Anthony Cioppa

dblp:222/2684 · DBLP profile ↗
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8ranked-venue papers
2as first author
6since 2021 · last 2026
0000-0002-5314-9015ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2026 Triangle Splatting for Real-Time Radiance Field Rendering
abstract
The field of computer graphics was revolutionized by models such as NeRF and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves competitive rendering and convergence speed, and demonstrates high visual quality. On the Mip-NeRF360 dataset, our method outperforms concurrent nonvolumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient. Our results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/
Jan Held, Renaud Vandeghen, Adrien Deliège, Abdullah Hamdi, Silvio Giancola, Daniel Rebain, Anthony Cioppa, Bernard Ghanem, Andrea Vedaldi, Andrea Tagliasacchi, Marc Van Droogenbroeck
3DV7
2026 LinDeps: A Fine-Tuning Free Post-pruning Method to Remove Layer-Wise Linear Dependencies
Maxim Henry, Adrien Deliège, Anthony Cioppa, Marc Van Droogenbroeck
ICPR (5)3
2025 3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes
abstract
Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as MipNeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. The project page is https://convexsplatting.github.io
Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliège, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck
CVPR5
2025 Foundations of the Theory of Performance-Based Ranking
abstract
Ranking entities such as algorithms, devices, methods, or models based on their performances, while accounting for application-specific preferences, is a challenge. To address this challenge, we establish the foundations of a universal theory for performance-based ranking. First, we introduce a rigorous framework built on top of both the probability and order theories. Our new framework encompasses the elements necessary to (1) manipulate performances as mathematical objects, (2) express which performances are worse than or equivalent to others, (3) model tasks through a variable called satisfaction, (4) consider properties of the evaluation, (5) define scores, and (6) specify application-specific preferences through a variable called importance. On top of this framework, we propose the first axiomatic definition of performance orderings and performance-based rankings. Then, we introduce a universal parametric family of scores, called ranking scores, that can be used to establish rankings satisfying our axioms, while considering application-specific preferences. Finally, we show, in the case of two-class classification, that the family of ranking scores encompasses well-known performance scores, including the accuracy, the true positive rate (recall, sensitivity), the true negative rate (specificity), the positive predictive value (precision), and F1. However, we also show that some other scores commonly used to compare classifiers are unsuitable to derive performance orderings satisfying the axioms.
Sébastien Piérard, Anaïs Halin, Anthony Cioppa, Adrien Deliège, Marc Van Droogenbroeck
CVPR3
2024 Efficient Image Pre-training with Siamese Cropped Masked Autoencoders
Alexandre Eymaël, Renaud Vandeghen, Anthony Cioppa, Silvio Giancola, Bernard Ghanem, Marc Van Droogenbroeck
ECCV (23)3
2024 SoccerNet-Echoes: A Soccer Game Audio Commentary Dataset
abstract
The application of Automatic Speech Recognition (ASR) technology in soccer enables sports analytics by extracting audio commentaries to provide insights into game events and facilitate automatic game understanding. This paper presents SoccerNet-Echoes, an extension of the SoccerNet dataset with automatically generated transcriptions of soccer game broadcasts. Generated using the Whisper model and translated with Google Translate into English when needed, these transcriptions enhance video content with textual information derived from game audio. SoccerNet-Echoes serves as a comprehensive resource for developing algorithms in action spotting, caption generation, and game summarization. Through a series of experiments, we demonstrate that combining modalities—audio, video, and text—yields mixed results on classification tasks. The combination of audio and video shows improved performance over individual modalities, while the addition of ASR text does not significantly enhance results. Additionally, our baseline summarization tasks indicate that ASR content enriches summaries, offering insights beyond event information. This multimodal dataset supports diverse applications, broadening the scope of research in sports analytics. The dataset is available at: https://github.com/SoccerNet/sn-echoes.
Sushant Gautam, Mehdi Houshmand Sarkhoosh, Jan Held, Cise Midoglu, Anthony Cioppa, Silvio Giancola, Vajira Thambawita, Michael Riegler 0001, Pål Halvorsen, Mubarak Shah
ISM5
2020 A Context-Aware Loss Function for Action Spotting in Soccer Videos
abstract
In video understanding, action spotting consists in temporally localizing human-induced events annotated with single timestamps. In this paper, we propose a novel loss function that specifically considers the temporal context naturally present around each action, rather than focusing on the single annotated frame to spot. We benchmark our loss on a large dataset of soccer videos, SoccerNet, and achieve an improvement of 12.8% over the baseline. We show the generalization capability of our loss for generic activity proposals and detection on ActivityNet, by spotting the beginning and the end of each activity. Furthermore, we provide an extended ablation study and display challenging cases for action spotting in soccer videos. Finally, we qualitatively illustrate how our loss induces a precise temporal understanding of actions and show how such semantic knowledge can be used for automatic highlights generation.
Anthony Cioppa, Adrien Deliège, Silvio Giancola, Bernard Ghanem, Marc Van Droogenbroeck, Rikke Gade, Thomas B. Moeslund
CVPR1
2020 Real-Time Semantic Background Subtraction
abstract
Semantic background subtraction (SBS) has been shown to improve the performance of most background subtraction algorithms by combining them with semantic information, derived from a semantic segmentation network. However, SBS requires high-quality semantic segmentation masks for all frames, which are slow to compute. In addition, most state-of-the-art background subtraction algorithms are not real-time, which makes them unsuitable for real-world applications. In this paper, we present a novel background subtraction algorithm called Real-Time Semantic Background Subtraction (denoted RT-SBS) which extends SBS for real-time constrained applications while keeping similar performances. RT-SBS effectively combines a real-time background subtraction algorithm with high-quality semantic information which can be provided at a slower pace, independently for each pixel. We show that RT-SBS coupled with ViBe sets a new state of the art for real-time background subtraction algorithms and even competes with the non real-time state-of-the-art ones. Note that we provide python CPU and GPU implementations of RT-SBS at https://github.com/cioppaanthony/rt-sbs.
Anthony Cioppa, Marc Van Droogenbroeck, Marc Braham
ICIP1