Jonas Tebbe

dblp:235/6999 · DBLP profile ↗
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9ranked-venue papers
2as first author
8since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 9 · 2 first-author · 8 since 2021Systems, architecture and hardware · 6 · 2 first-author · 5 since 2021
YearPublicationVenuePosition
2025 Detection of Fast-Moving Objects with Neuromorphic Hardware
abstract
Neuromorphic Computing (NC) and Spiking Neural Networks (SNNs) in particular are often viewed as the next generation of Neural Networks (NNs). NC is a novel bio-inspired paradigm for energy efficient neural computation, often relying on SNNs in which neurons communicate via spikes in a sparse, event-based manner. This communication via spikes can be exploited by neuromorphic hardware implementations very effectively and results in a drastic reductions of power consumption and latency in contrast to regular GPU-based NNs. In recent years, neuromorphic hardware has become more accessible, and the support of learning frameworks has improved. However, available hardware is partially still experimental, and it is not transparent what these solutions are effectively capable of, how they integrate into real-world robotics applications, and how they realistically benefit energy efficiency and latency. In this work, we provide the robotics research community with an overview of what is possible with SNNs on neuromorphic hardware focusing on real-time processing. We introduce a benchmark of three popular neuromorphic hardware devices for the task of event-based object detection. Moreover, we show that an SNN on a neuromorphic hardware is able to run in a challenging table tennis robot setup in real-time.
Andreas Ziegler 0006, Karl Vetter, Thomas Gossard, Jonas Tebbe, Sebastian Otte, Andreas Zell
ICRA4
2024 eWand: An extrinsic calibration framework for wide baseline frame-based and event-based camera systems
abstract
Accurate calibration is crucial for using multiple cameras to triangulate the position of objects precisely. However, it is also a time-consuming process that needs to be repeated for every displacement of the cameras. The standard approach is to use a printed pattern with known geometry to estimate the intrinsic and extrinsic parameters of the cameras. The same idea can be applied to event-based cameras, though it requires extra work. By using frame reconstruction from events, a printed pattern can be detected. A blinking pattern can also be displayed on a screen. Then, the pattern can be directly detected from the events. Such calibration methods can provide accurate intrinsic calibration for both frame- and event-based cameras. However, using 2D patterns has several limitations for multi-camera extrinsic calibration, with cameras possessing highly different points of view and a wide baseline. The 2D pattern can only be detected from one direction and needs to be of significant size to compensate for its distance to the camera. This makes the extrinsic calibration time-consuming and cumbersome. To overcome these limitations, we propose eWand, a new method that uses blinking LEDs inside opaque spheres instead of a printed or displayed pattern. Our method provides a faster, easier-to-use extrinsic calibration approach that maintains high accuracy for both event- and frame-based cameras.
Thomas Gossard, Andreas Ziegler 0006, Levin Kolmar, Jonas Tebbe, Andreas Zell
ICRA4
2023 Real-time event simulation with frame-based cameras
abstract
Event cameras are becoming increasingly popular in robotics and computer vision due to their beneficial properties, e.g., high temporal resolution, high bandwidth, almost no motion blur, and low power consumption. However, these cameras remain expensive and scarce in the market, making them inaccessible to the majority. Using event simulators minimizes the need for real event cameras to develop novel algorithms. However, due to the computational complexity of the simulation, the event streams of existing simulators cannot be generated in real-time but rather have to be pre-calculated from existing video sequences or pre-rendered and then simulated from a virtual 3D scene. Although these offline generated event streams can be used as training data for learning tasks, all response time dependent applications cannot benefit from these simulators yet, as they still require an actual event camera. This work proposes simulation methods that improve the performance of event simulation by two orders of magnitude (making them real-time capable) while remaining competitive in the quality assessment.
