
Bedrich Benes
VerifiedPurdue University · Computer Science
Active 1987–2026
About
Bedrich Benes is a Professor of Computer Science at Purdue University and serves as Associate Department Head. He received his Ph.D. in Computer Science from Czech Technical University in Prague in 1998, and also holds an MS from the same institution. His research focuses on generative methods for geometry synthesis, including procedural and inverse procedural modeling, the simulation of natural phenomena, and additive manufacturing. Dr. Benes has published over 200 research papers in these fields and has been sponsored by organizations such as the National Science Foundation, NASA, Adobe Research, Intel, Siemens, Samsung, the Department of Energy, and Ford Inc. He has held significant roles in the academic community, including co-chairing Eurographics 2017 and participating as a Program Committee Member for numerous conferences such as Siggraph, Siggraph Asia, and the International Conference on Geometric Modeling and Processing. Dr. Benes is a senior member of ACM and IEEE, a Eurographics Fellow, and serves as the editor-in-chief of Elsevier's Graphical Models. His editorial work also includes positions on various journal editorial boards. His contributions to the field include work on procedural modeling, natural phenomena simulation, and additive manufacturing, making him a prominent figure in computer graphics and visualization.
Research topics
- Computer science
- Artificial intelligence
- Computer graphics (images)
- Computer vision
- Human–computer interaction
Selected publications
VR BioTalk—Hands-Free Visual Analytics of Phenotyping Data Using Natural Conversation
IEEE Access · 2026-01-01
articleOpen accessSenior authorWe introduce, implement, and test <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">VR BioTalk</i>, a hands-free, immersive, voice-controlled visual analytics system for phenotypic data. Our system does not require any programming knowledge. Yet, it enables users to receive an interactive solution to complex tasks involving large datasets through simple verbal commands, such as ‘‘Show me all leaves smaller than the average and calculate their leaf area index.’’ We claim three main contributions: (1) preprocessing and feature extraction of point cloud data for interactive visual analytics, (2) development of a novel interface that converts user speech into commands, and (3) an immersive VR visualization that executes the commands and displays the results in VR. The speech recognition system’s precision has been validated on 416 spoken commands across 13 English accents, with an accuracy of around 99.7% for transcription and 94% for command recognition. The visualization averages 63 FPS, and the system’s response time is approximately 1.25 seconds. We tested <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">VR BioTalk</i> on several tasks that would otherwise require extensive programming knowledge. We tested our system with 9 participants, and the results show that <italic xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">VR BioTalk</i> is highly usable, engaging, and easy to use, enabling experts with no programming background to explore large phenotyping datasets and generate hypotheses in natural language.
Neural Assistive Impulses: Synthesizing Exaggerated Motions for Physics-based Characters
arXiv (Cornell University) · 2026-04-07
preprintOpen accessSenior authorPhysics-based character animation has become a fundamental approach for synthesizing realistic, physically plausible motions. While current data-driven deep reinforcement learning (DRL) methods can synthesize complex skills, they struggle to reproduce exaggerated, stylized motions, such as instantaneous dashes or mid-air trajectory changes, which are required in animation but violate standard physical laws. The primary limitation stems from modeling the character as an underactuated floating-base system, in which internal joint torques and momentum conservation strictly govern motion. Direct attempts to enforce such motions via external wrenches often lead to training instability, as velocity discontinuities produce sparse, high-magnitude force spikes that prevent policy convergence. We propose Assistive Impulse Neural Control, a framework that reformulates external assistance in impulse space rather than force space to ensure numerical stability. We decompose the assistive signal into an analytic high-frequency component derived from Inverse Dynamics and a learned low-frequency residual correction, governed by a hybrid neural policy. We demonstrate that our method enables robust tracking of highly agile, dynamically infeasible maneuvers that were previously intractable for physics-based methods.
