Demo Data from EDBT 2026 / reviewers in the wild / expert
Philippe Beaudoin
dblp:22/4
· DBLP profile ↗
11ranked-venue papers
3as first author
3since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 first-authorArtificial intelligence and machine learning · 3 · 3 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
4 papers |
Reinforcement learning · 26% 3D vision · 24% Deep learning architectures and training · 24% | |
| Computer graphics and multimedia
4 papers |
Computer animation and physical simulation · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › structure from motion
factorization |
0.5 | 1 | 2021 | Factorizing Declarative and Procedural Knowledge in Structured, Dynamical Environments · ICLR 2021 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge-based systems › rule-based systems
rule-based reasoning |
0.5 | 1 | 2021 | Neural Production Systems · NeurIPS 2021 |
Machine learning › Reinforcement learning › reinforcement learning environment
structured environments |
0.5 | 1 | 2021 | Factorizing Declarative and Procedural Knowledge in Structured, Dynamical Environments · ICLR 2021 |
Machine learning › Deep learning architectures and training
structured neural networks |
0.5 | 1 | 2021 | Neural Production Systems · NeurIPS 2021 |
Computer animation and physical simulation
character animation |
0.3 | 3 | 2010 | Generalized biped walking control · ACM Trans. Graph. 2010 Robust task-based control policies for physics-based characters · ACM Trans. Graph. 2009 Synthesis of constrained walking skills · ACM Trans. Graph. 2008 |
Computer animation and physical simulation › character control
physics-based character control |
0.2 | 2 | 2009 | Robust task-based control policies for physics-based characters · ACM Trans. Graph. 2009 Continuation methods for adapting simulated skills · ACM Trans. Graph. 2008 |
Computer animation and physical simulation › character control
biped locomotion control |
0.1 | 1 | 2010 | Generalized biped walking control · ACM Trans. Graph. 2010 |
Machine learning › Reinforcement learning
policy optimization |
0.0 | 1 | 2009 | Robust task-based control policies for physics-based characters · ACM Trans. Graph. 2009 |
Robotics › Motion planning and robot control
motion planning |
0.0 | 1 | 2008 | Synthesis of constrained walking skills · ACM Trans. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 0.7slot-based architectures · 0.5production system · 0.5equivariant graph neural network · 0.5constrained state exploration · 0.2planning · 0.2optimization · 0.2low-dimensional dynamics model · 0.2proportional-derivative control · 0.1jacobian transpose control · 0.1inverted pendulum model · 0.1feedback-error learning · 0.1continuation method · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Neural Function Modules with Sparse Arguments: A Dynamic Approach to Integrating Information across LayersabstractFeed-forward neural networks consist of a sequence of layers, in which each layer performs some processing on the information from the previous layer. A downside to this approach is that each layer (or module, as multiple modules can operate in parallel) is tasked with processing the entire hidden state, rather than a particular part of the state which is most relevant for that module. Methods which only operate on a small number of input variables are an essential part of most programming languages, and they allow for improved modularity and code re-usability. Our proposed method, Neural Function Modules (NFM), aims to introduce the same structural capability into deep learning. Most of the work in the context of feed-forward networks combining top-down and bottom-up feedback is limited to classification problems. The key contribution of our work is to combine attention, sparsity, top-down and bottom-up feedback, in a flexible algorithm which, as we show, improves the results in standard classification, out-of-domain generalization, generative modeling, and learning representations in the context of reinforcement learning. Alex Lamb, Anirudh Goyal, Agnieszka Slowik, Michael C. Mozer, Philippe Beaudoin, Yoshua Bengio |
AISTATS | 5 |
| 2021 | Factorizing Declarative and Procedural Knowledge in Structured, Dynamical Environments
Anirudh Goyal, Alex Lamb, Phanideep Gampa, Philippe Beaudoin, Charles Blundell, Sergey Levine, Yoshua Bengio, Michael C. Mozer |
ICLR | 4 |
| 2021 | Neural Production SystemsabstractVisual environments are structured, consisting of distinct objects or entities. These entities have properties---visible or latent---that determine the manner in which they interact with one another. To partition images into entities, deep-learning researchers have proposed structural inductive biases such as slot-based architectures. To model interactions among entities, equivariant graph neural nets (GNNs) are used, but these are not particularly well suited to the task for two reasons. First, GNNs do not predispose interactions to be sparse, as relationships among independent entities are likely to be. Second, GNNs do not factorize knowledge about interactions in an entity-conditional manner. As an alternative, we take inspiration from cognitive science and resurrect a classic approach, production systems, which consist of a set of rule templates that are applied by binding placeholder variables in the rules to specific entities. Rules are scored on their match to entities, and the best fitting rules are applied to update entity properties. In a series of experiments, we demonstrate that this architecture achieves a flexible, dynamic flow of control and serves to factorize entity-specific and rule-based information. This disentangling of knowledge achieves robust future-state prediction in rich visual environments, outperforming state-of-the-art methods using GNNs, and allows for the extrapolation from simple (few object) environments to more complex environments. Aniket Didolkar, Anirudh Goyal, Nan Rosemary Ke, Charles Blundell, Philippe Beaudoin, Nicolas Heess, Michael C. Mozer, Yoshua Bengio |
NeurIPS | 5 |
