Selvakumar Panneer

dblp:211/9289 · DBLP profile ↗
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10ranked-venue papers
0as first author
8since 2021 · last 2025
0000-0003-3629-1754ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 6 since 2021Artificial intelligence and machine learning · 4 · 3 since 2021Software engineering, systems software and programming languages · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 INRet: A General Framework for Accurate Retrieval of INRs for Shapes
abstract
Implicit neural representations (INRs) have become an important method for encoding various data types, such as 3D objects or scenes, images, and videos. They have proven to be particularly effective at representing 3D content, e.g., 3D scene reconstruction from 2D images, novel 3D content creation, as well as the representation, interpolation and completion of 3D shapes. With the widespread generation of 3D data in an INR format, there is a need to support effective organization and retrieval of INRs saved in a data store. A key aspect of retrieval and clustering of INRs in a data store is the formulation of similarity between INRs that would, for example, enable retrieval of similar INRs using a query INR. In this work, we propose INRet (INR Retrieve), a method for determining similarity between INRs that represent shapes, thus enabling accurate retrieval of similar shape INRs from an INR data store. INRet flexibly supports different INR architectures such as INRs with octree grids, triplanes, and hash grids, as well as different implicit functions including signed/unsigned distance function and occupancy field. We demonstrate that our method is more general and accurate than the existing INR retrieval method, which only supports simple MLP INRs and requires the same architecture between the query and stored INRs. Furthermore, compared to converting INRs to other representations (e.g., point clouds or multi-view images) for 3D shape retrieval, INRet achieves higher accuracy while avoiding the conversion overhead.
Yushi Guan, Daniel Kwan, Ruofan Liang, Selvakumar Panneer, Nilesh Jain, Nilesh A. Ahuja, Nandita Vijaykumar
3DV4
2025 Evaluating Pose Forecasting for Compensating Network Latency in Full Body Movements
Jan Bohnerth, Janis Sprenger, Selvakumar Panneer, Björn Browatzki, Anindita Ghosh, Philipp Slusallek
EuroXR3
2025 ContraGS: Codebook-Condensed and Trainable Gaussian Splatting for Fast, Memory-Efficient Reconstruction
Sankeerth Durvasula, Sharanshangar Muhunthan, Zain Moustafa, Ruofan Liang, Yushi Guan, Nilesh A. Ahuja, Nilesh Jain, Selvakumar Panneer, Nandita Vijaykumar
ICCV9
2025 Retri3D: 3D Neural Graphics Representation Retrieval
abstract
Learnable 3D Neural Graphics Representations (3DNGR) have emerged as promising 3D representations for reconstructing 3D scenes from 2D images. Numerous works, including Neural Radiance Fields (NeRF), 3D Gaussian Splatting (3DGS), and their variants, have significantly enhanced the quality of these representations. The ease of construction from 2D images, suitability for online viewing/sharing, and applications in game/art design downstream tasks make it a vital 3D representation, with potential creation of large numbers of such 3D models. This necessitates large data stores, local or online, to save 3D visual data in these formats. However, no existing framework enables accurate retrieval of stored 3DNGRs. In this work, we propose, Retri3D, a framework that enables accurate and efficient retrieval of 3D scenes represented as NGRs from large data stores using text queries. We introduce a novel Neural Field Artifact Analysis technique, combined with a Smart Camera Movement Module, to select clean views and navigate pre-trained 3DNGRs. These techniques enable accurate retrieval by selecting the best viewing directions in the 3D scene for high-quality visual feature embeddings. We demonstrate that Retri3D is compatible with any NGR representation. On the LERF and ScanNet++ datasets, we show significant improvement in retrieval accuracy compared to existing techniques, while being orders of magnitude faster and storage efficient.
Yushi Guan, Daniel Kwan, Jean Sebastien Dandurand, Ruofan Liang, Nilesh Jain, Nilesh A. Ahuja, Selvakumar Panneer, Nandita Vijaykumar
ICLR9
2024 Distributed Training of Neural Radiance Fields: A Performance Characterization
abstract
Implicit neural representation is an emerging method that leverages deep neural networks and learned parameters to represent 3D scenes efficiently and accurately. Neural radiance field (NeRF) is a state-of-art implicit representation that achieves photorealistic 3D reconstruction with compact neural network models. However, as the complexity and scale of the scene increase, training NeRF models with a single GPU proves insufficient for achieving fast training and high-quality reconstruction. To address this challenge, prior works proposed distributed NeRF training methods. This is the first work to conduct a detailed evaluation of two major distributed NeRF training methods and their tradeoffs: distributed data parallel (DDP) and spatial segmentation (SS). We find that DDP training requires cross-device synchronization during training, while SS training incurs additional fusion overhead during inference. Our analysis also reveals that sampling input images is a common key bottleneck in distributed NeRF training. At the beginning of each training iteration, the CPU generates input batches for all GPUs in the cluster by sampling all images in the dataset, causing significant stalls that constitute up to 43.3% of the total training time. To alleviate this bottleneck, we propose a pipelined input sampling strategy that precomputes input samples on the CPU concurrently with model training on the GPUs. Our evaluation demonstrates an average speedup in training time by$1.95\times($up to$2.24\times)$.
