VLDB 2026 Research / reviewers in the wild / expert
Matthew DuVall
dblp:243/3248
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0001-0832-5606ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Artificial intelligence and machine learning · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
3 papers |
Rendering · 73% Virtual and augmented reality · 14% Image and video coding · 14% | |
| Artificial intelligence
2 papers |
3D vision · 83% Optimization for machine learning · 17% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
novel view synthesis |
1.1 | 2 | 2024 | Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024 DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019 |
Computer vision › 3D vision
3d scene reconstruction |
0.8 | 1 | 2024 | Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024 |
Computer vision › 3D vision › depth estimation
layered depth image |
0.8 | 1 | 2024 | Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | Quark: Real-time, High-resolution, and General Neural View Synthesis · ACM Trans. Graph. 2024 |
Rendering › image-based rendering
light field rendering |
0.4 | 1 | 2020 | Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020 |
Image and video coding › light field compression
light field video coding |
0.4 | 1 | 2020 | Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020 |
Machine learning › Optimization for machine learning › learned optimizer
learned gradient descent |
0.4 | 1 | 2019 | DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019 |
Computer vision › 3D vision
novel view synthesis |
0.4 | 1 | 2019 | DeepView: View Synthesis With Learned Gradient Descent · CVPR 2019 |
Methods — techniques the papers use, named apart from their topics
u-net · 1.5transformer · 1.5learned render-and-refine · 1.5multiplane image · 1.2occlusion reasoning · 0.8learned gradient descent · 0.8video compression · 0.4texture atlasing · 0.4deepview view interpolation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Quark: Real-time, High-resolution, and General Neural View SynthesisabstractWe present a novel neural algorithm for performing high-quality, highresolution, real-time novel view synthesis. From a sparse set of input RGB images or videos streams, our network both reconstructs the 3D scene and renders novel views at 1080p resolution at 30fps on an NVIDIA A100. Our feed-forward network generalizes across a wide variety of datasets and scenes and produces state-of-the-art quality for a real-time method. Our quality approaches, and in some cases surpasses, the quality of some of the top offline methods. In order to achieve these results we use a novel combination of several key concepts, and tie them together into a cohesive and effective algorithm. We build on previous works that represent the scene using semi-transparent layers and use an iterative learned render-and-refine approach to improve those layers. Instead of flat layers, our method reconstructs layered depth maps (LDMs) that efficiently represent scenes with complex depth and occlusions. The iterative update steps are embedded in a multi-scale, UNet-style architecture to perform as much compute as possible at reduced resolution. Within each update step, to better aggregate the information from multiple input views, we use a specialized Transformer-based network component. This allows the majority of the per-input image processing to be performed in the input image space, as opposed to layer space, further increasing efficiency. Finally, due to the real-time nature of our reconstruction and rendering, we dynamically create and discard the internal 3D geometry for each frame, generating the LDM for each view. Taken together, this produces a novel and effective algorithm for view synthesis. Through extensive evaluation, we demonstrate that we achieve state-of-the-art quality at real-time rates. John Flynn, Michael Broxton, Lukas Murmann, Lucy Chai, Matthew DuVall, Clément Godard, Kathryn Heal, Srinivas Kaza, Stephen Lombardi, Supreeth Achar, Kira Prabhu, Tiancheng Sun, Lynn Tsai, Ryan S. Overbeck |
ACM Trans. Graph. | 5 |
| 2020 | Immersive light field video with a layered mesh representationabstractWe present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig. Michael Broxton, John Flynn, Ryan S. Overbeck, Daniel Erickson, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul E. Debevec |
ACM Trans. Graph. | 6 |
| 2019 | DeepView: View Synthesis With Learned Gradient DescentabstractWe present a novel approach to view synthesis using multiplane images (MPIs). Building on recent advances in learned gradient descent, our algorithm generates an MPI from a set of sparse camera viewpoints. The resulting method incorporates occlusion reasoning, improving performance on challenging scene features such as object boundaries, lighting reflections, thin structures, and scenes with high depth complexity. We show that our method achieves high-quality, state-of-the-art results on two datasets: the Kalantari light field dataset, and a new camera array dataset, Spaces, which we make publicly available. John Flynn, Michael Broxton, Paul E. Debevec, Matthew DuVall, Graham Fyffe, Ryan S. Overbeck, Noah Snavely, Richard Tucker 0001 |
CVPR | 4 |