Demo Data from EDBT 2026 / reviewers in the wild / expert
Arjun Lakshmipathy
dblp:253/0133 · also Arjun S. Lakshmipathy, Arjun Sriram Lakshmipathy
· DBLP profile ↗
7ranked-venue papers
4as first author
5since 2021 · last 2025
0000-0003-3991-3651ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 3 since 2021Systems, architecture and hardware · 2 · 2 first-author · 2 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 |
3D vision · 62% Robot manipulation · 36% Reinforcement learning · 2% | |
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 55% Geometric modeling and processing · 37% Virtual and augmented reality · 8% |
Topics — the 16 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d human reconstruction |
0.9 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Computer vision › 3D vision
3d shape reconstruction |
0.9 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Computer vision › 3D vision › 3d human reconstruction
human-object interaction reconstruction |
0.9 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Computer vision › 3D vision › 3d shape reconstruction
mesh fitting |
0.9 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Computer animation and physical simulation
motion retargeting |
0.9 | 1 | 2025 | Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations · ACM Trans. Graph. 2025 |
Geometric modeling and processing › shape correspondence
non-isometric shape matching |
0.9 | 1 | 2025 | Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations · ACM Trans. Graph. 2025 |
Geometric modeling and processing
shape matching |
0.9 | 1 | 2025 | Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations · ACM Trans. Graph. 2025 |
Robotics › Robot manipulation
grasping |
0.8 | 2 | 2025 | Contact Transfer: A Direct, User-Driven Method for Human to Robot Transfer of Grasps and Manipulations · ICRA 2022 Kinematic Motion Retargeting for Contact-Rich Anthropomorphic Manipulations · ACM Trans. Graph. 2025 |
Computer animation and physical simulation
character animation |
0.7 | 1 | 2023 | Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023 |
Computer animation and physical simulation
contact modeling |
0.7 | 1 | 2023 | Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object Interactions · ACM Trans. Graph. 2023 |
Robotics › Robot manipulation › grasping › grasp learning
grasp transfer |
0.6 | 1 | 2022 | Contact Transfer: A Direct, User-Driven Method for Human to Robot Transfer of Grasps and Manipulations · ICRA 2022 |
Robotics › Robot manipulation › dexterous manipulation
in-hand manipulation |
0.6 | 1 | 2022 | Contact Transfer: A Direct, User-Driven Method for Human to Robot Transfer of Grasps and Manipulations · ICRA 2022 |
Virtual and augmented reality › avatar
avatar animation |
0.4 | 1 | 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor control · ACM Trans. Graph. 2019 |
Computer vision › 3D vision
3d human pose estimation |
0.3 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Robotics › Robot manipulation › wearable robotics › prosthetic device
prosthetic hand |
0.2 | 1 | 2022 | Contact Transfer: A Direct, User-Driven Method for Human to Robot Transfer of Grasps and Manipulations · ICRA 2022 |
Machine learning › Reinforcement learning
oculomotor control |
0.1 | 1 | 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor control · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
inverse kinematics · 1.7contact-based shape matching · 1.7triangulated surface manipulation · 1.3isometry-preserving operations · 1.3vision foundation model · 0.9render-and-compare fitting · 0.9optimization · 0.9ray tracing · 0.8locally-connected neural network · 0.8deep neural network · 0.8kinematic feasibility optimization · 0.6contact area transfer · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PICO: Reconstructing 3D People In Contact with ObjectsabstractRecovering 3D Human-Object Interaction (HOI) from single images is challenging due to depth ambiguities, occlusions, and the huge variation in object shape and appearance. Thus, past work requires controlled settings such as known object shapes and contacts, and tackles only limited object classes. Instead, we need methods that generalize to natural images and novel object classes. We tackle this in two main ways: (1) We collect PICO-db, a new dataset of natural images uniquely paired with dense 3D contact correspondences on both body and object meshes. To this end, we use images from the recent DAMON dataset that are paired with annotated contacts, but only on a canonical 3D body. In contrast, we seek contact labels on both the body and the object. To