VLDB 2026 Research / reviewers in the wild / expert
Marco Volino
dblp:131/0612
· DBLP profile ↗
15ranked-venue papers
2as first author
7since 2021 · last 2025
0000-0002-1869-9257ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 14 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 8 · 1 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Improving Gaussian Splatting with Localized Points ManagementabstractPoint management is critical for optimizing 3D Gaussian Splatting models, as point initiation (e.g., via structure from motion) is often distributionally inappropriate. Typically, Adaptive Density Control (ADC) algorithm is adopted, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. We reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) due to inability of identifying all 3D zones requiring point densification, and lacking an appropriate mechanism to handle ill-conditioned points with negative impacts (e.g., occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in greatest need for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, subject to image rendering errors. We apply point densification in the identified zones and then reset the opacity of the points in front of these regions, creating a new opportunity to correct poorly conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing static 3D and dynamic 4D Gaussian Splatting models with minimal additional cost. Experimental evaluations validate the efficacy of our LPM in boosting a variety of existing 3D/4D models both quantitatively and qualitatively. Notably, LPM improves both static 3DGS and dynamic SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, excelling on challenging datasets such as Tanks & Temples and the Neural 3D Video dataset. Haosen Yang 0003, Chenhao Zhang 0006, Wenqing Wang 0002, Marco Volino, Adrian Hilton 0001, Li Zhang 0040, Xiatian Zhu |
CVPR | 4 |
| 2024 | ANIM: Accurate Neural Implicit Model for Human Reconstruction from a Single RGB-D ImageabstractRecent progress in human shape learning, shows that neural implicit models are effective in generating 3D hu-man surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geome-tries along the camera optical axis. In this paper, we ex-plore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relation-ships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the re-constructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising highquality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling highquality reconstruction from real-world human capture. https://marcopesavento.github.io/Anim/ Marco Pesavento, Yuanlu Xu, Nikolaos Sarafianos, Robert Maier 0001, Chun-Han Yao, Marco Volino, Edmond Boyer, Adrian Hilton 0001, Tony Tung |
CVPR | 7 |
| 2024 | COSMU: Complete 3D Human Shape from Monocular Unconstrained Images
Marco Pesavento, Marco Volino, Adrian Hilton 0001 |
ECCV (39) | 2 |
| 2024 | ForecasterFlexOBM: A Multi-View Audio-Visual Dataset for Flexible Object-Based Media ProductionabstractLeveraging machine learning techniques, in the context of object-based media production, could enable provision of personalized media experiences to diverse audiences. To fine-tune and evaluate techniques for personalization applications, as well as more broadly, datasets which bridge the gap between research and production are needed. We introduce and release such a dataset, themed around a UK weather forecast and shot against a blue-screen background, of three professional actors/presenters – one male and one female (English) and one female (British Sign Language). Scenes include both production and research-oriented examples, with a range of dialogues and actions. Capture techniques consisted of a synchronized 4K resolution 16-camera array, production-typical microphones plus professional audio mix, a 16-channel microphone array with collocated Grasshopper3 camera, and a photogrammetry array. We demonstrate applications relevant to virtual production and creation of personalized media including neural radiance fields, shadow casting, action/event detection, speaker source tracking and video captioning. Davide Berghi, Craig Cieciura, Farshad Einabadi, Maxine Glancy, Oliver C. Camilleri, Philip Foster, Asmar Nadeem, Faegheh Sardari, Jinzheng Zhao, Marco Volino, Armin Mustafa, Philip J. B. Jackson, Adrian Hilton 0001 |
ICME | 10 |
| 2022 | Super-Resolution 3D Human Shape from a Single Low-Resolution Image
Marco Pesavento, Marco Volino, Adrian Hilton 0001 |
ECCV (2) | 2 |
