Demo Data from EDBT 2026 / reviewers in the wild / expert
Karim Iskakov
dblp:223/4547
· DBLP profile ↗
4ranked-venue papers
1as first author
2since 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 · 4 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 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.
| Computer graphics and multimedia
2 papers |
Rendering · 50% Geometric modeling and processing · 28% Visual content generation and editing · 22% | |
| Artificial intelligence
3 papers |
Face, body and person analysis · 48% 3D vision · 37% Generative modeling · 15% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › shape modeling › human modeling
human avatar modeling |
0.5 | 1 | 2021 | StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021 |
Rendering › neural rendering
neural texture |
0.5 | 1 | 2021 | StylePeople: A Generative Model of Fullbody Human Avatars · CVPR 2021 |
Computer vision › Face, body and person analysis
human pose estimation |
0.5 | 2 | 2019 | Learnable Triangulation of Human Pose · ICCV 2019 Textured Neural Avatars · CVPR 2019 |
Computer vision › 3D vision › 3d human pose estimation
multi-view 3d human pose estimation |
0.4 | 1 | 2019 | Learnable Triangulation of Human Pose · ICCV 2019 |
Rendering
neural rendering |
0.4 | 1 | 2019 | Textured Neural Avatars · CVPR 2019 |
Methods — techniques the papers use, named apart from their topics
parametric mesh-based body model · 1.0neural texture · 1.0backpropagation · 1.0texture mapping · 0.8image-to-image translation · 0.8fully convolutional network · 0.8differentiable algebraic triangulation · 0.4confidence weighting · 0.43d convolutional network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | StylePeople: A Generative Model of Fullbody Human AvatarsabstractWe propose a new type of full-body human avatars, which combines parametric mesh-based body model with a neural texture. We show that with the help of neural textures, such avatars can successfully model clothing and hair, which usually poses a problem for mesh-based approaches. We also show how these avatars can be created from multiple frames of a video using backpropagation. We then propose a generative model for such avatars that can be trained from datasets of images and videos of people. The generative model allows us to sample random avatars as well as to create dressed avatars of people from one or few images. The code for the project is available at saic-violet.github.io/style-people. Artur Grigorev 0002, Karim Iskakov, Anastasia Ianina, Renat Bashirov, Ilya Zakharkin, Alexander Vakhitov, Victor S. Lempitsky |
CVPR | 2 |
| 2021 | Real-time RGBD-based Extended Body Pose EstimationabstractWe present a system for real-time RGBD-based estimation of 3D human pose. We use parametric 3D deformable human mesh model (SMPL-X) as a representation and focus on the real-time estimation of parameters for the body pose, hands pose and facial expression from Kinect Azure RGB-D camera. We train estimators of body pose and facial expression parameters. Both estimators use previously published landmark extractors as input and custom annotated datasets for supervision, while hand pose is estimated directly by a previously published method. We combine the predictions of those estimators into a temporally-smooth human pose. We train the facial expression extractor on a large talking face dataset, which we annotate with facial expression parameters. For the body pose we collect and annotate a dataset of 56 people captured from a rig of 5 Kinect Azure RGB-D cameras and use it together with a large motion capture AMASS dataset. Our RGB-D body pose model outperforms the state-of-the-art RGB-only methods and works on the same level of accuracy compared to a slower RGB-D optimization-based solution. The combined system runs at 25 FPS on a server with a single GPU. The code will be available at saic-violet.github.io/rgbd-kinect-pose. Renat Bashirov, Anastasia Ianina, Karim Iskakov, Yevgeniy Kononenko, Valeriya Strizhkova, Victor S. Lempitsky, Alexander Vakhitov |
WACV | 3 |
| 2019 | Textured Neural AvatarsabstractWe present a system for learning full body neural avatars, i.e. deep networks that produce full body renderings of a person for varying body pose and varying camera pose. Our system takes the middle path between the classical graphics pipeline and the recent deep learning approaches that generate images of humans using image-to-image translation. In particular, our system estimates an explicit two-dimensional texture map of the model surface. At the same time, it abstains from explicit shape modeling in 3D. Instead, at test time, the system uses a fully-convolutional network to directly map the configuration of body feature points w.r.t. the camera to the 2D texture coordinates of individual pixels in the image frame. We show that such system is capable of learning to generate realistic renderings while being trained on videos annotated with 3D poses and foreground masks. We also demonstrate that maintaining an explicit texture representation helps our system to achieve better generalization compared to systems that use direct image-to-image translation. Aliaksandra Shysheya, Egor Zakharov, Kara-Ali Aliev, Renat Bashirov, Egor Burkov, Karim Iskakov, Aleksei Ivakhnenko, Yury Malkov, Igor Pasechnik, Dmitry Ulyanov, Alexander Vakhitov, Victor S. Lempitsky |
CVPR | 6 |
| 2019 | Learnable Triangulation of Human PoseabstractWe present two novel solutions for multi-view 3D human pose estimation based on new learnable triangulation methods that combine 3D information from multiple 2D views. The first (baseline) solution is a basic differentiable algebraic triangulation with an addition of confidence weights estimated from the input images. The second solution is based on a novel method of volumetric aggregation from intermediate 2D backbone feature maps. The aggregated volume is then refined via 3D convolutions that produce final 3D joint heatmaps and allow implicit modelling a human pose prior. Crucially, both approaches are end-to-end differentiable, which allows us to directly optimize the target metric. We demonstrate transferability of the solutions across datasets and considerably improve the multiview state of the art on the Human3.6M dataset. Video demonstration, annotations and additional materials will be posted on our project page. Karim Iskakov, Egor Burkov, Victor S. Lempitsky, Yury Malkov |
ICCV | 1 |