VLDB 2026 Research / reviewers in the wild / expert
Riccardo Marin
dblp:223/9863
· DBLP profile ↗
26ranked-venue papers
6as first author
20since 2021 · last 2026
0000-0003-2392-4612ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 19 · 4 first-author · 14 since 2021Artificial intelligence and machine learning · 14 · 3 first-author · 13 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | TwoSquared: 4D Generation from 2D Image PairsabstractRecovering a 4D motion from sparse visual information (such as two temporal frames of a subject) is a significant challenge. While humans are able to hallucinate the missing information in a plausible way, generative AI struggles due to a lack of high-quality training data and heavy computing requirements. To overcome these limitations, we propose TwoSquared, a method that obtains a 4D plausible sequence from just two 2D RGB images corresponding to the beginning and the end of the action. We propose to solve the problem in two steps: 1) first, obtaining a 3D reconstruction of the initial and final status, and 2) model the intermediate sequence as a physically plausible deformation. Our method does not require templates or class-specific prior knowledge, and can operate with arbitrary in-the-wild examples. We demonstrate our capabilities in a number of different objects, diverse in terms of nature, class, and deformation, surpassing video-based alternatives, which cannot achieve the same level of consistency. Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard 0001, Daniel Cremers |
3DV | 4 |
| 2026 | IDEAL-M3D: Instance Diversity-Enriched Active Learning for Monocular 3D DetectionabstractMonocular 3D detection relies on just a single camera and is therefore easy to deploy. Yet, achieving reliable 3D understanding from monocular images requires substantial annotation, and 3D labels are especially costly. To maximize performance under constrained labeling budgets, it is essential to prioritize annotating samples expected to deliver the largest performance gains. This prioritization is the focus of active learning. Curiously, we observed two significant limitations in active learning algorithms for 3D monocular object detection. First, previous approaches select entire images, which is inefficient, as non-informative instances contained in the same image also need to be labeled. Secondly, existing methods rely on uncertainty-based selection, which in monocular 3D object detection creates a bias toward depth ambiguity. Consequently, distant objects are selected, while nearby objects are overlooked.To address these limitations, we propose IDEAL-M3D, the first instance-level pipeline for monocular 3D detection. For the first time, we demonstrate that an explicitly diverse, fast-to-train ensemble improves diversity-driven active learning for monocular 3D. We induce diversity with heterogeneous backbones and task-agnostic features, loss weight perturbation, and time-dependent bagging. IDEAL-M3D shows superior performance and significant resource savings: with just 60% of the annotations, we achieve similar or better AP3Don KITTI validation and test set results compared to training the same detector on the whole dataset. Johannes Meier, Florian Günther, Riccardo Marin, Oussema Dhaouadi, Jacques Kaiser, Daniel Cremers |
WACV | 3 |
| 2025 | Nonisotropic Gaussian Diffusion for Realistic 3D Human Motion PredictionabstractProbabilistic human motion prediction aims to forecast multiple possible future movements from past observations. While current approaches report high diversity and realism, they often generate motions with undetected limb stretching and jitter. To address this, we introduce SkeletonDiffusion, a latent diffusion model that embeds an explicit inductive bias on the human body within its architecture and training. We present a new nonisotropic Gaussian diffusion formulation that aligns with the natural kinematic structure of the human skeleton and models relationships between body parts. Results show that our approach outperforms isotropic alternatives, consistently generating realistic predictions while avoiding artifacts such as limb distortion. Additionally, we identify a limitation in commonly used diversity metrics, which may favor models that produce inconsistent limb lengths within the same sequence. SkeletonDiffusion sets a new benchmark on three real-world datasets, outperforming various baselines across multiple evaluation metrics. We release the code on our project page. Cecilia Curreli, Dominik Muhle, Abhishek Saroha, Zhenzhang Ye, Riccardo Marin, Daniel Cremers |
CVPR | 5 |
