Demo Data from EDBT 2026 / reviewers in the wild / expert
Alpár Cseke
dblp:277/2332
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0009-7864-9348ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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.
| Artificial intelligence
2 papers |
3D vision · 81% Generative modeling · 19% | |
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 90% Virtual and augmented reality · 10% |
Topics — the 9 heaviest of 10, 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 synthesis
human motion synthesis |
0.9 | 1 | 2025 | Primal: Physically Reactive and Interactive Motor Model for Avatar Learning · ICCV 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | Primal: Physically Reactive and Interactive Motor Model for Avatar Learning · ICCV 2025 |
Computer animation and physical simulation › motion editing
human motion editing |
0.8 | 1 | 2024 | MotionFix: Text-Driven 3D Human Motion Editing · SIGGRAPH Asia 2024 |
Computer vision › 3D vision
3d human pose estimation |
0.3 | 1 | 2025 | PICO: Reconstructing 3D People In Contact with Objects · CVPR 2025 |
Virtual and augmented reality › avatar
avatar animation |
0.3 | 1 | 2025 | Primal: Physically Reactive and Interactive Motor Model for Avatar Learning · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
foundation model · 1.7controlnet-like adaptor · 1.7vision foundation model · 0.9unsupervised pretraining · 0.9unsupervised pre-training · 0.9render-and-compare fitting · 0.9optimization · 0.9text-conditioned motion generation · 0.8
| 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 | 1 |
| 2025 | Primal: Physically Reactive and Interactive Motor Model for Avatar LearningabstractWe formulate the motor system of an interactive avatar as a generative motion model that can drive the body to move through 3D space in a perpetual, realistic, controllable, and responsive manner. Although human motion generation has been extensively studied, many existing methods lack the responsiveness and realism of real human movements. Inspired by recent advances in foundation models, we propose PRIMAL, which is learned with a two-stage paradigm. In the pretraining stage, the model learns body movements from a large number of sub-second motion segments, providing a generative foundation from which more complex motions are built. This training is fully unsupervised without annotations. Given a single-frame initial state during inference, the pretrained model not only generates unbounded, realistic, and controllable motion, but also enables the avatar to be responsive to induced impulses in real time. In the adaptation phase, we employ a novel ControlNet-like adaptor to fine-tune the base model efficiently, adapting it to new tasks such as few-shot personalized action generation and spatial target reaching. Evaluations show that our proposed method outperforms state-of-the-art baselines. We leverage the model to create a real-time character animation system in Unreal Engine that feels highly responsive and natural. Code, models, and more results are available at: https://yz-cnsdqz.github.io/eigenmotion/PRIMAL Yan Zhang 0054, Yao Feng 0001, Alpár Cseke, Nitin Saini, Nathan Bajandas, Nicolas Heron, Michael J. Black |
ICCV | 3 |
| 2024 | MotionFix: Text-Driven 3D Human Motion Editing
Nikos Athanasiou, Alpár Cseke, Markos Diomataris, Michael J. Black, Gül Varol |
SIGGRAPH Asia | 2 |