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Frank Perbet

dblp:22/7 · DBLP profile ↗
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12ranked-venue papers
4as first author
0since 2021 · last 2018
—ORCID · none

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

Artificial intelligence and machine learning · 10 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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
4 papers
Transfer learning and domain adaptation · 36% 3D vision · 24% Knowledge representation and reasoning · 18%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 80% Image and video processing · 20%

Topics — the 14 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.312018
Machine Theory of Mind · ICML 2018
Machine learning › Transfer learning and domain adaptation
meta-learning
0.312018
Machine Theory of Mind · ICML 2018
Knowledge, reasoning and agents › Knowledge representation and reasoning
theory of mind
0.312018
Machine Theory of Mind · ICML 2018
Geometric modeling and processing
shape analysis
0.212015
Distances and Means of Direct Similarities · Int. J. Comput. Vis. 2015
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction
manifold learning
0.212014
Human Body Shape Estimation Using a Multi-resolution Manifold Forest · CVPR 2014
Image and video processing › feature detection
hough transform
0.212014
Demisting the Hough Transform for 3D Shape Recognition and Registration · Int. J. Comput. Vis. 2014
Geometric modeling and processing
registration
0.212014
Demisting the Hough Transform for 3D Shape Recognition and Registration · Int. J. Comput. Vis. 2014
Geometric modeling and processing › shape analysis
shape recognition
0.212014
Demisting the Hough Transform for 3D Shape Recognition and Registration · Int. J. Comput. Vis. 2014
Geometric modeling and processing › model fitting
shape fitting
0.112012
Contraction Moves for Geometric Model Fitting · ECCV (7) 2012
Computer vision › 3D vision › geometric estimation
3d registration
0.112011
A new distance for scale-invariant 3D shape recognition and registration · ICCV 2011
Computer vision › 3D vision › 3d shape analysis
3d shape recognition
0.112011
A new distance for scale-invariant 3D shape recognition and registration · ICCV 2011
Computer vision › Video understanding and tracking
motion detection
0.112009
Correlated probabilistic trajectories for pedestrian motion detection · ICCV 2009
Computational geometry
distance computation
0.112015
Distances and Means of Direct Similarities · Int. J. Comput. Vis. 2015
Computer vision › Face, body and person analysis
gait analysis
0.012009
Correlated probabilistic trajectories for pedestrian motion detection · ICCV 2009