Spatial Exploration Behavior in XR Learning: Toward Passive Assessment of Embodied Engagement
2026-03-21
articleLoops2Roofs: Diffusion-based 3D Roof Generation using a Loop Representation
ACM Transactions on Graphics · 2026-04-10
articleOpen accessEffectively representing and generating 3D roof structures remains a challenging task in urban modeling. This paper introduces a loop-based roof representation (LFR) and Loops2Roofs algorithm, a novel diffusion-based generative approach that directly outputs 3D polygonal roof meshes using the LFR. Our key novelty lies in representing the roofs as a set of polygonal faces bounded by loops. This flexible representation improves generalization to complex roof structures across different architectural styles and can be effectively learned and generated by machine learning models. Roof generation proceeds in two stages. First, a Transformer-based diffusion model directly denoises the 3D coordinates of roof face vertices. This model is conditioned on structural priors, specifically the number of roof faces and vertices per face, which are pre-generated using an auto-regressive model. Second, a neural stitching module enforces roof topology and recovers the geometric incident relationships between edges of different 3D loops. Optionally, our algorithm can incorporate 2D building footprints as input for image-conditioned roof generation. The final output is a compact, structured roof mesh encoded in the LFR format. We demonstrate the effectiveness and efficiency of our approach by generating diverse, realistic roof models, ranging from synthetic to real-world buildings. Experiments show that Loops2Roofs significantly advances structured roof generation, outperforming existing methods on three benchmarks.
Neural Assistive Impulses: Synthesizing Exaggerated Motions for Physics-based Characters
arXiv (Cornell University) · 2026-04-07
articleOpen accessSenior authorPhysics-based character animation has become a fundamental approach for synthesizing realistic, physically plausible motions. While current data-driven deep reinforcement learning (DRL) methods can synthesize complex skills, they struggle to reproduce exaggerated, stylized motions, such as instantaneous dashes or mid-air trajectory changes, which are required in animation but violate standard physical laws. The primary limitation stems from modeling the character as an underactuated floating-base system, in which internal joint torques and momentum conservation strictly govern motion. Direct attempts to enforce such motions via external wrenches often lead to training instability, as velocity discontinuities produce sparse, high-magnitude force spikes that prevent policy convergence. We propose Assistive Impulse Neural Control, a framework that reformulates external assistance in impulse space rather than force space to ensure numerical stability. We decompose the assistive signal into an analytic high-frequency component derived from Inverse Dynamics and a learned low-frequency residual correction, governed by a hybrid neural policy. We demonstrate that our method enables robust tracking of highly agile, dynamically infeasible maneuvers that were previously intractable for physics-based methods.
Where Are the City Trees? Monitoring Urban Trees across the U.S. Using Generative AI
Communications of the ACM · 2026-03-30
articleOpen accessFinding where the trees are in a city and monitoring any changes are essential for sustainable urban management. Historically, urban forests are mainly inventoried via manual processes often limited to public lands. Leveraging advances in computing, we present a novel generative artificial intelligence (AI) method along with a first-ever national-scale dataset, to automatically localize trees in cities across the nation using satellite imagery. Our monitoring approach is fully automated and can be completed for 330 U.S. cities within less than a day of computing, enabling actionable knowledge of changes in urban trees and supporting sustainable development decisions. We successfully localized and counted over 278 million trees, achieving an average tree count accuracy of 92.5% and spatial accuracy of 1.5m for 2024–2025. Our computational approach allows for novel nationwide analysis to be performed. For example, we can localize approximately 117 million trees on private lands and 161 million on public lands. Further, we show and quantify that urban tree distribution exhibits strong spatial disparity, with low-income communities having substantially fewer trees and less canopy cover than others. In addition, we compare tree count and layouts before and after multiple major events (e.g., major fires and destructive weather phenomena). Overall, our approach enhances computational urban planning, including weather and extreme event forecasting, for the development of sustainable cities.
LatentMimic: Terrain-Adaptive Locomotion via Latent Space Imitation
ArXiv.org · 2026-04-07
articleOpen accessSenior authorDeveloping natural and diverse locomotion controllers for quadruped robots that can adapt to complex terrains while preserving motion style remains a significant challenge. Existing imitation-based methods face a fundamental optimization trade-off: strict adherence to motion capture (mocap) references penalizes the geometric deviations required for terrain adaptability, whereas terrain-centric policies often compromise stylistic fidelity. We introduce LatentMimic, a novel locomotion learning framework that decouples stylistic fidelity from geometric constraints. By minimizing the marginal latent divergence between the policy's state-action distribution and a learned mocap prior, our approach provides a conditional relaxation of rigid pose-tracking objectives. This formulation preserves gait topology while permitting independent end-effector adaptations for irregular terrains. We further introduce a terrain adaptation module with a dynamic replay buffer to resolve the policy's distribution shifts across different terrains. We validate our method across four locomotion styles and four terrains, demonstrating that LatentMimic enables effective terrain-adaptive locomotion, achieving higher terrain traversal success rates than state-of-the-art motion-tracking methods while maintaining high stylistic fidelity.
