EDBT 2026 Demo / reviewers in the wild / expert
Egor Burkov
dblp:231/7687
· DBLP profile ↗
5ranked-venue papers
2as first author
0since 2021 · last 2020
0000-0003-2072-8093ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 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
5 papers |
Generative modeling · 26% Transfer learning and domain adaptation · 23% Face, body and person analysis · 19% | |
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 68% Rendering · 32% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
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 |
Machine learning › Transfer learning and domain adaptation › meta-learning
few-shot meta-learning |
0.4 | 1 | 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head Models · ICCV 2019 |
Machine learning › Generative modeling
generative adversarial network |
0.4 | 1 | 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head Models · ICCV 2019 |
Machine learning › Transfer learning and domain adaptation
meta-learning |
0.4 | 1 | 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head Models · ICCV 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 |
Machine learning › Generative modeling › face synthesis
talking face generation |
0.4 | 1 | 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head Models · ICCV 2019 |
Rendering
neural rendering |
0.4 | 1 | 2019 | Textured Neural Avatars · CVPR 2019 |
Computer vision › Segmentation and scene understanding
semantic segmentation |
0.3 | 1 | 2018 | Deep Neural Networks with Box Convolutions · NeurIPS 2018 |
Machine learning › Generative modeling
face synthesis |
0.1 | 1 | 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head Models · ICCV 2019 |
Methods — techniques the papers use, named apart from their topics
image reconstruction loss · 0.9autoencoder · 0.9texture mapping · 0.8image-to-image translation · 0.8fully convolutional network · 0.8meta-learning · 0.4differentiable algebraic triangulation · 0.4confidence weighting · 0.4adversarial training · 0.43d convolutional network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Neural Head Reenactment with Latent Pose DescriptorsabstractWe propose a neural head reenactment system, which is driven by a latent pose representation and is capable of predicting the foreground segmentation alongside the RGB image. The latent pose representation is learned as a part of the entire reenactment system, and the learning process is based solely on image reconstruction losses. We show that despite its simplicity, with a large and diverse enough training dataset, such learning successfully decomposes pose from identity. The resulting system can then reproduce mimics of the driving person and, furthermore, can perform cross-person reenactment. Additionally, we show that the learned descriptors are useful for other pose-related tasks, such as keypoint prediction and pose-based retrieval. Egor Burkov, Igor Pasechnik, Artur Grigorev 0002, Victor S. Lempitsky |
CVPR | 1 |
| 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 | 5 |
| 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 | 2 |
| 2019 | Few-Shot Adversarial Learning of Realistic Neural Talking Head ModelsabstractSeveral recent works have shown how highly realistic human head images can be obtained by training convolutional neural networks to generate them. In order to create a personalized talking head model, these works require training on a large dataset of images of a single person. However, in many practical scenarios, such personalized talking head models need to be learned from a few image views of a person, potentially even a single image. Here, we present a system with such few-shot capability. It performs lengthy meta-learning on a large dataset of videos, and after that is able to frame few- and one-shot learning of neural talking head models of previously unseen people as adversarial training problems with high capacity generators and discriminators. Crucially, the system is able to initialize the parameters of both the generator and the discriminator in a person-specific way, so that training can be based on just a few images and done quickly, despite the need to tune tens of millions of parameters. We show that such an approach is able to learn highly realistic and personalized talking head models of new people and even portrait paintings. Egor Zakharov, Aliaksandra Shysheya, Egor Burkov, Victor S. Lempitsky |
ICCV | 3 |
| 2018 | Deep Neural Networks with Box ConvolutionsabstractBox filters computed using integral images have been part of the computer vision toolset for a long time. Here, we show that a convolutional layer that computes box filter responses in a sliding manner can be used within deep architectures, whereas the dimensions and the offsets of the sliding boxes in such a layer can be learned as part of an end-to-end loss minimization. Crucially, the training process can make the size of the boxes in such a layer arbitrarily large without incurring extra computational cost and without the need to increase the number of learnable parameters. Due to its ability to integrate information over large boxes, the new layer facilitates long-range propagation of information and leads to the efficient increase of the receptive fields of downstream units in the network. By incorporating the new layer into existing architectures for semantic segmentation, we are able to achieve both the increase in segmentation accuracy as well as the decrease in the computational cost and the number of learnable parameters. Egor Burkov, Victor S. Lempitsky |
NeurIPS | 1 |