Adrian Zhao, Louis Zhang, Sankeerth Durvasula, Nilesh Jain, Selvakumar Panneer, Nandita Vijaykumar
ISPASS6
2024 GFFE: G-buffer Free Frame Extrapolation for Low-latency Real-time Rendering
abstract
Real-time rendering has been embracing ever-demanding effects, such as ray tracing. However, rendering such effects in high resolution and high frame rate remains challenging. Frame extrapolation methods, which do not introduce additional latency as opposed to frame interpolation methods such as DLSS 3 and FSR 3, boost the frame rate by generating future frames based on previous frames. However, it is a more challenging task because of the lack of information in the disocclusion regions and complex future motions, and recent methods also have a high engine integration cost due to requiring G-buffers as input. We propose a G-buffer free frame extrapolation method, GFFE, with a novel heuristic framework and an efficient neural network, to plausibly generate new frames in real time without introducing additional latency. We analyze the motion of dynamic fragments and different types of disocclusions, and design the corresponding modules of the extrapolation block to handle them. After that, a light-weight shading correction network is used to correct shading and improve overall quality. GFFE achieves comparable or better results than previous interpolation and G-buffer dependent extrapolation methods, with more efficient performance and easier integration.
Songyin Wu, Deepak Vembar, Anton Sochenov, Selvakumar Panneer, Sungye Kim, Anton Kaplanyan, Lingqi Yan 0001
ACM Trans. Graph.4
2023 ENVIDR: Implicit Differentiable Renderer with Neural Environment Lighting
abstract
Recent advances in neural rendering have shown great potential for reconstructing scenes from multiview images. However, accurately representing objects with glossy surfaces remains a challenge for existing methods. In this work, we introduce ENVIDR, a rendering and modeling framework for high-quality rendering and reconstruction of surfaces with challenging specular reflections. To achieve this, we first propose a novel neural renderer with decomposed rendering components to learn the interaction between surface and environment lighting. This renderer is trained using existing physically based renderers and is decoupled from actual scene representations. We then propose an SDF-based neural surface model that leverages this learned neural renderer to represent general scenes. Our model additionally synthesizes indirect illuminations caused by inter-reflections from shiny surfaces by marching surface-reflected rays. We demonstrate that our method outperforms state-of-art methods on challenging shiny scenes, providing high-quality rendering of specular reflections while also enabling material editing and scene relighting.
Ruofan Liang, Huiting Chen, Chunlin Li 0014, Selvakumar Panneer, Nandita Vijaykumar
ICCV5
2021 Fast Monte Carlo Rendering via Multi-Resolution Sampling
Qiqi Hou, Carl S. Marshall, Selvakumar Panneer, Feng Liu 0015
Graphics Interface4
2020 15 Years Later: A Historic Look Back at "Quake 3: Ray Traced"
abstract
Real-time ray tracing has been a goal and a challenge in the graphics field for many decades.With recent advances in the hardware and software domains, this is becoming a reality today.In this work, we describe how we got to this point by taking a look back at one of the first fully ray traced games: "Quake 3: Ray Traced".We provide insight into the development steps of the project with unreleased internal details and images.From a historical perspective, we look at the challenges pioneering in this area in the year 2004 and highlight the learnings in implementing the system, many of which are relevant today.We start by going from a blank screen to the full ray traced gaming experience with dynamic animations, lighting, rendered special effects and a simplistic implementation of the gameplay with basic AI enemies.We describe the challenges encountered with aliasing and the methods used to alleviate it.Lastly, we describe for the first time the unofficial continuation of the project, code named "Quake 3: Team Arena Ray Traced", and provide an overview of the changes over the past 15 years that made it possible to generate fully ray-traced interactive gaming experiences with mass market hardware and an open software stack.
Daniel Pohl, Selvakumar Panneer, Deepak S. Vembar, Carl S. Marshall
FedCSIS2
2017 Detecting Good Surface for Improvisatory Visual Projection
abstract
A projector is usually coupled with a dedicated projection surface to properly display visual information. This prevents the application of projection in places where a dedicated projection surface is not readily available. This paper presents a method for automatically detecting a good surface in a daily living and working space to support improvisatory projection without a pre-installed projection surface. Our method uses a projector-camera system that scans an environment and evaluates the quality of the environment surface for visual projection in two steps. Our method first excludes non-planar or highly-textured surface through epipolar geometry analysis and texture analysis. For a surface that passes the first test, our method further evaluates its quality for visual projection by quickly projecting the sampled projection content onto the surface and measuring the quality of the projected visual content. Our experiment shows that our method can reliably identify a good surface in a daily environment for high-quality visual projection.
Hoang Le, Thong Doan, Carl S. Marshall, Selvakumar Panneer, Feng Liu 0015
ISM4