Game-Based and Gamified Robotics Education: A Comparative Systematic Review and Design Guidelines
2026-04-13 · 1 citations
articleOpen accessRobotics education fosters computational thinking, creativity, and problem-solving, but remains challenging due to technical complexity. Game-based learning (GBL) and gamification offer engagement benefits, yet their comparative impact remains unclear. We present the first PRISMA-aligned systematic review and comparative synthesis of GBL and gamification in robotics education, analyzing 95 studies from 12,485 records across four databases (2014–2025). We coded each study’s approach, learning context, skill level, modality, pedagogy, and outcomes (κ =.918). Three patterns emerged: (1) approach–context–pedagogy coupling (GBL more prevalent in informal settings, while gamification dominated formal classrooms [p <.001] and favored project-based learning [p =.009]); (2) emphasis on introductory programming and modular kits, with limited adoption of advanced software (~17%), advanced hardware (~5%), or immersive technologies (~22%); and (3) short study horizons, relying on self-report. We propose eight research directions and a design space outlining best practices and pitfalls, offering actionable guidance for robotics education.
Tuning-Free Amodal Segmentation via the Occlusion-Free Bias of Inpainting Models
Proceedings of the AAAI Conference on Artificial Intelligence · 2026-03-14
articleOpen accessAmodal segmentation is an image-based algorithm that aims to predict masks for both visible and occluded parts of objects. Existing methods typically rely on supervised learning with annotated amodal masks or synthetic data. The effectiveness of these methods relies heavily on the quality of the datasets. This dependence can unintentionally restrict their generalization capabilities due to insufficient diversity and size. Although existing zero-shot methods perform well on their reported datasets, their performance does not necessarily transfer to other datasets. We propose a tuning-free approach that re-purposes diffusion-based inpainting foundation models for amodal segmentation. Our approach is motivated by the “occlusion-free bias” of inpainting models, i.e., the inpainted objects tend to be complete and without occlusions. We reconstruct the occluded regions of an object via inpainting and then apply segmentation, all without additional training or fine-tuning. Experiments on five datasets, three previously unreported, demonstrate the generalizability of our approach. On average, our approach achieves 5.3% more accurate masks in mIoU compared to the publicly available state-of-the-art, pix2gestalt.
LatentMimic: Terrain-Adaptive Locomotion via Latent Space Imitation
arXiv (Cornell University) · 2026-04-07
preprintOpen accessSenior authorDeveloping natural and diverse locomotion controllers for quadruped robots that can adapt to complex terrains while preserving motion style remains a significant challenge. Existing imitation-based methods face a fundamental optimization trade-off: strict adherence to motion capture (mocap) references penalizes the geometric deviations required for terrain adaptability, whereas terrain-centric policies often compromise stylistic fidelity. We introduce LatentMimic, a novel locomotion learning framework that decouples stylistic fidelity from geometric constraints. By minimizing the marginal latent divergence between the policy's state-action distribution and a learned mocap prior, our approach provides a conditional relaxation of rigid pose-tracking objectives. This formulation preserves gait topology while permitting independent end-effector adaptations for irregular terrains. We further introduce a terrain adaptation module with a dynamic replay buffer to resolve the policy's distribution shifts across different terrains. We validate our method across four locomotion styles and four terrains, demonstrating that LatentMimic enables effective terrain-adaptive locomotion, achieving higher terrain traversal success rates than state-of-the-art motion-tracking methods while maintaining high stylistic fidelity.
Recent grants
EAGER: Collaborative Research: Inverse Procedural Material Modeling for Battery Design
NSF · $150k · 2017–2018
Collaborative Research: TRTech-PGR: Digital Ideotype for Optimal Canopy Architecture
NSF · $533k · 2024–2027
NSF · $1.2M · 2024–2027
Frequent coauthors
- 48 shared
Éric Galin
Laboratoire d'Informatique en Images et Systèmes d'Information
- 39 shared
Éric Guérin
Centre National de la Recherche Scientifique
- 36 shared
Adrien Peytavie
Centre National de la Recherche Scientifique
- 27 shared
Daniel G. Aliaga
Purdue University West Lafayette
- 25 shared
Alejandra J. Magana
Bridge University
- 21 shared
Sören Pirk
- 20 shared
Marie‐Paule Cani
Centre National de la Recherche Scientifique
- 19 shared
Vojtĕch Krs
Adobe Systems (United States)
Education
- 1998
PhD, Computer Science
České vysoké učení technické v Praze
- 1991
MS, Computer Science
České vysoké učení technické v Praze
Awards & honors
- Eurographics Fellow
- Senior member of ACM and IEEE
- Editor-in-chief of Elsevier's Graphical Models
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