| 2025 | 4Deform: Neural Surface Deformation for Robust Shape InterpolationabstractGenerating realistic intermediate shapes between non-rigidly deformed shapes is a challenging task in computer vision, especially with unstructured data (e.g., point clouds) where temporal consistency across frames is lacking, and topologies are changing. Most interpolation methods are designed for structured data (i.e., meshes) and do not apply to real-world point clouds. In contrast, our approach, 4Deform, leverages neural implicit representation (NIR) to enable free topology changing shape deformation. Unlike previous mesh-based methods that learn vertex-based deformation fields, our method learns a continuous velocity field in Euclidean space. Thus, it is suitable for less structured data such as point clouds. Additionally, our method does not require intermediate-shape supervision during training; instead, we incorporate physical and geometrical constraints to regularize the velocity field. We reconstruct intermediate surfaces using a modified level-set equation, directly linking our NIR with the velocity field. Experiments show that our method significantly outperforms previous NIR approaches across various scenarios (e.g., noisy, partial, topology-changing, non-isometric shapes) and, for the first time, enables new applications like 4D Kinect sequence upsampling and real-world high-resolution mesh deformation. Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard 0001, Daniel Cremers |
CVPR | 4 |
| 2025 | GECO: Geometrically Consistent Embedding with Lightspeed InferenceabstractRecent advances in feature learning have shown that self-supervised vision foundation models can capture semantic correspondences but often lack awareness of underlying 3D geometry. GECO addresses this gap by producing geometrically coherent features that semantically distinguish parts based on geometry (e.g., left/right eyes, front/back legs). We propose a training framework based on optimal transport, enabling supervision beyond keypoints, even under occlusions and disocclusions. With a lightweight architecture, GECO runs at 30 fps, 98.2% faster than prior methods, while achieving state-of-the-art performance on PFPascal, APK, and CUB, improving PCK by 6.0%, 6.2%, and 4.1%, respectively. Finally, we show that PCK alone is insufficient to capture geometric quality and introduce new metrics and insights for more geometry-aware feature learning. Link to project page: https://reginehartwig.github.io/publications/geco/ Regine Hartwig, Dominik Muhle, Riccardo Marin, Daniel Cremers |
ICCV | 3 |
| 2025 | TriDi: Trilateral Diffusion of 3D Humans, Objects, and InteractionsabstractModeling 3D human-object interaction (HOI) is a problem of great interest for computer vision and a key enabler for virtual and mixed-reality applications. Existing methods work in a one-way direction: some recover plausible human interactions conditioned on a 3D object; others recover the object pose conditioned on a human pose. Instead, we provide the first unified model - TriDi which works in any direction. Concretely, we generate Human, Object, and Interaction modalities simultaneously with a new three-way diffusion process, allowing to model seven distributions with one network. We implement TriDi as a transformer attending to the various modalities' tokens, thereby discovering conditional relations between them. The user can control the interaction either as a text description of HOI or a contact map. We embed these two representations into a shared latent space, combining the practicality of text descriptions with the expressiveness of contact maps. Using a single network, TriDi unifies all the special cases of prior work and extends to new ones, modeling a family of seven distributions. Remarkably, despite using a single model, TriDi generated samples surpass one-way specialized baselines on GRAB and BEHAVE in terms of both qualitative and quantitative metrics, and demonstrating better diversity. We show the applicability of TriDi to scene population, generating objects for human-contact datasets, and generalization to unseen object geometry. The project page is available at: https://virtualhumans.mpi-inf.mpg.de/tridi. Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll |
ICCV | 2 |
| 2025 | OrthoLoC: UAV 6-DoF Localization and Calibration Using Orthographic GeodataabstractAccurate visual localization from aerial views is a fundamental problem with applications in mapping, large-area inspection, and search-and-rescue operations. In many scenarios, these systems require high-precision localization while operating with limited resources (e.g., no internet connection or GNSS/GPS support), making large image databases or heavy 3D models impractical. Surprisingly, little attention has been given to leveraging orthographic geodata as an alternative paradigm, which is lightweight and increasingly available through free releases by governmental authorities (e.g., the European Union). To fill this gap, we propose OrthoLoC, the first large-scale dataset comprising 16,425 UAV images from Germany and the United States with multiple modalities. The dataset addresses domain shifts between UAV imagery and geospatial data. Its paired structure enables fair benchmarking of existing solutions by decoupling image retrieval from feature matching, allowing isolated evaluation of localization and calibration performance. Through comprehensive evaluation, we examine the impact of domain shifts, data resolutions, and covisibility on localization accuracy. Finally, we introduce a refinement technique called AdHoP, which can be integrated with any feature matcher, improving matching by up to 95% and reducing translation error by up to 63%. The dataset and code are available at: https://deepscenario.github.io/OrthoLoC . Oussema Dhaouadi, Riccardo Marin, Johannes Meier, Jacques Kaiser, Daniel Cremers |