infer these, given an image, we retrieve an appropriate 3D object mesh from a database by leveraging vision foundation models. Then, we project DAMON’s body contact patches onto the object via a novel method needing only 2 clicks per patch. This minimal human input establishes rich contact correspondences between bodies and objects. (2) We exploit our new dataset in a novel render-and-compare fitting method, called PICO-fit, to recover 3D body and object meshes in interaction. PICO-fit infers contact for the SMPL-X body, retrieves a likely 3D object mesh and contact from PICO-db for that object, and uses the contact to iteratively fit the 3D body and object meshes to image evidence via optimization. Uniquely, PICO-fit works well for many object classes that no existing method can tackle. This is crucial for scaling HOI understanding in the wild. Our data and code are available at https://pico.is.tue.mpg.de. Alpár Cseke, Shashank Tripathi, Saikumar Dwivedi, Arjun Lakshmipathy, Agniv Chatterjee, Michael J. Black, Dimitrios Tzionas |
CVPR | 4 |
| 2025 | Kinematic Motion Retargeting for Contact-Rich Anthropomorphic ManipulationsabstractHand motion capture data are now relatively easy to obtain, even for complicated grasps; however, these data are of limited use without the ability to retarget it onto the hands of a specific character or robot. The target hand may differ dramatically in geometry, number of degree of freedom (DOF), or number of fingers. We present a simple but effective framework capable of kinematically retargeting human hand-object manipulations from a publicly available dataset to diverse target hands through the exploitation of contact areas. We do so by formulating the retargeting operation as a nonisometric shape matching problem and use a combination of both surface contact and marker data to progressively estimate, refine, and fit the final target hand trajectory using inverse kinematics. Foundational to our framework is the introduction of a novel shape matching process, which we show enables predictable and robust transfer of contact data over full manipulations (pregrasp, pickup, in-hand re-orientation, and release) while providing an intuitive means for artists to specify correspondences with relatively few inputs. We validate our framework through demonstrations across five different hands and six motions of different objects. We additionally demonstrate a bimanual task, perform stress tests, and compare our method against existing hand retargeting approaches. Finally, we demonstrate our method enabling novel capabilities such as object substitution and the ability to visualize the impact of hand design choices over full trajectories. Arjun Lakshmipathy, Jessica K. Hodgins, Nancy S. Pollard |
ACM Trans. Graph. | 1 |
| 2023 | Contact Edit: Artist Tools for Intuitive Modeling of Hand-Object InteractionsabstractPosing high-contact interactions is challenging and time-consuming, with hand-object interactions being especially difficult due to the large number of degrees of freedom (DOF) of the hand and the fact that humans are experts at judging hand poses. This paper addresses this challenge by elevating contact areas to first-class primitives. We provide end-to-end art-directable (EAD) tools to model interactions based on contact areas, directly manipulate contact areas, and compute corresponding poses automatically. To make these operations intuitive and fast, we present a novel axis-based contact model that supports real-time approximately isometry-preserving operations on triangulated surfaces, permits movement between surfaces, and is both robust and scalable to large areas. We show that use of our contact model facilitates high quality posing even for unconstrained, high-DOF custom rigs intended for traditional keyframe-based animation pipelines. We additionally evaluate our approach with comparisons to prior art, ablation studies, user studies, qualitative assessments, and extensions to full-body interaction. Arjun Lakshmipathy, Nicole Feng, Yu Xi Lee, Moshe Mahler, Nancy S. Pollard |
ACM Trans. Graph. | 1 |
