Alert button
Picture for Menandro Roxas

Menandro Roxas

Alert button

Learning 6DoF Grasping Using Reward-Consistent Demonstration

Add code
Bookmark button
Alert button
Mar 23, 2021
Daichi Kawakami, Ryoichi Ishikawa, Menandro Roxas, Yoshihiro Sato, Takeshi Oishi

Figure 1 for Learning 6DoF Grasping Using Reward-Consistent Demonstration
Figure 2 for Learning 6DoF Grasping Using Reward-Consistent Demonstration
Figure 3 for Learning 6DoF Grasping Using Reward-Consistent Demonstration
Figure 4 for Learning 6DoF Grasping Using Reward-Consistent Demonstration
Viaarxiv icon

Relative Drone-Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations

Add code
Bookmark button
Alert button
Nov 17, 2020
Jan Hausberg, Ryoichi Ishikawa, Menandro Roxas, Takeshi Oishi

Figure 1 for Relative Drone-Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 2 for Relative Drone-Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 3 for Relative Drone-Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 4 for Relative Drone-Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Viaarxiv icon

Relative Drone -- Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations

Add code
Bookmark button
Alert button
Nov 16, 2020
Jan Hausberg, Ryoichi Ishikawa, Menandro Roxas, Takeshi Oishi

Figure 1 for Relative Drone -- Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 2 for Relative Drone -- Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 3 for Relative Drone -- Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Figure 4 for Relative Drone -- Ground Vehicle Localization using LiDAR and Fisheye Cameras through Direct and Indirect Observations
Viaarxiv icon

Discontinuous and Smooth Depth Completion with Binary Anisotropic Diffusion Tensor

Add code
Bookmark button
Alert button
Jun 25, 2020
Yasuhiro Yao, Menandro Roxas, Ryoichi Ishikawa, Shingo Ando, Jun Shimamura, Takeshi Oishi

Figure 1 for Discontinuous and Smooth Depth Completion with Binary Anisotropic Diffusion Tensor
Figure 2 for Discontinuous and Smooth Depth Completion with Binary Anisotropic Diffusion Tensor
Figure 3 for Discontinuous and Smooth Depth Completion with Binary Anisotropic Diffusion Tensor
Figure 4 for Discontinuous and Smooth Depth Completion with Binary Anisotropic Diffusion Tensor
Viaarxiv icon

A Hand Motion-guided Articulation and Segmentation Estimation

Add code
Bookmark button
Alert button
May 07, 2020
Richard Sahala Hartanto, Ryoichi Ishikawa, Menandro Roxas, Takeshi Oishi

Figure 1 for A Hand Motion-guided Articulation and Segmentation Estimation
Figure 2 for A Hand Motion-guided Articulation and Segmentation Estimation
Figure 3 for A Hand Motion-guided Articulation and Segmentation Estimation
Figure 4 for A Hand Motion-guided Articulation and Segmentation Estimation
Viaarxiv icon

Real-Time Variational Fisheye Stereo without Rectification and Undistortion

Add code
Bookmark button
Alert button
Sep 17, 2019
Menandro Roxas, Takeshi Oishi

Figure 1 for Real-Time Variational Fisheye Stereo without Rectification and Undistortion
Figure 2 for Real-Time Variational Fisheye Stereo without Rectification and Undistortion
Figure 3 for Real-Time Variational Fisheye Stereo without Rectification and Undistortion
Figure 4 for Real-Time Variational Fisheye Stereo without Rectification and Undistortion
Viaarxiv icon

Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality

Add code
Bookmark button
Alert button
Jul 30, 2017
Menandro Roxas, Tomoki Hori, Taiki Fukiage, Yasuhide Okamoto, Takeshi Oishi

Figure 1 for Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality
Figure 2 for Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality
Figure 3 for Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality
Figure 4 for Occlusion Handling using Semantic Segmentation and Visibility-Based Rendering for Mixed Reality
Viaarxiv icon