NeurIPS | 2 |
| 2024 | CloSe: A 3D Clothing Segmentation Dataset and Modelabstract3D Clothing modeling and datasets play crucial role in the entertainment, animation, and digital fashion industries. Existing work often lacks detailed semantic understanding or uses synthetic datasets, lacking realism and personalization. To address this, we first introduce CloSe-D: a novel large-scale dataset containing 3D clothing segmentation of 3167 scans, covering a range of 18 distinct clothing classes. Additionally, we propose CloSe-Net, the first learning-based 3D clothing segmentation model for fine-grained segmentation from colored point clouds. CloSe-Net uses local point features, body-clothing correlation, and a garment-class and point features-based attention module, improving performance over baselines and prior work. The proposed attention module enables our model to learn appearance and geometry-dependent clothing prior from data. We further validate the efficacy of our approach by successfully segmenting publicly available datasets of people in clothing. We also introduce CloSe-T, a 3D interactive tool for refining segmentation labels. Combining the tool with CloSe-Net in a continual learning setup demonstrates improved generalization on real-world data. Dataset, model, and tool can be found at https://virtualhumans.mpi-inf.mpg.de/close3dv24/. Dimitrije Antic, Garvita Tiwari, Batuhan Ozcomlekci, Riccardo Marin, Gerard Pons-Moll |
3DV | 4 |
| 2024 | Interaction Replica: Tracking Human-Object Interaction and Scene Changes From Human MotionabstractOur world is not static and humans naturally cause changes in their environments through interactions, e.g., opening doors or moving furniture. Modeling changes caused by humans is essential for building digital twins, e.g., in the context of shared physical-virtual spaces (meta-verses) and robotics. In order for widespread adoption of such emerging applications, the sensor setup used to capture the interactions needs to be inexpensive and easy-to-use for non-expert users. I.e., interactions should be captured and modeled by simple ego-centric sensors such as a combination of cameras and IMU sensors, not relying on any external cameras or object trackers. Yet, to the best of our knowledge, no work tackling the challenging problem of modeling human-scene interactions via such an ego-centric sensor setup exists. This paper closes this gap in the literature by developing a novel approach that combines visual localization of humans in the scene with contact-based reasoning about human-scene interactions from IMU data. Interestingly, we can show that even without visual observations of the interactions, human-scene contacts and interactions can be realistically predicted from human pose sequences. Our method, iReplica (Interaction Replica), is an essential first step towards the egocentric capture of human interactions and modeling of dynamic scenes, which is required for future AR/VR applications in immersive virtual universes and for training machines to behave like humans. Our code, data and model is available on our project page at http://virtualhumans.mpi-inf.mpg.de/ireplica/. Vladimir Guzov, Julian Chibane, Riccardo Marin, Yannan He, Yunus Saracoglu, Torsten Sattler, Gerard Pons-Moll |
3DV | 3 |
| 2024 | NICP: Neural ICP for 3D Human Registration at Scale
Riccardo Marin, Enric Corona, Gerard Pons-Moll |
ECCV (58) | 1 |
| 2024 | Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion ModelsabstractCreating realistic avatars from a single RGB image is an attractive yet challenging problem. To deal with challenging loose clothing or occlusion by interaction objects, we leverage powerful shape prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other. By coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the prior from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process
to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models are released at https://yuxuan-xue.com/human-3diffusion/. Yuxuan Xue 0001, Riccardo Marin, Gerard Pons-Moll |
NeurIPS | 3 |
| 2023 | Accelerating Transformer Inference for Translation via Parallel DecodingabstractAndrea Santilli, Silvio Severino, Emilian Postolache, Valentino Maiorca, Michele Mancusi, Riccardo Marin, Emanuele Rodola. Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2023. Andrea Santilli, Silvio Severino, Emilian Postolache, Valentino Maiorca, Michele Mancusi, Riccardo Marin, Emanuele Rodolà |
ACL (1) | 6 |
| 2023 | Object pop-up: Can we infer 3D objects and their poses from human interactions alone?abstractThe intimate entanglement between objects affordances and human poses is of large interest, among others, for behavioural sciences, cognitive psychology, and Computer Vision communities. In recent years, the latter has developed several object-centric approaches: starting from items, learning pipelines synthesizing human poses and dynamics in a realistic way, satisfying both geometrical and functional expectations. However, the inverse perspective is significantly less explored: Can we infer 3D objects and their poses from human interactions alone? Our investigation follows this direction, showing that a generic 3D human point cloud is enough to pop up an unobserved object, even when the user is just imitating a functionality (e.g., looking through a binocular) without involving a tangible counterpart. We validate our method qualitatively and quantitatively, with synthetic data and sequences acquired for the task, showing applicability for XR/VR. Ilia A. Petrov 0001, Riccardo Marin, Julian Chibane, Gerard Pons-Moll |