| 2010 | Generalized biped walking controlabstractWe present a control strategy for physically-simulated walking motions that generalizes well across gait parameters, motion styles, character proportions, and a variety of skills. The control is realtime, requires no character-specific or motion-specific tuning, is robust to disturbances, and is simple to compute. The method works by integrating tracking, using proportional-derivative control; foot placement, using an inverted pendulum model; and adjustments for gravity and velocity errors, using Jacobian transpose control. High-level gait parameters allow for forwards-and-backwards walking, various walking speeds, turns, walk-to-stop, idling, and stop-to-walk behaviors. Character proportions and motion styles can be authored interactively, with edits resulting in the instant realization of a suitable controller. The control is further shown to generalize across a variety of walking-related skills, including picking up objects placed at any height, lifting and walking with heavy crates, pushing and pulling crates, stepping over obstacles, ducking under obstacles, and climbing steps. Stelian Coros, Philippe Beaudoin, Michiel van de Panne |
ACM Trans. Graph. | 2 |
| 2009 | Robust task-based control policies for physics-based charactersabstractWe present a method for precomputing robust task-based control policies for physically simulated characters. This allows for characters that can demonstrate skill and purpose in completing a given task, such as walking to a target location, while physically interacting with the environment in significant ways. As input, the method assumes an abstract action vocabulary consisting of balance-aware, step-based controllers. A novel constrained state exploration phase is first used to define a character dynamics model as well as a finite volume of character states over which the control policy will be defined. An optimized control policy is then computed using reinforcement learning. The final policy spans the cross-product of the character state and task state, and is more robust than the conrollers it is constructed from. We demonstrate real-time results for six locomotion-based tasks and on three highly-varied bipedal characters. We further provide a game-scenario demonstration. Stelian Coros, Philippe Beaudoin, Michiel van de Panne |
ACM Trans. Graph. | 2 |
| 2008 | Multiresolution point-set surfaces
François Duranleau, Philippe Beaudoin, Pierre Poulin |
Graphics Interface | 2 |
| 2008 | Synthesis of constrained walking skillsabstractSimulated characters in simulated worlds require simulated skills. We develop control strategies that enable physically-simulated characters to dynamically navigate environments with significant stepping constraints, such as sequences of gaps. We present a synthesis-analysis-synthesis framework for this type of problem. First, an offline optimization method is applied in order to compute example control solutions for randomly-generated example problems from the given task domain. Second, the example motions and their underlying control patterns are analyzed to build a low-dimensional step-to-step model of the dynamics. Third, this model is exploited by a planner to solve new instances of the task at interactive rates. We demonstrate real-time navigation across constrained terrain for physics-based simulations of 2D and 3D characters. Because the framework sythesizes its own example data, it can be applied to bipedal characters for which no motion data is available. Stelian Coros, Philippe Beaudoin, KangKang Yin, Michiel van de Panne |
ACM Trans. Graph. | 2 |
| 2008 | Continuation methods for adapting simulated skillsabstractModeling the large space of possible human motions requires scalable techniques. Generalizing from example motions or example controllers is one way to provide the required scalability. We present techniques for generalizing a controller for physics-based walking to significantly different tasks, such as climbing a large step up, or pushing a heavy object. Continuation methods solve such problems using a progressive sequence of problems that trace a path from an existing solved problem to the final desired-but-unsolved problem. Each step in the continuation sequence makes progress towards the target problem while further adapting the solution. We describe and evaluate a number of choices in applying continuation methods to adapting walking gaits for tasks involving interaction with the environment. The methods have been successfully applied to automatically adapt a regular cyclic walk to climbing a 65 cm step, stepping over a 55 cm sill, pushing heavy furniture, walking up steep inclines, and walking on ice. The continuation path further provides parameterized solutions to these problems. KangKang Yin, Stelian Coros, Philippe Beaudoin, Michiel van de Panne |
ACM Trans. Graph. | 3 |
| 2007 | Adapting wavelet compression to human motion capture clipsabstractMotion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation is needed for the motion data in order to support the real-time motion of a large number of characters with minimal memory and minimal computational overheads. We present a wavelet-based compression technique that is specially adapted to the nature of joint angle data. In particular, we define wavelet coefficient selection as a discrete optimization problem within a tractable search space adapted to the nature of the data. We further extend this technique to take into account visual artifacts such as footskate. The proposed techniques are compared to standard truncated wavelet compression and principal component analysis based compression. The fast decompression times and our focus on short, recomposable animation clips make the proposed techniques a realistic choice for many interactive applications. Philippe Beaudoin, Pierre Poulin, Michiel van de Panne |
Graphics Interface | 1 |
| 2004 | Compressed Multisampling for Efficient Hardware Edge Antialiasing
Philippe Beaudoin, Pierre Poulin |
Graphics Interface | 1 |
| 2001 | Realistic and Controllable Fire Simulation
Philippe Beaudoin, Sébastien Paquet, Pierre Poulin |
Graphics Interface | 1 |