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Erik Gärtner

dblp:255/6949 · DBLP profile ↗
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7ranked-venue papers
4as first author
4since 2021 · last 2023
0000-0001-5139-7050ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 since 2021Systems, architecture and hardware · 1

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
6 papers
3D vision · 22% Face, body and person analysis · 18% Reinforcement learning · 14%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis
human pose estimation
1.432022
Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video · CVPR 2022
Deep Reinforcement Learning for Active Human Pose Estimation · AAAI 2020
Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction · NeurIPS 2019
Machine learning › Reinforcement learning
deep reinforcement learning
0.922021
Embodied Visual Active Learning for Semantic Segmentation · AAAI 2021
Deep Reinforcement Learning for Active Human Pose Estimation · AAAI 2020
Machine learning › Optimization for machine learning
learned optimizer
0.712023
Transformer-Based Learned Optimization · CVPR 2023
Machine learning › Deep learning architectures and training
transformer
0.712023
Transformer-Based Learned Optimization · CVPR 2023
Computer vision › 3D vision › 3d motion analysis
human motion reconstruction
0.612022
Differentiable Dynamics for Articulated 3d Human Motion Reconstruction · CVPR 2022
Computer vision › 3D vision › 3d motion analysis
physics-based motion reconstruction
0.612022
Differentiable Dynamics for Articulated 3d Human Motion Reconstruction · CVPR 2022
Computer vision › 3D vision › pose estimation › model-based pose estimation
physics-based pose estimation
0.612022
Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video · CVPR 2022
Robotics › Motion planning and robot control
trajectory optimization
0.612022
Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video · CVPR 2022
Computer animation and physical simulation
differentiable simulation
0.612022
Differentiable Dynamics for Articulated 3d Human Motion Reconstruction · CVPR 2022
Robotics › Robot navigation and mapping › view planning
next-best-view planning
0.522020
Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction · NeurIPS 2019
Deep Reinforcement Learning for Active Human Pose Estimation · AAAI 2020
Robotics › Robot navigation and mapping › active perception
active exploration
0.512021
Embodied Visual Active Learning for Semantic Segmentation · AAAI 2021
Computer vision › Segmentation and scene understanding › annotation-efficient segmentation
active learning for segmentation
0.512021
Embodied Visual Active Learning for Semantic Segmentation · AAAI 2021
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
embodied agent
0.512021
Embodied Visual Active Learning for Semantic Segmentation · AAAI 2021
Computer vision › Segmentation and scene understanding
semantic segmentation
0.512021
Embodied Visual Active Learning for Semantic Segmentation · AAAI 2021
Computer vision › 3D vision
3d human pose estimation
0.412019
Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction · NeurIPS 2019
Computer vision › Face, body and person analysis › human pose estimation
3d pose estimation
0.412019
Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction · NeurIPS 2019
Machine learning › Reinforcement learning
policy learning
0.412019
Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction · NeurIPS 2019