CVPR | 2 |
| 2023 | NSF: Neural Surface Fields for Human Modeling from Monocular DepthabstractObtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and finegrained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a predesigned human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method 'NSF : Neural Surface Fields’ for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf. Yuxuan Xue 0001, Bharat Lal Bhatnagar, Riccardo Marin, Nikolaos Sarafianos, Yuanlu Xu, Gerard Pons-Moll, Tony Tung |
ICCV | 3 |
| 2022 | Reduced Representation of Deformation Fields for Effective Non-rigid Shape MatchingabstractIn this work we present a novel approach for computing correspondences between non-rigid objects, by exploiting a reduced representation of deformation fields. Different from existing works that represent deformation fields by training a general-purpose neural network, we advocate for an approximation based on mesh-free methods. By letting the network learn deformation parameters at a sparse set of positions in space (nodes), we reconstruct the continuous deformation field in a closed-form with guaranteed smoothness. With this reduction in degrees of freedom, we show significant improvement in terms of data-efficiency thus enabling limited supervision. Furthermore, our approximation provides direct access to first-order derivatives of deformation fields, which facilitates enforcing desirable regularization effectively. Our resulting model has high expressive power and is able to capture complex deformations. We illustrate its effectiveness through state-of-the-art results across multiple deformable shape matching benchmarks. Our code and data are publicly available at: https://github.com/Sentient07/DeformationBasis. Ramana Sundararaman, Riccardo Marin, Emanuele Rodolà, Maks Ovsjanikov |
NeurIPS | 2 |
| 2022 | MoMaS: Mold Manifold Simulation for real-time procedural texturingabstractAbstract The slime mold algorithm has recently been under the spotlight thanks to its compelling properties studied across many disciplines like biology, computation theory, and artificial intelligence. However, existing implementations act only on planar surfaces, and no adaptation to arbitrary surfaces is available. Inspired by this gap, we propose a novel characterization of the mold algorithm to work on arbitrary curved surfaces. Our algorithm is easily parallelizable on GPUs and allows to model the evolution of millions of agents in real‐time over surface meshes with several thousand triangles, while keeping the simplicity proper of the slime paradigm. We perform a comprehensive set of experiments, providing insights on stability, behavior, and sensibility to various design choices. We characterize a broad collection of behaviors with a limited set of controllable and interpretable parameters, enabling a novel family of heterogeneous and high‐quality procedural textures. The appearance and complexity of these patterns are well‐suited to diverse materials and scopes, and we add another layer of generalization by allowing different mold species to compete and interact in parallel. Filippo Maggioli, Riccardo Marin, Simone Melzi, Emanuele Rodolà |
Comput. Graph. Forum | 2 |
| 2022 | Localized Shape Modelling with Global Coherence: An Inverse Spectral ApproachabstractAbstract Many natural shapes have most of their characterizing features concentrated over a few regions in space. For example, humans and animals have distinctive head shapes, while inorganic objects like chairs and airplanes are made of well‐localized functional parts with specific geometric features. Often, these features are strongly correlated – a modification of facial traits in a quadruped should induce changes to the body structure. However, in shape modelling applications, these types of edits are among the hardest ones; they require high precision, but also a global awareness of the entire shape. Even in the deep learning era, obtaining manipulable representations that satisfy such requirements is an open problem posing significant constraints. In this work, we address this problem by defining a data‐driven model upon a family of linear operators (variants of the mesh Laplacian), whose spectra capture global and local geometric properties of the shape at hand. Modifications to these spectra are translated to semantically valid deformations of the corresponding surface. By explicitly decoupling the global from the local surface features, our pipeline allows to perform local edits while simultaneously maintaining a global stylistic coherence. We empirically demonstrate how our learning‐based model generalizes to shape representations not seen at training time, and we systematically analyze different choices of local operators over diverse shape categories. Marco Pegoraro 0002, Simone Melzi, Umberto Castellani, Riccardo Marin, Emanuele Rodolà |
