Sergey Levine


Stanford University, Department of Computer Science
Ph.D. Candidate
Office & Mailing Address:
Gates Building, Room 286
353 Serra Mall
Stanford, CA 94305
Email:
Curriculum Vitae:
[PDF][PS]

I am a Ph.D. candidate in the Department of Computer Science at Stanford University. I am working with Vladlen Koltun and the Stanford Virtual Worlds Group, as well as Zoran Popović from the University of Washington. My research interests are computer graphics, character animation, and reinforcement learning. I am particularly interested in how computer graphics can leverage machine learning techniques to capture the richness and complexity of human motion and behavior.

Publications

Sergey Levine, Zoran Popović, Vladlen Koltun. Nonlinear Inverse Reinforcement Learning with Gaussian Processes. NIPS 2011. [PDF][Poster][Website]

This paper presents an inverse reinforcement learning algorithm for learning unknown nonlinear reward functions. The algorithm uses Gaussian processes and a probabilistic model of the expert to capture complex behaviors from suboptimal stochastic demonstrations, while automatically balancing the simplicity of the learned reward structure against its consistency with the observed actions.

Sergey Levine, Yongjoon Lee, Vladlen Koltun, Zoran Popović. Space-Time Planning with Parameterized Locomotion Controllers. ACM Transactions on Graphics 30 (3). [PDF][Video]

In this article, we present a method for efficiently synthesizing animations for characters traversing complex dynamic environments by sequencing parameterized locomotion controllers using space-time planning. The controllers are created from motion capture data, and the space-time planner determines the optimal sequence of controllers to reach a goal in a dynamic, changing environment.

Sergey Levine, Zoran Popović, Vladlen Koltun. Feature Construction for Inverse Reinforcement Learning. NIPS 2010. [PDF][Poster][Website]

This paper presents an algorithm for learning an unknown reward function for a Markov decision process when good basis features are not available, using example traces from the MDP's optimal policy. The algorithm constructs reward features from a large collection of component features, by building logical conjunctions of those component features that are relevant to the example policy.

Sergey Levine, Philipp Krähenbühl, Sebastian Thrun, Vladlen Koltun. Gesture Controllers. ACM SIGGRAPH 2010. [PDF][Video]

Gesture controllers learn optimal policies to generate smooth, compelling gesture animations from speech and other optional inputs. The accompanying video presents examples of various controllers, including controllers that recognize key words, admit manual manipulation of gesture style, and even animate a character with a non-humanoid morphology.

Sergey Levine, Christian Theobalt, Vladlen Koltun. Real-Time Prosody-Driven Synthesis of Body Language. ACM SIGGRAPH Asia 2009. [PDF][Video]

This paper presents the body language synthesis system described in my undergraduate thesis. The method automatically synthesizes body language animations directly from the participants' speech signals, without the need for additional input. The body language animations are synthesized by selecting segments from motion capture data of real people in conversation in real time.

Sergey Levine. Modeling Body Language from Speech in Natural Conversation. Master's research report, Stanford University Department of Computer Science, 2009. [PDF][Video]

In this report, I describe a new approach for synthesizing body language from prosody using a set of intermediate motion parameters that can be used to describe stylistic qualities of gesture independent of their form. The quality of synthesized motion parameters is compared to the parameters of the original motions accompanying an utterance to obtain a quantitative measure of the performance of the method.

Sergey Levine. Body Language Animation Synthesis from Prosody. Undergraduate thesis, Stanford University Department of Computer Science, 2009. [PDF][Video]

In my undergraduate thesis, I describe the body language synthesis system. This system generates believable body language animations from live speech input, using only the prosody of the speaker's voice. Since the method is suitable for live speech, it can be used in interactive applications, such as networked virtual worlds.

Other Work

Rendering the Eagle Nebula

[PDF][Video][Class Site]

My project for Pat Hanrahan's CS 348B rendering class, completed in collaboration with Edward Luong, received the Grand Prize in the rendering competition. The image is of the Eagle Nebula. The rendering used volumetric photon mapping and simulated the excitement of gases in the nebula by ultraviolet radiation, and the resulting emission of lower-wavelength light.

Airship Combat

[Details][Windows Executable][Class Site]

My project for Marc Levoy's introductory computer graphics course received the "most creative" award in the final project competition. The project is a game that allows players to control sail-powered airships armed with cannons. The game simulates the physics of the sails using a simple explicit Euler scheme, and uses hierarchical collision detection to detect hits.

Nali Chronicles

[Installer][Mac Patch][Review]

Nali Chronicles is a mod for Unreal Tournament that I developed with a group of friends around 2001-2005. All of the programming, most of the art assets, and some of the level design was done by me. The game is a little outdated by now, but if you have a copy of the original Unreal Tournament, you can download the installer and give it a go.

Research Support

National Science Foundation Graduate Research Fellowship, 2010
Stanford School of Engineering Fellowship, 2009
© 2009-2010 Sergey Levine.