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

trajectory optimization · 1.7differentiable physics simulation · 1.1deep reinforcement learning · 0.9transformer · 0.7BFGS · 0.7physics engine · 0.6online retraining · 0.5annotation propagation · 0.5multi-view fusion · 0.4monocular pose estimation · 0.4
YearPublicationVenuePosition
2023 Transformer-Based Learned Optimization
abstract
We propose a new approach to learned optimization where we represent the computation of an optimizer's update step using a neural network. The parameters of the optimizer are then learned by training on a set of optimization tasks with the objective to perform minimization efficiently. Our innovation is a new neural network architecture, Optimus, for the learned optimizer inspired by the classic BFGS algorithm. As in BFGS, we estimate a preconditioning matrix as a sum of rank-one updates but use a Transformerbased neural network to predict these updates jointly with the step length and direction. In contrast to several recent learned optimization-based approaches [24, 27], our formulation allows for conditioning across the dimensions of the parameter space of the target problem while remaining applicable to optimization tasks of variable dimensionality without retraining. We demonstrate the advantages of our approach on a benchmark composed of objective functions traditionally used for the evaluation of optimization algorithms, as well as on the real world-task of physics-based visual reconstruction of articulated 3d human motion.
Erik Gärtner, Luke Metz, Mykhaylo Andriluka, C. Daniel Freeman, Cristian Sminchisescu
CVPR1
2022 Differentiable Dynamics for Articulated 3d Human Motion Reconstruction
abstract
We introduce DiffPhy, a differentiable physics-based model for articulated 3d human motion reconstruction from video. Applications of physics-based reasoning in human motion analysis have so far been limited, both by the complexity of constructing adequate physical models of articulated human motion, and by the formidable challenges of performing stable and efficient inference with physics in the loop. We jointly address such modeling and inference challenges by proposing an approach that combines a physically plausible body representation with anatomical joint limits, a differentiable physics simulator, and optimization techniques that ensure good performance and robustness to suboptimal local optima. In contrast to several recent methods [39], [42], [55], our approach readily supports full-body contact including interactions with objects in the scene. Most importantly, our model connects end-to-end with images, thus supporting direct gradient-based physics optimization by means of image-based loss functions. We validate the model by demonstrating that it can accurately reconstruct physically plausible 3d human motion from monocular video, both on public benchmarks with available 3d ground-truth, and on videos from the internet.
Erik Gärtner, Mykhaylo Andriluka, Erwin Coumans, Cristian Sminchisescu
CVPR1
2022 Trajectory Optimization for Physics-Based Reconstruction of 3d Human Pose from Monocular Video
abstract
We focus on the task of estimating a physically plausi-ble articulated human motion from monocular video. Ex-isting approaches that do not consider physics often pro-duce temporally inconsistent output with motion artifacts, while state-of-the-art physics-based approaches have either been shown to work only in controlled laboratory conditions or consider simplified body-ground contact limited to feet. This paper explores how these shortcomings can be addressed by directly incorporating a fully-featured physics engine into the pose estimation process. Given an uncon-trolled, real-world scene as input, our approach estimates the ground-plane location and the dimensions of the physi-cal body model. It then recovers the physical motion by per-forming trajectory optimization. The advantage of our for-mulation is that it readily generalizes to a variety of scenes that might have diverse ground properties and supports any form of self-contact and contact between the articu-lated body and scene geometry. We show that our approach achieves competitive results with respect to existing physics-based methods on the Human3.6M benchmark [13], while being directly applicable without re-training to more complex dynamic motions from the AIST benchmark [36] and to uncontrolled internet videos.
Erik Gärtner, Mykhaylo Andriluka, Cristian Sminchisescu
CVPR1
2021 Embodied Visual Active Learning for Semantic Segmentation
abstract
We study the task of embodied visual active learning, where an agent is set to explore a 3d environment with the goal to acquire visual scene understanding by actively selecting views for which to request annotation. While accurate on some benchmarks, today's deep visual recognition pipelines tend to not generalize well in certain real-world scenarios, or for unusual viewpoints. Robotic perception, in turn, requires the capability to refine the recognition capabilities for the conditions where the mobile system operates, including cluttered indoor environments or poor illumination. This motivates the proposed task, where an agent is placed in a novel environment with the objective of improving its visual recognition capability. To study embodied visual active learning, we develop a battery of agents - both learnt and pre-specified - and with different levels of knowledge of the environment. The agents are equipped with a semantic segmentation network and seek to acquire informative views, move and explore in order to propagate annotations in the neighbourhood of those views, then refine the underlying segmentation network by online retraining. The trainable method uses deep reinforcement learning with a reward function that balances two competing objectives: task performance, represented as visual recognition accuracy, which requires exploring the environment, and the necessary amount of annotated data requested during active exploration. We extensively evaluate the proposed models using the photorealistic Matterport3D simulator and show that a fully learnt method outperforms comparable pre-specified counterparts, even when requesting fewer annotations.
David Nilsson, Aleksis Pirinen, Erik Gärtner, Cristian Sminchisescu
AAAI3
2020 Deep Reinforcement Learning for Active Human Pose Estimation
abstract
Most 3d human pose estimation methods assume that input – be it images of a scene collected from one or several viewpoints, or from a video – is given. Consequently, they focus on estimates leveraging prior knowledge and measurement by fusing information spatially and/or temporally, whenever available. In this paper we address the problem of an active observer with freedom to move and explore the scene spatially – in ‘time-freeze’ mode – and/or temporally, by selecting informative viewpoints that improve its estimation accuracy. Towards this end, we introduce Pose-DRL, a fully trainable deep reinforcement learning-based active pose estimation architecture which learns to select appropriate views, in space and time, to feed an underlying monocular pose estimator. We evaluate our model using single- and multi-target estimators with strong result in both settings. Our system further learns automatic stopping conditions in time and transition functions to the next temporal processing step in videos. In extensive experiments with the Panoptic multi-view setup, and for complex scenes containing multiple people, we show that our model learns to select viewpoints that yield significantly more accurate pose estimates compared to strong multi-view baselines.
Erik Gärtner, Aleksis Pirinen, Cristian Sminchisescu
AAAI1
2020 Improving Usability of Search and Rescue Decision Support Systems: WARA-PS Case Study
abstract
Novel autonomous search and rescue systems, although powerful, still require a human decision-maker involvement. In this project, we focus on the human aspect of one such novel autonomous SAR system. Relying on the knowledge gained in a field study, as well as through the literature, we introduced several extensions to the system that allowed us to achieve a more user-centered interface. In the evaluation session with a rescue service specialist, we received positive feedback and defined potential directions for future work.
Veronika Domova, Erik Gärtner, Fredrik Präntare, Martin Pallin, Johan Källström, Nikita Korzhitskii
ETFA2
2019 Domes to Drones: Self-Supervised Active Triangulation for 3D Human Pose Reconstruction
abstract
Existing state-of-the-art estimation systems can detect 2d poses of multiple people in images quite reliably. In contrast, 3d pose estimation from a single image is ill-posed due to occlusion and depth ambiguities. Assuming access to multiple cameras, or given an active system able to position itself to observe the scene from multiple viewpoints, reconstructing 3d pose from 2d measurements becomes well-posed within the framework of standard multi-view geometry. Less clear is what is an informative set of viewpoints for accurate 3d reconstruction, particularly in complex scenes, where people are occluded by others or by scene objects. In order to address the view selection problem in a principled way, we here introduce ACTOR, an active triangulation agent for 3d human pose reconstruction. Our fully trainable agent consists of a 2d pose estimation network (any of which would work) and a deep reinforcement learning-based policy for camera viewpoint selection. The policy predicts observation viewpoints, the number of which varies adaptively depending on scene content, and the associated images are fed to an underlying pose estimator. Importantly, training the policy requires no annotations - given a 2d pose estimator, ACTOR is trained in a self-supervised manner. In extensive evaluations on complex multi-people scenes filmed in a Panoptic dome, under multiple viewpoints, we compare our active triangulation agent to strong multi-view baselines, and show that ACTOR produces significantly more accurate 3d pose reconstructions. We also provide a proof-of-concept experiment indicating the potential of connecting our view selection policy to a physical drone observer.
Aleksis Pirinen, Erik Gärtner, Cristian Sminchisescu
NeurIPS2