Andreas Ziegler 0006, Daniel Teigland, Jonas Tebbe, Thomas Gossard, Andreas Zell
ICRA3
2023 SpinDOE: A Ball Spin Estimation Method for Table Tennis Robot
abstract
Spin plays a considerable role in table tennis, making a shot's trajectory harder to read and predict. However, the spin is challenging to measure because of the ball's high velocity and the magnitude of the spin values. Existing methods either require extremely high framerate cameras or are unreliable because they use the ball's logo, which may not always be visible. Because of this, many table tennis-playing robots ignore the spin, which severely limits their capabilities. This paper proposes an easily implementable and reliable spin estimation method. We developed a dotted-ball orientation estimation (DOE) method, that can then be used to estimate the spin. The dots are first localized on the image using a CNN and then identified using geometric hashing. The spin is finally regressed from the estimated orientations. Using our algorithm, the ball's orientation can be estimated with a mean error of 2.4° and the spin estimation has an relative error lower than 1%. Spins up to 175 rps are measurable with a camera of 350 fps in real time. Using our method, we generated a dataset of table tennis ball trajectories with position and spin, available on our project page. Project page: https://cogsys-tuebingen.github.io/spindoe/.
Thomas Gossard, Jonas Tebbe, Andreas Ziegler 0006, Andreas Zell
IROS2
2023 Optimal stroke learning with policy gradient approach for robotic table tennis
Yapeng Gao, Jonas Tebbe, Andreas Zell
Appl. Intell.2
2022 A Model-free Approach to Stroke Learning for Robotic Table Tennis
abstract
We introduce a model-free approach to predict the future state of the ball and learn the appropriate stroke accordingly for robotic table tennis. Based on the gated recurrent unit (GRU) and the encoder-decoder (ED), a GRU-ED approach is developed for predicting the future state (position, velocity and acceleration) of the ball when observing a partial trajectory. By taking as input the predicted state at hitting time, we learn an appropriate stroke movement with a model-free reinforcement learning (RL) approach. The experimental results show that the proposed approach outperforms others in trajectory prediction. Acceleration and spin of the ball provide an equivalent effect in learning an accurate stroke motion. An additional experiment conducted with a real table tennis robot shows that the robot can accurately hit the ball and return the ball to the desired target with a pretrained RL model.
Yapeng Gao, Jonas Tebbe, Andreas Zell
IJCNN2
2021 Robust Stroke Recognition via Vision and IMU in Robotic Table Tennis
Yapeng Gao, Jonas Tebbe, Andreas Zell
ICANN (1)2
2021 Sample-efficient Reinforcement Learning in Robotic Table Tennis
abstract
Reinforcement learning (RL) has achieved some impressive recent successes in various computer games and simulations. Most of these successes are based on having large numbers of episodes from which the agent can learn. In typical robotic applications, however, the number of feasible attempts is very limited. In this paper we present a sample-efficient RL algorithm applied to the example of a table tennis robot. In table tennis every stroke is different, with varying placement, speed and spin. An accurate return therefore has to be found depending on a high-dimensional continuous state space. To make learning in few trials possible the method is embedded into our robot system. In this way we can use a one-step environment. The state space depends on the ball at hitting time (position, velocity, spin) and the action is the racket state (orientation, velocity) at hitting. An actor-critic based deterministic policy gradient algorithm was developed for accelerated learning. Our approach performs competitively both in a simulation and on the real robot in a number of challenging scenarios. Accurate results are obtained without pre-training in under 200 episodes of training. The video presenting our experiments is available at https://youtu.be/uRAtdoL6Wpw.
Jonas Tebbe, Lukas Krauch, Yapeng Gao, Andreas Zell
ICRA1
2020 Spin Detection in Robotic Table Tennis*
abstract
In table tennis, the rotation (spin) of the ball plays a crucial role. A table tennis match will feature a variety of strokes. Each generates different amounts and types of spin. To develop a robot that can compete with a human player, the robot needs to detect spin, so it can plan an appropriate return stroke. In this paper we compare three methods to estimate spin. The first two approaches use a high-speed camera that captures the ball in flight at a frame rate of 380 Hz. This camera allows the movement of the circular brand logo printed on the ball to be seen. The first approach uses background difference to determine the position of the logo. In a second alternative, we train a CNN to predict the orientation of the logo. The third method evaluates the trajectory of the ball and derives the rotation from the effect of the Magnus force. This method gives the highest accuracy and is used for a demonstration. Our robot successfully copes with different spin types in a real table tennis rally against a human opponent.
Jonas Tebbe, Lukas Klamt, Yapeng Gao, Andreas Zell
ICRA1