EDBT 2026 Demo / reviewers in the wild / expert
Deepak Gopinath
dblp:188/6539
· DBLP profile ↗
6ranked-venue papers
0as first author
4since 2021 · last 2023
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 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
5 papers |
Reinforcement learning · 38% 3D vision · 31% Generative modeling · 31% | |
| Computer graphics and multimedia
5 papers |
Computer animation and physical simulation · 80% Virtual and augmented reality · 10% Geometric modeling and processing · 9% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › character control
physics-based character control |
1.5 | 3 | 2022 | Physics-based character controllers using conditional VAEs · ACM Trans. Graph. 2022 Control strategies for physically simulated characters performing two-player competitive sports · ACM Trans. Graph. 2021 A scalable approach to control diverse behaviors for physically simulated characters · ACM Trans. Graph. 2020 |
Machine learning › Reinforcement learning › continuous control
physics-based motion control |
1.0 | 2 | 2022 | Physics-based character controllers using conditional VAEs · ACM Trans. Graph. 2022 A scalable approach to control diverse behaviors for physically simulated characters · ACM Trans. Graph. 2020 |
Computer vision › 3D vision › motion capture
human motion capture |
0.7 | 1 | 2023 | CIRCLE: Capture In Rich Contextual Environments · CVPR 2023 |
Machine learning › Generative modeling › diffusion model
human motion generation |
0.7 | 1 | 2023 | CIRCLE: Capture In Rich Contextual Environments · CVPR 2023 |
Machine learning › Generative modeling › variational autoencoder
conditional variational autoencoder |
0.6 | 1 | 2022 | Physics-based character controllers using conditional VAEs · ACM Trans. Graph. 2022 |
Computer vision › 3D vision › 3d motion analysis
human motion reconstruction |
0.6 | 1 | 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation · SIGGRAPH Asia 2022 |
Wearable and physiological sensing › inertial sensing
inertial measurement unit |
0.6 | 1 | 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation · SIGGRAPH Asia 2022 |
Wearable and physiological sensing › motion capture › inertial motion capture
sparse IMU motion capture |
0.6 | 1 | 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation · SIGGRAPH Asia 2022 |
Geometric modeling and processing › procedural modeling
terrain generation |
0.2 | 1 | 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain Generation · SIGGRAPH Asia 2022 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 2.0transformer · 1.7conditional decoder · 1.7virtual reality motion capture · 1.3ego-centric scene representation · 1.3conditional VAE · 1.1mixture of experts · 1.0encoder-decoder · 1.0deep reinforcement learning · 1.0autoregressive latent variable · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | CIRCLE: Capture In Rich Contextual EnvironmentsabstractSynthesizing 3D human motion in a contextual, ecological environment is important for simulating realistic activities people perform in the real world. However, conventional optics-based motion capture systems are not suited for simultaneously capturing human movements and complex scenes. The lack of rich contextual 3D human motion datasets presents a roadblock to creating high-quality generative human motion models. We propose a novel motion acquisition system in which the actor perceives and operates in a highly contextual virtual world while being motion captured in the real world. Our system enables rapid collection of high-quality human motion in highly diverse scenes, without the concern of occlusion or the need for physical scene construction in the real world. We present CIRCLE, a dataset containing 10 hours of full-body reaching motion from 5 subjects across nine scenes, paired with ego-centric information of the environment represented in various forms, such as RGBD videos. We use this dataset to train a model that generates human motion conditioned on scene information. Leveraging our dataset, the model learns to use ego-centric scene information to achieve non-trivial reaching tasks in the context of complex 3D scenes. To download the data please visit our website. João Pedro Araújo 0001, Jiaman Li, Karthik Vetrivel, Rishi Agarwal, Jiajun Wu 0001, Deepak Gopinath, Alexander Clegg, C. Karen Liu |
CVPR | 6 |
| 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain GenerationabstractReal-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points” (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods. Yifeng Jiang 0002, Yuting Ye, Deepak Gopinath, Jungdam Won, Alexander W. Winkler, C. Karen Liu |
