VLDB 2026 Research / reviewers in the wild / expert
Mikhail Okunev
dblp:246/4204
· DBLP profile ↗
4ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0001-9851-4445ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021
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
4 papers |
Computational photography and imaging · 44% Rendering · 29% Image and video coding · 21% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields · CVPR 2025 |
Computer vision › 3D vision › 3d scene reconstruction
dynamic scene reconstruction |
0.9 | 1 | 2025 | Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields · CVPR 2025 |
Computer vision › 3D vision › novel view synthesis › radiance field
radiance field reconstruction |
0.9 | 1 | 2025 | Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields · CVPR 2025 |
Computer vision › 3D vision › novel view synthesis
radiance field |
0.8 | 1 | 2024 | Flowed Time of Flight Radiance Fields · ECCV (62) 2024 |
Rendering › texture mapping
environment mapping |
0.7 | 1 | 2023 | Spatiotemporally Consistent HDR Indoor Lighting Estimation · ACM Trans. Graph. 2023 |
Computational photography and imaging
illumination estimation |
0.7 | 1 | 2023 | Spatiotemporally Consistent HDR Indoor Lighting Estimation · ACM Trans. Graph. 2023 |
Computational photography and imaging › illumination estimation
indoor lighting estimation |
0.7 | 1 | 2023 | Spatiotemporally Consistent HDR Indoor Lighting Estimation · ACM Trans. Graph. 2023 |
Image and video coding › perceptual coding
foveated coding |
0.4 | 1 | 2019 | DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019 |
Rendering › perceptual rendering
foveated rendering |
0.4 | 1 | 2019 | DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019 |
Image and video coding
video compression |
0.4 | 1 | 2019 | DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videos · ACM Trans. Graph. 2019 |
Computational photography and imaging
time-of-flight imaging |
0.3 | 1 | 2025 | Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance Fields · CVPR 2025 |
Visual content generation and editing › image editing › image compositing
object insertion |
0.2 | 1 | 2023 | Spatiotemporally Consistent HDR Indoor Lighting Estimation · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
differentiable rendering · 1.73d gaussian splatting · 1.7time-of-flight imaging · 1.5volume ray tracing · 0.7recurrent neural network · 0.7monte carlo rendering · 0.73d encoder-decoder · 0.7neural reconstruction · 0.4generative adversarial network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Time of the Flight of the Gaussians: Optimizing Depth Indirectly in Dynamic Radiance FieldsabstractWe present a method to reconstruct dynamic scenes from monocular continuous-wave time-of-flight (C-ToF) cameras using raw sensor samples that achieves similar or better accuracy than neural volumetric approaches and is 100× faster. Quickly achieving high-fidelity dynamic 3D reconstruction from a single viewpoint is a significant challenge in computer vision. In C-ToF radiance field reconstruction, the property of interest—depth—is not directly measured, causing an additional challenge. This problem has a large and underappreciated impact upon the optimization when using a fast primitive-based scene representation like 3D Gaussian splatting, which is commonly used with multi-view data to produce satisfactory results and is brittle in its optimization otherwise. We incorporate two heuristics into the optimization to improve the accuracy of scene geometry represented by Gaussians. Experimental results show that our approach produces accurate reconstructions under constrained C-ToF sensing conditions, including for fast motions like swinging baseball bats. https://visual.cs.brown.edu/gftorf Runfeng Li, Mikhail Okunev, Anh Ha Duong, Christian Richardt, Matthew O'Toole, James Tompkin 0001 |
CVPR | 2 |
| 2024 | Flowed Time of Flight Radiance Fields
Mikhail Okunev, Marc Mapeke, Benjamin Attal, Christian Richardt, Matthew O'Toole, James Tompkin 0001 |
ECCV (62) | 1 |
| 2023 | Spatiotemporally Consistent HDR Indoor Lighting EstimationabstractWe propose a physically motivated deep learning framework to solve a general version of the challenging indoor lighting estimation problem. Given a single LDR image with a depth map, our method predicts spatially consistent lighting at any given image position. Particularly, when the input is an LDR video sequence, our framework not only progressively refines the lighting prediction as it sees more regions, but also preserves temporal consistency by keeping the refinement smooth. Our framework reconstructs a spherical Gaussian lighting volume (SGLV) through a tailored 3D encoder-decoder, which enables spatially consistent lighting prediction through volume ray tracing, a hybrid blending network for detailed environment maps, an in-network Monte Carlo rendering layer to enhance photorealism for virtual object insertion, and recurrent neural networks (RNN) to achieve temporally consistent lighting prediction with a video sequence as the input. For training, we significantly enhance the OpenRooms public dataset of photorealistic synthetic indoor scenes with around 360k HDR environment maps of much higher resolution and 38k video sequences, rendered with GPU-based path tracing. Experiments show that our framework achieves lighting prediction with higher quality compared to state-of-the-art single-image or video-based methods, leading to photorealistic AR applications such as object insertion. Zhengqin Li, Mikhail Okunev, Manmohan Krishna Chandraker, Zhao Dong 0001 |
ACM Trans. Graph. | 3 |
| 2019 | DeepFovea: neural reconstruction for foveated rendering and video compression using learned statistics of natural videosabstractIn order to provide an immersive visual experience, modern displays require head mounting, high image resolution, low latency, as well as high refresh rate. This poses a challenging computational problem. On the other hand, the human visual system can consume only a tiny fraction of this video stream due to the drastic acuity loss in the peripheral vision. Foveated rendering and compression can save computations by reducing the image quality in the peripheral vision. However, this can cause noticeable artifacts in the periphery, or, if done conservatively, would provide only modest savings. In this work, we explore a novel foveated reconstruction method that employs the recent advances in generative adversarial neural networks. We reconstruct a plausible peripheral video from a small fraction of pixels provided every frame. The reconstruction is done by finding the closest matching video to this sparse input stream of pixels on the learned manifold of natural videos. Our method is more efficient than the state-of-the-art foveated rendering, while providing the visual experience with no noticeable quality degradation. We conducted a user study to validate our reconstruction method and compare it against existing foveated rendering and video compression techniques. Our method is fast enough to drive gaze-contingent head-mounted displays in real time on modern hardware. We plan to publish the trained network to establish a new quality bar for foveated rendering and compression as well as encourage follow-up research. Anton Kaplanyan, Anton Sochenov, Thomas Leimkühler, Mikhail Okunev, Todd Richard Goodall, Gizem Rufo |
ACM Trans. Graph. | 4 |