| 2022 | Contact Transfer: A Direct, User-Driven Method for Human to Robot Transfer of Grasps and ManipulationsabstractWe present a novel method for the direct transfer of grasps and manipulations between objects and hands through utilization of contact areas. Our method fully preserves contact shapes, and in contrast to existing techniques, is not dependent on grasp families, requires no model training or grasp sampling, makes no assumptions about manipulator morphology or kinematics, and allows user control over both transfer parameters and solution optimization. Despite these accommodations, we show that our method is capable of synthesizing kinematically-feasible whole hand poses in seconds even for poor initializations or hard-to-reach contacts. We additionally highlight the method's benefits in both response to design alterations as well as fast approximation over in-hand manipulation sequences. Finally, we demonstrate a solution generated by our method on a physical, custom-designed prosthetic hand. Arjun Lakshmipathy, Dominik Bauer, Cornelia Bauer, Nancy S. Pollard |
ICRA | 1 |
| 2021 | Contact Tracing: A Low Cost Reconstruction Framework for Surface Contact InterpolationabstractWe present a novel, low cost framework for reconstructing surface contact movements during in-hand manipulations. Unlike many existing methods focused on hand pose tracking, ours models the behavior of contact patches, and by doing so is the first to obtain detailed contact tracking estimates for multi-contact manipulations. Our framework is highly accessible, requiring only low cost, readily available paint materials, a single RGBD camera, and a simple, deterministic interpolation algorithm. Despite its simplicity, we demonstrate the framework’s effectiveness over the course of several manipulations on three common household items. Finally, we demonstrate the use of a generated contact time series in manipulation learning for a simulated robot hand. Arjun Lakshmipathy, Dominik Bauer, Nancy S. Pollard |
IROS | 1 |
| 2020 | Locally-Connected, Irregular Deep Neural Networks for Biomimetic Active Vision in a Simulated HumanabstractAn advanced simulation framework has recently been introduced for exploring human perception and visuomotor control. In this context, we investigate locally-connected, irregular deep neural networks (liNets) for biomimetic active vision. Like commonly used CNNs, liNets are locally-connected, forming receptive fields, but unlike CNNs, they are suitable for spatially irregular photoreceptor distributions inspired by those found in foveated biological retinas. Compared to fully-connected deep neural networks, liNets accommodate a much greater number of retinal photoreceptors to enhance visual acuity without intractable memory consumption. LiNets serve well in the biomimetic active vision system embodied in a simulated human that learns active visuomotor control and active appearance-based recognition. Masaki Nakada, Arjun Lakshmipathy, Demetri Terzopoulos |
ICPR | 3 |
| 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor controlabstractWe present a novel, biomimetic model of the eye for realistic virtual human animation. We also introduce a deep learning approach to oculomotor control that is compatible with our biomechanical eye model. Our eye model consists of the following functional components: (i) submodels of the 6 extraocular muscles that actuate realistic eye movements, (ii) an iris submodel, actuated by pupillary muscles, that accommodates to incoming light intensity, (iii) a corneal submodel and a deformable, ciliary-muscle-actuated lens submodel, which refract incoming light rays for focal accommodation, and (iv) a retina with a multitude of photoreceptors arranged in a biomimetic, foveated distribution. The light intensity captured by the photoreceptors is computed using ray tracing from the photoreceptor positions through the finite aperture pupil into the 3D virtual environment, and the visual information from the retina is output via an optic nerve vector. Our oculomotor control system includes a foveation controller implemented as a locally-connected, irregular Deep Neural Network (DNN), or "LiNet", that conforms to the nonuniform retinal photoreceptor distribution, and a neuromuscular motor controller implemented as a fully-connected DNN, plus auxiliary Shallow Neural Networks (SNNs) that control the accommodation of the pupil and lens. The DNNs are trained offline through deep learning from data synthesized by the eye model itself. Once trained, the oculomotor control system operates robustly and efficiently online. It innervates the intraocular muscles to perform illumination and focal accommodation and the extraocular muscles to produce natural eye movements in order to foveate and pursue moving visual targets. We additionally demonstrate the operation of our eye model (binocularly) within our recently introduced sensorimotor control framework involving an anatomically-accurate biomechanical human musculoskeletal model. Masaki Nakada, Arjun Lakshmipathy, Nina Ling, Demetri Terzopoulos |
ACM Trans. Graph. | 2 |