Learning to Track Instances without Video Annotations

Tracking segmentation masks of multiple instances has been intensively studied, but still faces two fundamental challenges: 1) the requirement of large-scale, frame-wise annotation, and 2) the complexity of two-stage approaches. To resolve these challenges, we introduce a novel semi-supervised framework by learning instance tracking networks with only a labeled image dataset and unlabeled video sequences. With an instance contrastive objective, we learn an embedding to discriminate each instance from the others.

Weakly-Supervised Physically Unconstrained Gaze Estimation

A major challenge for physically unconstrained gaze estimation is acquiring training data with 3D gaze annotations for in-the-wild and outdoor scenarios. In contrast, videos of human interactions in unconstrained environments are abundantly available and can be much more easily annotated with frame-level activity labels. In this work, we tackle the previously unexplored problem of weakly-supervised gaze estimation from videos of human interactions.

Contrastive Syn-to-Real Generalization

Training on synthetic data can be beneficial for label or data-scarce scenarios. However, synthetically trained models often suffer from poor generalization in real domains due to domain gaps. In this work, we make a key observation that the diversity of the learned feature embeddings plays an important role in the generalization performance.

CTRL-G: Controllable Generative Graphics for Games

Generative AI is rapidly transforming game development, enabling new approaches to content creation, simulation, and player interaction. However, for interactive systems, the central challenge is not generation alone, but control—the ability to steer generative models in real time, align them with player intent, and integrate them into production pipelines.

Performance, Rendering, and Interaction in Competitive Esports (PRICE)

Esports is having a significant societal impact. Yet scheduling competitive group play during experiments is difficult, and recreating competitive environments in the lab is challenging. To address these problems, we adopt the field experiment methodology, to create hybrid tournament-experiments — experimentation integrated into the tournament itself. We run two Rocket League tournament-experiments and discuss their methodological and experimental implications.

Haithem Turki

Haithem's research focuses on reconstructing, simulating, and generating dynamic 3D worlds, with a particular interest in the intersection of reconstruction and generative modeling. His recent work spans scalable neural scene reconstruction, real-time sensor simulation, and 3D content generation. He obtained his Ph.D.