Search Results for author: Antonis Argyros

Found 22 papers, 7 papers with code

TAPE: Temporal Attention-based Probabilistic human pose and shape Estimation

1 code implementation29 Apr 2023 Nikolaos Vasilikopoulos, Nikos Kolotouros, Aggeliki Tsoli, Antonis Argyros

Existing methods ignore the ambiguities of the reconstruction and provide a single deterministic estimate for the 3D pose.

3D Human Pose Estimation

Detecting Object States vs Detecting Objects: A New Dataset and a Quantitative Experimental Study

1 code implementation15 Dec 2021 Filippos Gouidis, Theodore Patkos, Antonis Argyros, Dimitris Plexousakis

This study enables the setup of a baseline on the performance of SD, as well as its relative performance in comparison to OD, in a variety of scenarios.

Action Recognition Affordance Detection +3

PE-former: Pose Estimation Transformer

1 code implementation9 Dec 2021 Paschalis Panteleris, Antonis Argyros

Vision transformer architectures have been demonstrated to work very effectively for image classification tasks.

Image Classification Pose Estimation

Even Faster SNN Simulation with Lazy+Event-driven Plasticity and Shared Atomics

1 code implementation8 Jul 2021 Dennis Bautembach, Iason Oikonomidis, Antonis Argyros

It offers higher bandwidth than event-driven plasticity alone and achieves a 1. 5x-2x speedup over our closest competitor.

H-GAN: the power of GANs in your Hands

1 code implementation27 Mar 2021 Sergiu Oprea, Giorgos Karvounas, Pablo Martinez-Gonzalez, Nikolaos Kyriazis, Sergio Orts-Escolano, Iason Oikonomidis, Alberto Garcia-Garcia, Aggeliki Tsoli, Jose Garcia-Rodriguez, Antonis Argyros

Relying on image-to-image translation, we improve the appearance of synthetic hands to approximate the statistical distribution underlying a collection of real images of hands.

Image-to-Image Translation Tone Mapping +1

Multi-GPU SNN Simulation with Static Load Balancing

no code implementations9 Feb 2021 Dennis Bautembach, Iason Oikonomidis, Antonis Argyros

We present a SNN simulator which scales to millions of neurons, billions of synapses, and 8 GPUs.

Faster and Simpler SNN Simulation with Work Queues

1 code implementation16 Dec 2019 Dennis Bautembach, Iason Oikonomidis, Nikolaos Kyriazis, Antonis Argyros

We present a clock-driven Spiking Neural Network simulator which is up to 3x faster than the state of the art while, at the same time, being more general and requiring less programming effort on both the user's and maintainer's side.

ReActNet: Temporal Localization of Repetitive Activities in Real-World Videos

no code implementations14 Oct 2019 Giorgos Karvounas, Iason Oikonomidis, Antonis Argyros

On top of this representation, we design, implement and evaluate ReActNet, a lightweight convolutional neural network that classifies a given frame as belonging (or not) to a repetitive video segment.

Temporal Localization

On the Feasibility of Real-Time 3D Hand Tracking using Edge GPGPU Acceleration

no code implementations30 Apr 2018 Ammar Qammaz, Sokol Kosta, Nikolaos Kyriazis, Antonis Argyros

This paper presents the case study of a non-intrusive porting of a monolithic C++ library for real-time 3D hand tracking, to the domain of edge-based computation.

Using a single RGB frame for real time 3D hand pose estimation in the wild

no code implementations11 Dec 2017 Paschalis Panteleris, Iason Oikonomidis, Antonis Argyros

We present a method for the real-time estimation of the full 3D pose of one or more human hands using a single commodity RGB camera.

3D Hand Pose Estimation Camera Calibration

Back to RGB: 3D tracking of hands and hand-object interactions based on short-baseline stereo

no code implementations15 May 2017 Paschalis Panteleris, Antonis Argyros

Unfortunately, this does not work well in practice because the stereo-based, dense 3D reconstruction of hands is far less accurate than the one obtained by RGBD cameras.

3D Reconstruction

Scalable 3D Tracking of Multiple Interacting Objects

no code implementations CVPR 2014 Nikolaos Kyriazis, Antonis Argyros

We consider the problem of tracking multiple interacting objects in 3D, using RGBD input and by considering a hypothesize-and-test approach.

Physically Plausible 3D Scene Tracking: The Single Actor Hypothesis

no code implementations CVPR 2013 Nikolaos Kyriazis, Antonis Argyros

In several hand-object(s) interaction scenarios, the change in the objects' state is a direct consequence of the hand's motion.

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