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

means of similarities · 0.4direct similarity distances · 0.4neural network · 0.3meta-learning · 0.3contraction moves · 0.3multi-resolution manifold forest · 0.2local linear models · 0.2mean shift · 0.1hough voting · 0.1SRT distance · 0.1random forest classifier · 0.1probabilistic trajectory · 0.1directed acyclic graph · 0.1
YearPublicationVenuePosition
2018 Machine Theory of Mind
abstract
Theory of mind (ToM) broadly refers to humans’ ability to represent the mental states of others, including their desires, beliefs, and intentions. We design a Theory of Mind neural network {–} a ToMnet {–} which uses meta-learning to build such models of the agents it encounters. The ToMnet learns a strong prior model for agents’ future behaviour, and, using only a small number of behavioural observations, can bootstrap to richer predictions about agents’ characteristics and mental states. We apply the ToMnet to agents behaving in simple gridworld environments, showing that it learns to model random, algorithmic, and deep RL agents from varied populations, and that it passes classic ToM tasks such as the "Sally-Anne" test of recognising that others can hold false beliefs about the world.
Neil C. Rabinowitz, Frank Perbet, H. Francis Song, Chiyuan Zhang, S. M. Ali Eslami, Matt M. Botvinick
ICML2
2015 Distances and Means of Direct Similarities
Minh-Tri Pham, Oliver J. Woodford, Frank Perbet, Atsuto Maki, Riccardo Gherardi, Björn Stenger, Roberto Cipolla
Int. J. Comput. Vis.3
2014 Human Body Shape Estimation Using a Multi-resolution Manifold Forest
abstract
This paper proposes a method for estimating the 3D body shape of a person with robustness to clothing. We formulate the problem as optimization over the manifold of valid depth maps of body shapes learned from synthetic training data. The manifold itself is represented using a novel data structure, a Multi-Resolution Manifold Forest (MRMF), which contains vertical edges between tree nodes as well as horizontal edges between nodes across trees that correspond to overlapping partitions. We show that this data structure allows both efficient localization and navigation on the manifold for on-the-fly building of local linear models (manifold charting). We demonstrate shape estimation of clothed users, showing significant improvement in accuracy over global shape models and models using pre-computed clusters. We further compare the MRMF with alternative manifold charting methods on a public dataset for estimating 3D motion from noisy 2D marker observations, obtaining state-of-the-art results.
Frank Perbet, Sam Johnson, Minh-Tri Pham, Björn Stenger
CVPR1
2014 Demisting the Hough Transform for 3D Shape Recognition and Registration
Oliver J. Woodford, Minh-Tri Pham, Atsuto Maki, Frank Perbet, Björn Stenger
Int. J. Comput. Vis.4
2013 Detecting bipedal motion from correlated probabilistic trajectories
Atsuto Maki, Frank Perbet, Björn Stenger, Roberto Cipolla
Pattern Recognit. Lett.2
2012 Contraction Moves for Geometric Model Fitting
Oliver J. Woodford, Minh-Tri Pham, Atsuto Maki, Riccardo Gherardi, Frank Perbet, Björn Stenger
ECCV (7)5
2011 Demisting the Hough Transform for 3D Shape Recognition and Registration
abstract
In applying the Hough transform to the problem of 3D shape recognition and registration, we develop two new and powerful improvements to this popular inference method. The first, intrinsic Hough, solves the problem of exponential memory requirements of the standard Hough transform by exploiting the sparsity of the Hough space. The second, minimum-entropy Hough, explains away incorrect votes, substantially reducing the number of modes in the posterior distribution of class and pose, and improving precision. Our experiments demonstrate that these contributions make the Hough transform not only tractable but also highly accurate for our example application. Both contributions can be applied to other tasks that already use the standard Hough transform.
Oliver J. Woodford, Minh-Tri Pham, Atsuto Maki, Frank Perbet, Björn Stenger
BMVC4
2011 A new distance for scale-invariant 3D shape recognition and registration
abstract
This paper presents a method for vote-based 3D shape recognition and registration, in particular using mean shift on 3D pose votes in the space of direct similarity transforms for the first time. We introduce a new distance between poses in this space-the SRT distance. It is left-invariant, unlike Euclidean distance, and has a unique, closed-form mean, in contrast to Riemannian distance, so is fast to compute. We demonstrate improved performance over the state of the art in both recognition and registration on a real and challenging dataset, by comparing our distance with others in a mean shift framework, as well as with the commonly used Hough voting approach.
Minh-Tri Pham, Oliver J. Woodford, Frank Perbet, Atsuto Maki, Björn Stenger, Roberto Cipolla
ICCV3
2009 Random Forest Clustering and Application to Video Segmentation
abstract
This paper considers the problem of clustering large data sets in a high-dimensional space. Using a random forest, we first generate multiple partitions of the same input space, one per tree. The partitions from all trees are merged by intersecting them, resulting in a partition of higher resolution. A graph is then constructed by assigning a node to each region and linking adjacent nodes. This Graph of Superimposed Partitions (GSP) represents a remapped space of the input data where regions of high density are mapped to a larger number of nodes. Generating such a graph turns the clustering problem in the feature space into a graph clustering task which we solve with the Markov cluster algorithm (MCL). The proposed algorithm is able to capture non-convex structure while being computationally efficient, capable of dealing with large data sets. We show the clustering performance on synthetic data and apply the method to the task of video segmentation.
Frank Perbet, Björn Stenger, Atsuto Maki
BMVC1
2009 Correlated probabilistic trajectories for pedestrian motion detection
abstract
This paper introduces an algorithm for detecting walking motion using point trajectories in video sequences. Given a number of point trajectories, we identify those which are spatio-temporally correlated as arising from feet in walking motion. Unlike existing techniques we do not assume clean point tracks but instead propose “probabilistic trajectories” as new features to classify. These are extracted from directed acyclic graphs whose edges represent temporal point correspondences and are weighted with their matching probability in terms of appearance and location. This representation tolerates the inherent trajectory ambiguity, for example due to occlusions. We then learn the correlation between the movement of two feet using a random forest classifier. The effectiveness of the algorithm is demonstrated in experiments on image sequences captured with a static camera.
Frank Perbet, Atsuto Maki, Björn Stenger
ICCV1
2003 A Procedural Approach to Animate Interactive Natural Sceneries
abstract
This paper presents a method for animating and rendering an interactive natural scenery in real-time. It improves the prairie model of [I I I] by enabling the on-the-fly generation of blades of grass, at three different levels of detail, from user-specified density maps. A new animation function, the tread on grass, is defined to allow virtual objects or characters to crush the grass. The resulting grass model is incorporated into a more complex natural scene with the adjunction of trees that respond to the same wind. Results are illustrated by the real-time animation of autonomous virtual humans interacting with this natural scenery.
Sylvain Guerraz, Frank Perbet, David Raulo, François Faure, Marie-Paule Cani
CASA2
2001 Animating prairies in real-time
abstract
Generation of dynamic natural scenes is essential for real-time applications, such as simulators or video-games. This paper presents a method for animating and rendering a prairie in real time. The geometric model for the grass relies on three different levels of detail: 3D geometry, volumetric textures (called here 2.5D representation), and 2D textures. The animation of these LODs is controlled through procedural animation primitives that implement wind effects such as slight breeze, gust of wind, whirlwind, or blast of air due to a flying object. Smooth transitions between levels of detail are computed “on the fly ” according to camera motion, without stopping the animation. We discuss real-time performance on two platforms: an SGI O2, and an ONYX 2 with an Infinite Reality board.
Frank Perbet, Marie-Paule Cani
SI3D1