SIGGRAPH Asia | 3 |
| 2022 | Physics-based character controllers using conditional VAEsabstractHigh-quality motion capture datasets are now publicly available, and researchers have used them to create kinematics-based controllers that can generate plausible and diverse human motions without conditioning on specific goals (i.e., a task-agnostic generative model). In this paper, we present an algorithm to build such controllers for physically simulated characters having many degrees of freedom. Our physics-based controllers are learned by using conditional VAEs, which can perform a variety of behaviors that are similar to motions in the training dataset. The controllers are robust enough to generate more than a few minutes of motion without conditioning on specific goals and to allow many complex downstream tasks to be solved efficiently. To show the effectiveness of our method, we demonstrate controllers learned from several different motion capture databases and use them to solve a number of downstream tasks that are challenging to learn controllers that generate natural-looking motions from scratch. We also perform ablation studies to demonstrate the importance of the elements of the algorithm. Code and data for this paper are available at: https://github.com/facebookresearch/PhysicsVAE Jungdam Won, Deepak Gopinath, Jessica K. Hodgins |
ACM Trans. Graph. | 2 |
| 2021 | Control strategies for physically simulated characters performing two-player competitive sportsabstractIn two-player competitive sports, such as boxing and fencing , athletes often demonstrate efficient and tactical movements during a competition. In this paper, we develop a learning framework that generates control policies for physically simulated athletes who have many degrees-of-freedom. Our framework uses a two step-approach, learning basic skills and learning bout-level strategies, with deep reinforcement learning, which is inspired by the way that people how to learn competitive sports. We develop a policy model based on an encoder-decoder structure that incorporates an autoregressive latent variable, and a mixture-of-experts decoder. To show the effectiveness of our framework, we implemented two competitive sports, boxing and fencing , and demonstrate control policies learned by our framework that can generate both tactical and natural-looking behaviors. We also evaluate the control policies with comparisons to other learning configurations and with ablation studies. Jungdam Won, Deepak Gopinath, Jessica K. Hodgins |
ACM Trans. Graph. | 2 |
| 2020 | A scalable approach to control diverse behaviors for physically simulated charactersabstractHuman characters with a broad range of natural looking and physically realistic behaviors will enable the construction of compelling interactive experiences. In this paper, we develop a technique for learning controllers for a large set of heterogeneous behaviors. By dividing a reference library of motion into clusters of like motions, we are able to construct experts , learned controllers that can reproduce a simulated version of the motions in that cluster. These experts are then combined via a second learning phase, into a general controller with the capability to reproduce any motion in the reference library. We demonstrate the power of this approach by learning the motions produced by a motion graph constructed from eight hours of motion capture data and containing a diverse set of behaviors such as dancing (ballroom and breakdancing), Karate moves, gesturing, walking, and running. Jungdam Won, Deepak Gopinath, Jessica K. Hodgins |
ACM Trans. Graph. | 2 |
| 2016 | Deep multimodal fusion for persuasiveness predictionabstractPersuasiveness is a high-level personality trait that quantifies the influence a speaker has on the beliefs, attitudes, intentions, motivations, and behavior of the audience. With social multimedia becoming an important channel in propagating ideas and opinions, analyzing persuasiveness is very important. In this work, we use the publicly available Persuasive Opinion Multimedia (POM) dataset to study persuasion. One of the challenges associated with this problem is the limited amount of annotated data. To tackle this challenge, we present a deep multimodal fusion architecture which is able to leverage complementary information from individual modalities for predicting persuasiveness. Our methods show significant improvement in performance over previous approaches. Behnaz Nojavanasghari, Deepak Gopinath, Jayanth Koushik, Tadas Baltrusaitis, Louis-Philippe Morency |
ICMI | 2 |