| 2021 | Attention-based Multi-Reference Learning for Image Super-ResolutionabstractThis paper proposes a novel Attention-based Multi-Reference Super-resolution network (AMRSR) that, given a low-resolution image, learns to adaptively transfer the most similar texture from multiple reference images to the super-resolution output whilst maintaining spatial coherence. The use of multiple reference images together with attention-based sampling is demonstrated to achieve significantly improved performance over state-of-the-art reference super-resolution approaches on multiple benchmark datasets. Reference super-resolution approaches have recently been proposed to overcome the ill-posed problem of image super-resolution by providing additional information from a high-resolution reference image. Multi-reference super-resolution extends this approach by providing a more diverse pool of image features to overcome the inherent information deficit whilst maintaining memory efficiency. A novel hierarchical attention-based sampling approach is introduced to learn the similarity between low-resolution image features and multiple reference images based on a perceptual loss. Ablation demonstrates the contribution of both multi-reference and hierarchical attention-based sampling to overall performance. Perceptual and quantitative ground-truth evaluation demonstrates significant improvement in performance even when the reference images deviate significantly from the target image. The project website can be found at https://marcopesavento.github.io/AMRSR/ Marco Pesavento, Marco Volino, Adrian Hilton 0001 |
ICCV | 2 |
| 2021 | Temporally Coherent General Dynamic Scene ReconstructionabstractAbstract Existing techniques for dynamic scene reconstruction from multiple wide-baseline cameras primarily focus on reconstruction in controlled environments, with fixed calibrated cameras and strong prior constraints. This paper introduces a general approach to obtain a 4D representation of complex dynamic scenes from multi-view wide-baseline static or moving cameras without prior knowledge of the scene structure, appearance, or illumination. Contributions of the work are: an automatic method for initial coarse reconstruction to initialize joint estimation; sparse-to-dense temporal correspondence integrated with joint multi-view segmentation and reconstruction to introduce temporal coherence; and a general robust approach for joint segmentation refinement and dense reconstruction of dynamic scenes by introducing shape constraint. Comparison with state-of-the-art approaches on a variety of complex indoor and outdoor scenes, demonstrates improved accuracy in both multi-view segmentation and dense reconstruction. This paper demonstrates unsupervised reconstruction of complete temporally coherent 4D scene models with improved non-rigid object segmentation and shape reconstruction and its application to various applications such as free-view rendering and virtual reality. Armin Mustafa, Marco Volino, Hansung Kim 0001, Jean-Yves Guillemaut, Adrian Hilton 0001 |
Int. J. Comput. Vis. | 2 |
| 2019 | Dynamic Surface Animation using Generative NetworksabstractThis paper presents techniques to animate realistic human-like motion using a compressed learnt model from 4D volumetric performance capture data. Sequences of 4D dynamic geometry representing a human performing an arbitrary motion are encoded through a generative network into a compact space representation, whilst maintaining the original properties, such as, surface dynamics. An animation framework is proposed which computes an optimal motion graph using the novel capabilities of compression and generative synthesis properties of the network. This approach significantly reduces the memory space requirements, improves quality of animation, and facilitates the interpolation between motions. The framework optimises the number of transitions in the graph with respect to the shape and motion of the dynamic content. This generates a compact graph structure with low edge connectivity, and maintains realism when transitioning between motions. Finally, it demonstrates that generative networks facilitate the computation of novel poses, and provides a compact motion graph representation of captured dynamic shape enabling real-time interactive animation and interpolation of novel poses to smoothly transition between motions. João Regateiro, Adrian Hilton 0001, Marco Volino |
3DV | 3 |
| 2019 | Light Field Compression using Eigen TexturesabstractLight fields are becoming an increasingly popular method of digital content production for visual effects and virtual/augmented reality as they capture a view dependent representation enabling photo realistic rendering over a range of viewpoints. Light field video is generally captured using arrays of cameras resulting in tens to hundreds of images of a scene at each time instance. An open problem is how to efficiently represent the data preserving the view-dependent detail of the surface in such a way that is compact to store and efficient to render. In this paper we show that constructing an Eigen texture basis representation from the light field using an approximate 3D surface reconstruction as a geometric proxy provides a compact representation that maintains view-dependent realism. We demonstrate that the proposed method is able to reduce storage requirements by > 95% while maintaining the visual quality of the captured data. An efficient view-dependent rendering technique is also proposed which is performed in eigen space allowing smooth continuous viewpoint interpolation through the light field. Marco Volino, Armin Mustafa, Jean-Yves Guillemaut, Adrian Hilton 0001 |
