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Tatiana Lopez-Guevara

dblp:208/0996 · DBLP profile ↗
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6ranked-venue papers
1as first author
5since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 1 first-author · 5 since 2021Systems, architecture and hardware · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
3 papers
3D vision · 58% Generative modeling · 22% Video understanding and tracking · 16%
Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 70% Geometric modeling and processing · 30%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
rigid body simulation
1.422024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Learning rigid dynamics with face interaction graph networks · ICLR 2023
Machine learning › Generative modeling
video generation
0.912025
Motion Prompting: Controlling Video Generation with Motion Trajectories · CVPR 2025
Computer vision › 3D vision › 3d scene reconstruction
dynamic 3d scene reconstruction
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer vision › 3D vision › 3d shape representation
implicit function
0.812024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function
0.812024
Learning rigid-body simulators over implicit shapes for large-scale scenes and vision · NeurIPS 2024
Computer animation and physical simulation › data-driven simulation
neural simulation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computer animation and physical simulation
particle-based simulation
0.812024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024
Computational science and engineering › multiphysics simulation
fluid-structure interaction
0.612022
Inverse Design for Fluid-Structure Interactions using Graph Network Simulators · NeurIPS 2022
Computational science and engineering › inverse problem
inverse design
0.612022
Inverse Design for Fluid-Structure Interactions using Graph Network Simulators · NeurIPS 2022
Geometric modeling and processing
shape optimization
0.612022
Inverse Design for Fluid-Structure Interactions using Graph Network Simulators · NeurIPS 2022
Machine learning › Generative modeling › video generation
text-to-video generation
0.312025
Motion Prompting: Controlling Video Generation with Motion Trajectories · CVPR 2025
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.212024
Learning 3D Particle-based Simulators from RGB-D Videos · ICLR 2024

