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Prerana Achar

dblp:377/6815 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 44% Image and video processing · 44% Visual content generation and editing · 13%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › pose estimation
human pose and motion estimation
0.912025
BEDLAM2.0: Synthetic humans and cameras in motion · NeurIPS 2025
Computer animation and physical simulation › motion capture
human motion capture
0.912025
BEDLAM2.0: Synthetic humans and cameras in motion · NeurIPS 2025
Image and video processing › motion analysis › human motion analysis
human motion estimation
0.912025
BEDLAM2.0: Synthetic humans and cameras in motion · NeurIPS 2025
Visual content generation and editing
synthetic data generation
0.312025
BEDLAM2.0: Synthetic humans and cameras in motion · NeurIPS 2025

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

synthetic data rendering · 1.7motion capture · 1.7
YearPublicationVenuePosition
2025 BEDLAM2.0: Synthetic humans and cameras in motion
abstract
Inferring 3D human motion from video remains a challenging problem with many applications. While traditional methods estimate the human in image coordinates, many applications require human motion to be estimated in world coordinates. This is particularly challenging when there is both human and camera motion. Progress on this topic has been limited by the lack of rich video data with ground truth human and camera movement. We address this with BEDLAM2.0, a new dataset that goes beyond the popular BEDLAM dataset in important ways. In addition to introducing more diverse and realistic cameras and camera motions, BEDLAM2.0 increases diversity and realism of body shape, motions, clothing, hair, and 3D environments. Additionally, it adds shoes, which were missing in BEDLAM. BEDLAM has become a key resource for training 3D human pose and motion regressors today and we show that BEDLAM2.0 is significantly better, particularly for training methods that estimate humans in world coordinates. We compare state-of-the art methods trained on BEDLAM and BEDLAM2.0, and find that BEDLAM2.0 significantly improves accuracy over BEDLAM. For research purposes, we provide the rendered videos, ground truth body parameters, and camera motions. We also provide the 3D assets to which we have rights and links to those from third parties.
Joachim Tesch, Giorgio Becherini, Prerana Achar, Anastasios Yiannakidis, Muhammed Kocabas, Priyanka Patel, Michael J. Black
NeurIPS3