4 citations · 5 across the 25 of their papers we have counts for
10 papers · 1 filter
WildHSR: Metric Feed-Forward 4D People-Scene Reconstruction from a 3D Foundation Model
Jerrin Bright, John Zelek
3D foundation models recover video cameras and geometry in one forward pass, but some of the strongest are up to scale. Joint people-scene reconstruction then requires two missing…
iVISION-2DCD: A Long-Term Change Detection Dataset for Large-Scale Outdoor Construction Monitoring
Dayou Mao, Yuchen Lin, Ashkan Ebadi +3
Automation in construction is essential for reducing costs and human errors in large-scale projects. We approach the construction progress monitoring from the aspect of detecting c…
CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video
Jerrin Bright, John Zelek
Reconstructing dynamic human--object interaction scenes from monocular video is difficult because the human, manipulated object, and background obey different motion models while s…
Latent Space Reinforcement Learning for Inverse Material Estimation in Food Fracture Simulation
Adrian Ramlal, Yuhao Chen, John S. Zelek
Realistic visual simulation of food manipulation requires accurate material parameters, yet these are difficult to measure directly and vary across the heterogeneous regions of a s…
PersistGS: Differentiable Physics for Object Permanence in 4D Gaussian Splatting
Adrian Ramlal, John S. Zelek
Dynamic 3D Gaussian Splatting (3DGS) methods reconstruct time-varying scenes from synchronized multi-camera video using photometric supervision. When a moving object becomes fully…
Beyond Static Gaussians: An Empirical Investigation of Architectural Paradigms for Dynamic 3D Scene Reconstruction
Adrian Ramlal, John S. Zelek
Dynamic scene reconstruction via 3D Gaussian Splatting (3DGS) has emerged as a compelling approach for representing evolving environments, yet understanding trade-offs between meth…
Optimizing 3D Gaussian Splatting via Point Cloud Upsampling
Adrian Ramlal, Yan Song Hu, John S. Zelek
3D Gaussian Splatting (3DGS) is a technique for creating and rendering 3D scenes, however its performance depends heavily on the quality of initial seed points. To improve 3DGS ini…
Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions
Adrian Ramlal, John S. Zelek
Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce var…
Interpretable Pre-Release Baseball Pitch Type Anticipation from Broadcast 3D Kinematics
Jerrin Bright, Michelle Lu, John Zelek
How much can a pitcher's body reveal about the upcoming pitch? We study this question at scale by classifying eight pitch types from monocular 3D pose sequences, without access to…
Scalable Injury-Risk Screening in Baseball Pitching From Broadcast Video
Jerrin Bright, Justin Mende, John Zelek
Injury prediction in pitching depends on precise biomechanical signals, yet gold-standard measurements come from expensive, stadium-installed multi-camera systems that are unavaila…