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

graph neural network · 3.0signed distance function · 1.5neural radiance field · 1.5differentiable rendering · 1.5graph network simulators · 1.1gradient-based optimization · 1.1motion trajectory conditioning · 0.9diffusion model · 0.9graph network · 0.7
YearPublicationVenuePosition
2025 Motion Prompting: Controlling Video Generation with Motion Trajectories
abstract
Motion control is crucial for generating expressive and compelling video content; however, most existing video generation models rely mainly on text prompts for control, which struggle to capture the nuances of dynamic actions and temporal compositions. To this end, we train a video generation model conditioned on spatiotemporally sparse or dense motion trajectories. In contrast to prior motion conditioning work, this flexible representation can encode any number of trajectories, object-specific or global scene motion, and temporally sparse motion; due to its flexibility we refer to this conditioning as motion prompts. While users may directly specify sparse trajectories, we also show how to translate high-level user requests into detailed, semi-dense motion prompts, a process we term motion prompt expansion. We demonstrate the versatility of our approach through various applications, including camera and object motion control, "interacting" with an image, motion transfer, and image editing. Our results showcase emergent behaviors, such as realistic physics, suggesting the potential of motion prompts for probing video models and interacting with future generative world models. Finally, we evaluate quantitatively, conduct a human study, and demonstrate strong performance.
Daniel Geng, Charles Herrmann, Junhwa Hur, Forrester Cole, Serena Zhang, Tobias Pfaff, Tatiana Lopez-Guevara, Yusuf Aytar, Michael Rubinstein, Chen Sun 0002, Oliver Wang, Andrew Owens, Deqing Sun
CVPR7
2024 Learning 3D Particle-based Simulators from RGB-D Videos
abstract
Realistic simulation is critical for applications ranging from robotics to animation. Traditional analytic simulators sometimes struggle to capture sufficiently realistic simulation which can lead to problems including the well known "sim-to-real" gap in robotics. Learned simulators have emerged as an alternative for better capturing real-world physical dynamics, but require access to privileged ground truth physics information such as precise object geometry or particle tracks. Here we propose a method for learning simulators directly from observations. Visual Particle Dynamics (VPD) jointly learns a latent particle-based representation of 3D scenes, a neural simulator of the latent particle dynamics, and a renderer that can produce images of the scene from arbitrary views. VPD learns end to end from posed RGB-D videos and does not require access to privileged information. Unlike existing 2D video prediction models, we show that VPD's 3D structure enables scene editing and long-term predictions. These results pave the way for downstream applications ranging from video editing to robotic planning.
William F. Whitney, Tatiana Lopez-Guevara, Tobias Pfaff, Yulia Rubanova, Thomas Kipf, Kimberly L. Stachenfeld, Kelsey R. Allen
ICLR2
2024 Learning rigid-body simulators over implicit shapes for large-scale scenes and vision
abstract
Simulating large scenes with many rigid objects is crucial for a variety of applications, such as robotics, engineering, film and video games. Rigid interactions are notoriously hard to model: small changes to the initial state or the simulation parameters can lead to large changes in the final state. Recently, learned simulators based on graph networks (GNNs) were developed as an alternative to hand-designed simulators like MuJoCo and Bullet. They are able to accurately capture dynamics of real objects directly from real-world observations. However, current state-of-the-art learned simulators operate on meshes and scale poorly to scenes with many objects or detailed shapes. Here we present SDF-Sim, the first learned rigid-body simulator designed for scale. We use learned signed-distance functions (SDFs) to represent the object shapes and to speed up distance computation. We design the simulator to leverage SDFs and avoid the fundamental bottleneck of the previous simulators associated with collision detection. For the first time in literature, we demonstrate that we can scale the GNN-based simulators to scenes with hundreds of objects and up to 1.1 million nodes, where mesh-based approaches run out of memory. Finally, we show that SDF-Sim can be applied to real world scenes by extracting SDFs from multi-view images.
Yulia Rubanova, Tatiana Lopez-Guevara, Kelsey R. Allen, William F. Whitney, Kimberly L. Stachenfeld, Tobias Pfaff
NeurIPS2
2023 Learning rigid dynamics with face interaction graph networks
Kelsey R. Allen, Yulia Rubanova, Tatiana Lopez-Guevara, William F. Whitney, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Tobias Pfaff
ICLR3
2022 Inverse Design for Fluid-Structure Interactions using Graph Network Simulators
abstract
Designing physical artifacts that serve a purpose---such as tools and other functional structures---is central to engineering as well as everyday human behavior. Though automating design using machine learning has tremendous promise, existing methods are often limited by the task-dependent distributions they were exposed to during training. Here we showcase a task-agnostic approach to inverse design, by combining general-purpose graph network simulators with gradient-based design optimization. This constitutes a simple, fast, and reusable approach that solves high-dimensional problems with complex physical dynamics, including designing surfaces and tools to manipulate fluid flows and optimizing the shape of an airfoil to minimize drag. This framework produces high-quality designs by propagating gradients through trajectories of hundreds of steps, even when using models that were pre-trained for single-step predictions on data substantially different from the design tasks. In our fluid manipulation tasks, the resulting designs outperformed those found by sampling-based optimization techniques. In airfoil design, they matched the quality of those obtained with a specialized solver. Our results suggest that despite some remaining challenges, machine learning-based simulators are maturing to the point where they can support general-purpose design optimization across a variety of fluid-structure interaction domains.
Kelsey R. Allen, Tatiana Lopez-Guevara, Kimberly L. Stachenfeld, Alvaro Sanchez-Gonzalez, Peter W. Battaglia, Jessica B. Hamrick, Tobias Pfaff
NeurIPS2
2020 Stir to Pour: Efficient Calibration of Liquid Properties for Pouring Actions
abstract
Humans use simple probing actions to develop intuition about the physical behavior of common objects. Such intuition is particularly useful for adaptive estimation of favorable manipulation strategies of those objects in novel contexts. For example, observing the effect of tilt on a transparent bottle containing an unknown liquid provides clues on how the liquid might be poured. It is desirable to equip general-purpose robotic systems with this capability because it is inevitable that they will encounter novel objects and scenarios. In this paper, we teach a robot to use a simple, specified probing strategy - stirring with a stick- to reduce spillage when pouring unknown liquids. In the probing step, we continuously observe the effects of a real robot stirring a liquid, while simultaneously tuning the parameters to a model (simulator) until the two outputs are in agreement. We obtain optimal simulation parameters, characterizing the unknown liquid, via a Bayesian Optimizer that minimizes the discrepancy between real and simulated outcomes. Then, we optimize the pouring policy conditioning on the optimal simulation parameters determined via stirring. We show that using stirring as a probing strategy result in reduced spillage for three qualitatively different liquids when executed on a UR10 Robot, compared to probing via pouring. Finally, we provide quantitative insights into the reason for stirring being a suitable calibration task for pouring -a step towards automatic discovery of probing strategies.
Tatiana Lopez-Guevara, Rita Pucci, Nick K. Taylor, Michael U. Gutmann, Subramanian Ramamoorthy, Kartic Subr
IROS1