and appearance from 2D observations only. In addition, our representation enables a large variety of applications, such as few-shot reconstruction, the generation of novel articulations, and novel view-synthesis. Project page: https://weify627.github.io/nasam/. Fangyin Wei, Rohan Chabra, Lingni Ma, Christoph Lassner, Michael Zollhöfer, Szymon Rusinkiewicz, Chris Sweeney, Richard A. Newcombe, Mira Slavcheva |
CVPR | 2 |
| 2020 | Deep Local Shapes: Learning Local SDF Priors for Detailed 3D Reconstruction
Rohan Chabra, Jan Eric Lenssen, Eddy Ilg, Tanner Schmidt, Julian Straub, Steven Lovegrove, Richard A. Newcombe |
ECCV (29) | 1 |
| 2019 | StereoDRNet: Dilated Residual StereoNetabstractWe propose a system that uses a convolution neural network (CNN) to estimate depth from a stereo pair followed by volumetric fusion of the predicted depth maps to produce a 3D reconstruction of a scene. Our proposed depth refinement architecture, predicts view-consistent disparity and occlusion maps that helps the fusion system to produce geometrically consistent reconstructions. We utilize 3D dilated convolutions in our proposed cost filtering network that yields better filtering while almost halving the computational cost in comparison to state of the art cost filtering architectures. For feature extraction we use the Vortex Pooling architecture. The proposed method achieves state of the art results in KITTI 2012, KITTI 2015 and ETH 3D stereo benchmarks. Finally, we demonstrate that our system is able to produce high fidelity 3D scene reconstructions that outperforms the state of the art stereo system. Rohan Chabra, Julian Straub, Chris Sweeney, Richard A. Newcombe, Henry Fuchs |
CVPR | 1 |
| 2018 | Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn CamerasabstractWe propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation. Young-Woon Cha, True Price, Xinran Lu, Nicholas Rewkowski, Rohan Chabra, Zihe Qin, Hyounghun Kim, Zhaoqi Su, Yebin Liu, Adrian Ilie, Andrei State, Zhenlin Xu, Jan-Michael Frahm, Henry Fuchs |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2017 | Optimizing placement of commodity depth cameras for known 3D dynamic scene captureabstractCommodity depth cameras, such as the Microsoft Kinect®, have been widely used for the capture and reconstruction of the 3D structure of room-sized dynamic scenes. Camera placement and coverage during capture significantly impact the quality of the resulting reconstruction. In particular, dynamic occlusions and sensor interference have been shown to result in poor resolution and holes in the reconstruction results. This paper presents a novel algorithmic framework and a method for off-line optimization of depth cameras placements for a given 3D dynamic scene, simulated using virtual 3D models. We derive a fitness metric for a particular configuration of sensors by combining factors such as visibility and resolution of the entire dynamic scene with probabilities of interference between sensors. We employ this fitness metric both in a greedy algorithm that determines the number of depth cameras needed to cover the scene, and in a simulated annealing algorithm that optimizes the placements of those sensors. We compare our algorithm's optimized placements with manual sensor placements for a real dynamic scene. We present quantitative assessments using our fitness metric, as well as qualitative assessments to demonstrate that our algorithm not only enhances the resolution and total coverage of the reconstruction, but also fills in voids by avoiding occlusions and sensor interference when compared with the reconstruction of the same scene using mual sensor placement. Rohan Chabra, Adrian Ilie, Nicholas Rewkowski, Young-Woon Cha, Henry Fuchs |
VR | 1 |
| 2016 | Interactive and adaptive data-driven crowd simulationabstractWe present an adaptive data-driven algorithm for interactive crowd simulation. Our approach combines realistic trajectory behaviors extracted from videos with synthetic multi-agent algorithms to generate plausible simulations. We use statistical techniques to compute the movement patterns and motion dynamics from noisy 2D trajectories extracted from crowd videos. These learned pedestrian dynamic characteristics are used to generate collision-free trajectories of virtual pedestrians in slightly different environments or situations. The overall approach is robust and can generate perceptually realistic crowd movements at interactive rates in dynamic environments. We also present results from preliminary user studies that evaluate the trajectory behaviors generated by our algorithm. Sujeong Kim, Aniket Bera, Andrew Best, Rohan Chabra, Dinesh Manocha |
VR | 4 |