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Stefan Stevsic

dblp:168/3187 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
3 papers
Visual content generation and editing · 44% Computer animation and physical simulation · 29% Computational photography and imaging · 19%
Human-computer interaction and pervasive computing
2 papers
Human-robot interaction · 60% Interaction techniques and input · 40%
Artificial intelligence
1 paper
Robot manipulation · 100%

Topics — the 6 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › multimedia content creation
automated cinematography
0.412020
Capturing Subjective First-Person View Shots with Drones for Automated Cinematography · ACM Trans. Graph. 2020
Computer animation and physical simulation › virtual cinematography
camera motion planning
0.412020
Capturing Subjective First-Person View Shots with Drones for Automated Cinematography · ACM Trans. Graph. 2020
Human-robot interaction
physical human-robot interaction
0.412019
Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction · ICRA 2019
Visual content generation and editing › camera control
camera path optimization
0.312018
Optimizing for aesthetically pleasing qadrotor camera motion · ACM Trans. Graph. 2018
Robotics › Robot manipulation
dexterous manipulation
0.112019
Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction · ICRA 2019
Robotics › Robot manipulation
grasping
0.112019
Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction · ICRA 2019

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

multi-objective reward · 0.8motion capture · 0.8deep reinforcement learning · 0.8optimization · 0.53d design tool · 0.5constrained optimization · 0.4trajectory optimization · 0.3contour-following algorithm · 0.3
YearPublicationVenuePosition
2020 Spatial Attention Improves Iterative 6D Object Pose Estimation
abstract
The task of estimating the 6D pose of an object from RGB images can be broken down into two main steps: an initial pose estimation step, followed by a refinement procedure to correctly register the object and its observation. In this paper, we propose a new method for 6D pose estimation refinement from RGB images. To achieve high accuracy of the final estimate, the observation and a rendered model need to be aligned. Our main insight is that after the initial pose estimate, it is important to pay attention to distinct spatial features of the object in order to improve the estimation accuracy during alignment. Furthermore, parts of the object that are occluded in the image should be given less weight during the alignment process. Most state-of-the-art refinement approaches do not allow for this fine-grained reasoning and can not fully leverage the structure of the problem. In contrast, we propose a novel neural network architecture built around a spatial attention mechanism that identifies and leverages information about spatial details during pose refinement. We experimentally show that this approach learns to attend to salient spatial features and learns to ignore occluded parts of the object, leading to better pose estimation across datasets. We conduct experiments on standard benchmark datasets for 6D pose estimation (LineMOD and Occlusion LineMOD) and outperform previous state-of-the-art methods.
Stefan Stevsic, Otmar Hilliges
3DV1
2020 Capturing Subjective First-Person View Shots with Drones for Automated Cinematography
abstract
We propose an approach to capture subjective first-person view (FPV) videos by drones for automated cinematography. FPV shots are intentionally not smooth to increase the level of immersion for the audience, and are usually captured by a walking camera operator holding traditional camera equipment. Our goal is to automatically control a drone in such a way that it imitates the motion dynamics of a walking camera operator, and, in turn, capture FPV videos. For this, given a user-defined camera path, orientation, and velocity, we first present a method to automatically generate the operator’s motion pattern and the associated motion of the camera, considering the damping mechanism of the camera equipment. Second, we propose a general computational approach that generates the drone commands to imitate the desired motion pattern. We express this task as a constrained optimization problem, where we aim to fulfill high-level user-defined goals, while imitating the dynamics of the walking camera operator and taking the drone’s physical constraints into account. Our approach is fully automatic, runs in real time, and is interactive, which provides artistic freedom in designing shots. It does not require a motion capture system, and works both indoors and outdoors. The validity of our approach has been confirmed via quantitative and qualitative evaluations.
Amirsaman Ashtari, Stefan Stevsic, Tobias Naegeli, Jean-Charles Bazin, Otmar Hilliges
ACM Trans. Graph.2
2019 Demonstration-Guided Deep Reinforcement Learning of Control Policies for Dexterous Human-Robot Interaction
abstract
In this paper, we propose a method for training control policies for human-robot interactions such as handshakes or hand claps via Deep Reinforcement Learning. The policy controls a humanoid Shadow Dexterous Hand, attached to a robot arm. We propose a parameterizable multi-objective reward function that allows learning of a variety of interactions without changing the reward structure. The parameters of the reward function are estimated directly from motion capture data of human-human interactions in order to produce policies that are perceived as being natural and human-like by observers. We evaluate our method on three significantly different hand interactions: handshake, hand clap and finger touch. We provide detailed analysis of the proposed reward function and the resulting policies and conduct a large-scale user study, indicating that our policy produces natural looking motions.
Sammy Joe Christen, Stefan Stevsic, Otmar Hilliges
ICRA2
2018 Optimizing for aesthetically pleasing qadrotor camera motion
abstract
In this paper we first contribute a large scale online study ( N ≈ 400) to better understand aesthetic perception of aerial video. The results indicate that it is paramount to optimize smoothness of trajectories across all keyframes. However, for experts timing control remains an essential tool. Satisfying this dual goal is technically challenging because it requires giving up desirable properties in the optimization formulation. Second, informed by this study we propose a method that optimizes positional and temporal reference fit jointly. This allows to generate globally smooth trajectories, while retaining user control over reference timings. The formulation is posed as a variable, infinite horizon, contour-following algorithm. Finally, a comparative lab study indicates that our optimization scheme outperforms the state-of-the-art in terms of perceived usability and preference of resulting videos. For novices our method produces smoother and better looking results and also experts benefit from generated timings.
Christoph Gebhardt, Stefan Stevsic, Otmar Hilliges
ACM Trans. Graph.2
2016 Airways: Optimization-Based Planning of Quadrotor Trajectories according to High-Level User Goals
abstract
In this paper we propose a computational design tool that allows end-users to create advanced quadrotor trajectories with a variety of application scenarios in mind. Our algorithm allows novice users to create quadrotor based use-cases without requiring deep knowledge in either quadrotor control or the underlying constraints of the target domain. To achieve this goal we propose an optimization-based method that generates feasible trajectories which can be flown in the real world. Furthermore, the method incorporates high-level human objectives into the planning of flight trajectories. An easy to use 3D design tool allows for quick specification and editing of trajectories as well as for intuitive exploration of the resulting solution space. We demonstrate the utility of our approach in several real-world application scenarios, including aerial-videography, robotic light-painting and drone racing.
Christoph Gebhardt, Benjamin Hepp, Tobias Naegeli, Stefan Stevsic, Otmar Hilliges
CHI4