Comput. Graph. Forum | 4 |
| 2021 | Intra-operative Update of Boundary Conditions for Patient-Specific Surgical Simulation
Eleonora Tagliabue, Marco Piccinelli, Diego Dall'Alba, Juan Verde, Micha Pfeiffer, Riccardo Marin, Stefanie Speidel, Paolo Fiorini, Stephane Cotin |
MICCAI (4) | 6 |
| 2021 | Shape Registration in the Time of TransformersabstractIn this paper, we propose a transformer-based procedure for the efficient registration of non-rigid 3D point clouds. The proposed approach is data-driven and adopts for the first time the transformers architecture in the registration task. Our method is general and applies to different settings. Given a fixed template with some desired properties (e.g. skinning weights or other animation cues), we can register raw acquired data to it, thereby transferring all the template properties to the input geometry. Alternatively, given a pair of shapes, our method can register the first onto the second (or vice-versa), obtaining a high-quality dense correspondence between the two.In both contexts, the quality of our results enables us to target real applications such as texture transfer and shape interpolation.Furthermore, we also show that including an estimation of the underlying density of the surface eases the learning process. By exploiting the potential of this architecture, we can train our model requiring only a sparse set of ground truth correspondences ($10\sim20\%$ of the total points). The proposed model and the analysis that we perform pave the way for future exploration of transformer-based architectures for registration and matching applications. Qualitative and quantitative evaluations demonstrate that our pipeline outperforms state-of-the-art methods for deformable and unordered 3D data registration on different datasets and scenarios. Giovanni Trappolini, Luca Cosmo, Luca Moschella, Riccardo Marin, Simone Melzi, Emanuele Rodolà |
NeurIPS | 4 |
| 2021 | Spectral Shape Recovery and Analysis Via Data-driven ConnectionsabstractWe introduce a novel learning-based method to recover shapes from their Laplacian spectra, based on establishing and exploring connections in a learned latent space. The core of our approach consists in a cycle-consistent module that maps between a learned latent space and sequences of eigenvalues. This module provides an efficient and effective link between the shape geometry, encoded in a latent vector, and its Laplacian spectrum. Our proposed data-driven approach replaces the need for ad-hoc regularizers required by prior methods, while providing more accurate results at a fraction of the computational cost. Moreover, these latent space connections enable novel applications for both analyzing and controlling the spectral properties of deformable shapes, especially in the context of a shape collection. Our learning model and the associated analysis apply without modifications across different dimensions (2D and 3D shapes alike), representations (meshes, contours and point clouds), nature of the latent space (generated by an auto-encoder or a parametric model), as well as across different shape classes, and admits arbitrary resolution of the input spectrum without affecting complexity. The increased flexibility allows us to address notoriously difficult tasks in 3D vision and geometry processing within a unified framework, including shape generation from spectrum, latent space exploration and analysis, mesh super-resolution, shape exploration, style transfer, spectrum estimation for point clouds, segmentation transfer and non-rigid shape matching. SUPPLEMENTARY INFORMATION: The online version supplementary material available at 10.1007/s11263-021-01492-6. Riccardo Marin, Arianna Rampini, Umberto Castellani, Emanuele Rodolà, Maks Ovsjanikov, Simone Melzi |
Int. J. Comput. Vis. | 1 |
| 2020 | Instant recovery of shape from spectrum via latent space connectionsabstractWe introduce the first learning-based method for recovering shapes from Laplacian spectra. Our model consists of a cycle-consistent module that maps between learned latent vectors of an auto-encoder and sequences of eigenvalues. This module provides an efficient and effective linkage between Laplacian spectrum and geometry. Our data-driven approach replaces the need for ad-hoc regularizers required by prior methods, while providing more accurate results at a fraction of the computational cost. Our learning model applies without modifications across different dimensions (2D and 3D shapes alike), representations (meshes, contours and point clouds), as well as across different shape classes, and admits arbitrary resolution of the input spectrum without affecting complexity. The increased flexibility allows us to address notoriously difficult tasks in 3D vision and geometry processing within a unified framework, including shape generation from spectrum, mesh super-resolution, shape exploration, style transfer, spectrum estimation from point clouds, segmentation transfer and point-to-point matching. Riccardo Marin, Arianna Rampini, Umberto Castellani, Emanuele Rodolà, Maks Ovsjanikov, Simone Melzi |
