SceneGrok
By P. Hanrahan. 2014
85 citations recorded by the source corpus.
Subfields: Aerospace Engineering, Computer Vision and Pattern Recognition
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Aerospace Engineering
- Matthias Nießner
- Angel X. Chang
- Manolis Savva
- Song-Chun Zhu
- Kristen Grauman
- Michael J. Black
- Dimitrios Tzionas
- Matthew Fisher
In Computer Vision and Pattern Recognition
- Jitendra Malik
- Luc Van Gool
- Kristen Grauman
- Trevor Darrell
- Li Fei-Fei
- Abhinav Kumar Gupta
- Cordelia Schmid
- Michael J. Black
Citations in the corpus
- Learning Affordance Landscapes for Interaction Exploration in 3D Environments (2020, background): “In computer vision, visual affordances are explored in various forms: predicting where to grasp an object from images and video [31, 32, 64, 38, 19, 62, 15, 5], inferring how people might use a space [48, 39] or tool [65], and priors for human body poses [26, 52, 58, 17].”
- PiGraphs (2016, methodology): “Recent work uses RGB-D interaction observations to predict the likelihood of actions in 3D scenes [Savva et al. 2014].”
- Holistic++ Scene Understanding: Single-View 3D Holistic Scene Parsing and Human Pose Estimation With Human-Object Interaction and Physical Commonsense (2019, background): “In robotics and computer vision, prior work has exploited human-object relations in event, object, and scene modeling, but most work focuses on human-object relation detection in images [5, 30, 25, 21], probabilistic modeling from multiple data sources [45, 33, 13], and snapshots generation or scene”
- Scene Understanding by Reasoning Stability and Safety (2015, background): “…many semantic labeling methods for 3D point clouds play an important role in robotics: Koppula et al. (2011); Anand et al. (2012); Wu et al. (2014), etc; in graphics: e.g., Nan et al. (2012); Shao et al. (2012) (2014); Savva et al. (2014), etc; in 3D shape recognition: Karpathy et al. (2013), etc.”
- GRAB: A Dataset of Whole-Body Human Grasping of Objects (2020, methodology): “[61] use RGB-D to capture 3D body skeletons of 5 subjects interacting in 30 3D scenes, to learn to synthesize interactions [61], affordance detection [60], or to reconstruct interaction from videos [42].”
- Resolving 3D Human Pose Ambiguities With 3D Scene Constraints (2019, methodology): “Finally, [61] employs similar observations to predict action maps in a 3D scene.”
- Grounded Human-Object Interaction Hotspots From Video (2018, background): “In scene understanding, they help decide where in a scene a particular action can be performed [46, 18, 59, 9], learn scene geometry [21, 15], or understand social situations [5].”