3DV | 1 |
| 2018 | Hybrid Skeleton Driven Surface Registration for Temporally Consistent Volumetric VideoabstractThis paper presents a hybrid skeleton-driven surface registration (HSDSR) approach to generate temporally consistent meshes from multiple view video of human subjects. 2D pose detections from multiple view video are used to estimate 3D skeletal pose on a per-frame basis. The 3D pose is embedded into a 3D surface reconstruction allowing any frame to be reposed into the shape from any other frame in the captured sequence. Skeletal motion transfer is performed by selecting a reference frame from the surface reconstruction data and reposing it to match the pose estimation of other frames in a sequence. This allows an initial coarse alignment to be performed prior to refinement by a patch-based non-rigid mesh deformation. The proposed approach overcomes limitations of previous work by reposing a reference mesh to match the pose of a target mesh reconstruction, providing a closer starting point for further non-rigid mesh deformation. It is shown that the proposed approach is able to achieve comparable results to existing model-based and model-free approaches. Finally, it is demonstrated that this framework provides an intuitive way for artists and animators to edit volumetric video. João Regateiro, Marco Volino, Adrian Hilton 0001 |
3DV | 2 |
| 2018 | Volumetric Performance Capture from Minimal Camera Viewpoints
Andrew Gilbert, Marco Volino, John P. Collomosse, Adrian Hilton 0001 |
ECCV (11) | 2 |
| 2017 | Real-Time Full-Body Motion Capture from Video and IMUsabstractA real-time full-body motion capture system is presented which uses input from a sparse set of inertial measurement units (IMUs) along with images from two or more standard video cameras and requires no optical markers or specialized infra-red cameras. A real-time optimization-based framework is proposed which incorporates constraints from the IMUs, cameras and a prior pose model. The combination of video and IMU data allows the full 6-DOF motion to be recovered including axial rotation of limbs and drift-free global position. The approach was tested using both indoor and outdoor captured data. The results demonstrate the effectiveness of the approach for tracking a wide range of human motion in real time in unconstrained indoor/outdoor scenes. Charles Malleson, Andrew Gilbert, Matthew Trumble, John P. Collomosse, Adrian Hilton 0001, Marco Volino |
3DV | 6 |
| 2017 | 4D Temporally Coherent Light-Field VideoabstractLight-field video has recently been used in virtual and augmented reality applications to increase realism and immersion. However, existing light-field methods are generally limited to static scenes due to the requirement to acquire a dense scene representation. The large amount of data and the absence of methods to infer temporal coherence pose major challenges in storage, compression and editing compared to conventional video. In this paper, we propose the first method to extract a spatio-temporally coherent light-field video representation. A novel method to obtain Epipolar Plane Images (EPIs) from a spare lightfield camera array is proposed. EPIs are used to constrain scene flow estimation to obtain 4D temporally coherent representations of dynamic light-fields. Temporal coherence is achieved on a variety of light-field datasets. Evaluation of the proposed light-field scene flow against existing multi-view dense correspondence approaches demonstrates a significant improvement in accuracy of temporal coherence. Armin Mustafa, Marco Volino, Jean-Yves Guillemaut, Adrian Hilton 0001 |
3DV | 2 |
| 2014 | Optimal Representation of Multiple View Video
Marco Volino, Dan Casas, John P. Collomosse, Adrian Hilton 0001 |
BMVC | 1 |
| 2014 | 4D video textures for interactive character appearanceabstractAbstract 4D Video Textures (4DVT) introduce a novel representation for rendering video‐realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free‐viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so far been limited to surface shape only. 4DVT is the final piece in the puzzle enabling video‐realistic interactive animation through two contributions: a layered view‐dependent texture map representation which supports efficient storage, transmission and rendering from multiple view video capture; and a rendering approach that combines multiple 4DVT sequences in a parametric motion space, maintaining video quality rendering of dynamic surface appearance whilst allowing high‐level interactive control of character motion and viewpoint. 4DVT is demonstrated for multiple characters and evaluated both quantitatively and through a user‐study which confirms that the visual quality of captured video is maintained. The 4DVT representation achieves >90% reduction in size and halves the rendering cost. Dan Casas, Marco Volino, John P. Collomosse, Adrian Hilton 0001 |
Comput. Graph. Forum | 2 |