3DV | 1 |
| 2020 | Correspondence learning via linearly-invariant embeddingabstractIn this paper, we propose a fully differentiable pipeline for estimating accurate dense correspondences between 3D point clouds. The proposed pipeline is an extension and a generalization of the functional maps framework. However, instead of using the Laplace-Beltrami eigenfunctions as done in virtually all previous works in this domain, we demonstrate that learning the basis from data can both improve robustness and lead to better accuracy in challenging settings. We interpret the basis as a learned embedding into a higher dimensional space. Following the functional map paradigm the optimal transformation in this embedding space must be linear and we propose a separate architecture aimed at estimating the transformation by learning optimal descriptor functions. This leads to the first end-to-end trainable functional map-based correspondence approach in which both the basis and the descriptors are learned from data. Interestingly, we also observe that learning a canonical embedding leads to worse results, suggesting that leaving an extra linear degree of freedom to the embedding network gives it more robustness, thereby also shedding light onto the success of previous methods. Finally, we demonstrate that our approach achieves state-of-the-art results in challenging non-rigid 3D point cloud correspondence applications. Riccardo Marin, Marie-Julie Rakotosaona, Simone Melzi, Maks Ovsjanikov |
NeurIPS | 1 |
| 2020 | SHREC'20: Shape correspondence with non-isometric deformations abstractEstimating correspondence between two shapes continues to be a challenging problem in geometry processing. Most current methods assume deformation to be near-isometric, however this is often not the case. For this paper, a collection of shapes of different animals has been curated, where parts of the animals (e.g., mouths, tails & ears) correspond yet are naturally non-isometric. Ground-truth correspondences were established by asking three specialists to independently label corresponding points on each of the models with respect to a previously labelled reference model. We employ an algorithmic strategy to select a single point for each correspondence that is representative of the proposed labels. A novel technique that characterises the sparsity and distribution of correspondences is employed to measure the performance of ten shape correspondence methods. Roberto M. Dyke, Yukun Lai, Paul L. Rosin, Stefano Zappalà, Seana Dykes, Daoliang Guo, Kun Li 0001, Riccardo Marin, Simone Melzi, Jing-Yu Yang 0002 |
Comput. Graph. | 8 |
| 2020 | Intrinsic/extrinsic embedding for functional remeshing of 3D shapes
Simone Melzi, Riccardo Marin, Pietro Musoni, Filippo Bardon, Marco Tarini, Umberto Castellani |
Comput. Graph. | 2 |
| 2020 | FARM: Functional Automatic Registration Method for 3D Human BodiesabstractAbstract We introduce a new method for non‐rigid registration of 3D human shapes. Our proposed pipeline builds upon a given parametric model of the human, and makes use of the functional map representation for encoding and inferring shape maps throughout the registration process. This combination endows our method with robustness to a large variety of nuisances observed in practical settings, including non‐isometric transformations, downsampling, topological noise and occlusions; further, the pipeline can be applied invariably across different shape representations (e.g. meshes and point clouds), and in the presence of (even dramatic) missing parts such as those arising in real‐world depth sensing applications. We showcase our method on a selection of challenging tasks, demonstrating results in line with, or even surpassing, state‐of‐the‐art methods in the respective areas. Riccardo Marin, Simone Melzi, Emanuele Rodolà, Umberto Castellani |
Comput. Graph. Forum | 1 |
| 2019 | High-Resolution Augmentation for Automatic Template-Based Matching of Human ModelsabstractWe propose a new approach for 3D shape matching of deformable human shapes. Our approach is based on the joint adoption of three different tools: an intrinsic spectral matching pipeline, a morphable model, and an extrinsic details refinement. By operating in conjunction, these tools allow us to greatly improve the quality of the matching while at the same time resolving the key issues exhibited by each tool individually. In this paper we present an innovative High-Resolution Augmentation (HRA) strategy that enables highly accurate correspondence even in the presence of significant mesh resolution mismatch between the input shapes. This augmentation provides an effective workaround for the resolution limitations imposed by the adopted morphable model. The HRA in its global and localized versions represents a novel refinement strategy for surface subdivision methods. We demonstrate the accuracy of the proposed pipeline on multiple challenging benchmarks, and showcase its effectiveness in surface registration and texture transfer. Riccardo Marin, Simone Melzi, Emanuele Rodolà, Umberto Castellani |
3DV | 1 |