VLDB 2026 Research / reviewers in the wild / expert
Jonas Kulhanek
dblp:247/1194
· DBLP profile ↗
8ranked-venue papers
5as first author
8since 2021 · last 2025
0000-0002-8437-3626ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 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
6 papers |
Rendering · 86% Geometric modeling and processing · 14% | |
| Artificial intelligence
4 papers |
3D vision · 86% Deep learning architectures and training · 9% Efficient and distributed learning · 4% |
Topics — the 15 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural rendering |
2.5 | 3 | 2025 | NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods · NeurIPS 2025 LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering · NeurIPS 2025 WildGaussians: 3D Gaussian Splatting In the Wild · NeurIPS 2024 |
Rendering
novel view synthesis |
2.3 | 3 | 2025 | NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods · NeurIPS 2025 WildGaussians: 3D Gaussian Splatting In the Wild · NeurIPS 2024 Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra · ICCV 2023 |
Rendering › gaussian splatting
3d gaussian splatting |
1.6 | 2 | 2025 | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering · NeurIPS 2025 WildGaussians: 3D Gaussian Splatting In the Wild · NeurIPS 2024 |
Computer vision › 3D vision
novel view synthesis |
1.3 | 2 | 2024 | Dynamic 3D Gaussian Fields for Urban Areas · NeurIPS 2024 ViewFormer: NeRF-Free Neural Rendering from Few Images Using Transformers · ECCV (15) 2022 |
Computer vision › 3D vision
3d scene reconstruction |
1.1 | 2 | 2025 | CL-Splats: Continual Learning of Gaussian Splatting with Local Optimization · ICCV 2025 WildGaussians: 3D Gaussian Splatting In the Wild · NeurIPS 2024 |
Rendering
real-time rendering |
1.1 | 2 | 2025 | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering · NeurIPS 2025 Dynamic 3D Gaussian Fields for Urban Areas · NeurIPS 2024 |
Rendering
gaussian splatting |
0.9 | 1 | 2025 | CL-Splats: Continual Learning of Gaussian Splatting with Local Optimization · ICCV 2025 |
Rendering
level-of-detail rendering |
0.9 | 1 | 2025 | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering · NeurIPS 2025 |
Computer vision › 3D vision
3d reconstruction |
0.8 | 1 | 2024 | Dynamic 3D Gaussian Fields for Urban Areas · NeurIPS 2024 |
Computer vision › 3D vision › 3d scene reconstruction
dynamic scene reconstruction |
0.8 | 1 | 2024 | Dynamic 3D Gaussian Fields for Urban Areas · NeurIPS 2024 |
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation |
0.8 | 1 | 2024 | Dynamic 3D Gaussian Fields for Urban Areas · NeurIPS 2024 |
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
in-the-wild scene reconstruction |
0.8 | 1 | 2024 | WildGaussians: 3D Gaussian Splatting In the Wild · NeurIPS 2024 |
Rendering
neural radiance fields |
0.7 | 1 | 2023 | Tetra-NeRF: Representing Neural Radiance Fields Using Tetrahedra · ICCV 2023 |
Computer vision › 3D vision
neural rendering |
0.6 | 1 | 2022 | ViewFormer: NeRF-Free Neural Rendering from Few Images Using Transformers · ECCV (15) 2022 |
Machine learning › Deep learning architectures and training
transformer |
0.6 | 1 | 2022 | ViewFormer: NeRF-Free Neural Rendering from Few Images Using Transformers · ECCV (15) 2022 |
Methods — techniques the papers use, named apart from their topics
local optimization · 1.7gaussian splatting · 1.7change detection · 1.7deformation modeling · 1.53d gaussian splatting · 1.5spatial chunking · 0.9reproducibility protocol · 0.9importance-based pruning · 0.9depth-aware smoothing · 0.9benchmarking framework · 0.9scene graph · 0.8neural field · 0.8appearance modeling · 0.8DINO features · 0.8neural rendering · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian SplattingabstractThe underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both the geometry and the medium (water). Unfortunately, these methods are slow to train and do not offer real-time rendering. More recently, 3D Gaussian Splatting (3DGS) method offered a fast alternative to NeRFs. However, because it is an explicit method that renders only the geometry, it cannot render the medium and is therefore unsuited for underwater reconstruction. Therefore, we propose a novel approach that fuses volumetric rendering with 3DGS to handle underwater data effectively. Our method employs 3DGS for explicit geometry representation and a separate volumetric field (queried once per pixel) for capturing the scattering medium. This dual representation further allows the restoration of the scenes by removing the scattering medium. Our method outperforms state-of-the-art NeRF-based methods in rendering quality on the underwater SeaThru-NeRF dataset. Furthermore, it does so while offering real-time rendering performance, addressing the efficiency limitations of existing methods. Huapeng Li, Wenxuan Song, Tianao Xu, Alexandre Elsig, Jonas Kulhanek |
3DV | 5 |
| 2025 | CL-Splats: Continual Learning of Gaussian Splatting with Local OptimizationabstractIn dynamic 3D environments, accurately updating scene representations over time is crucial for applications in robotics, mixed reality, and embodied AI. As scenes evolve, efficient methods to incorporate changes are needed to maintain up-to-date, high-quality reconstructions without the computational overhead of re-optimizing the entire scene. This paper introduces CL-Splats, which incrementally updates Gaussian splatting-based 3D representations from sparse scene captures. CL-Splats integrates a robust change-detection module that segments updated and static components within the scene, enabling focused, local optimization that avoids unnecessary re-computation. Moreover, CL-Splats supports storing and recovering previous scene states, facilitating temporal segmentation and new scene-analysis applications. Our extensive experiments demonstrate that CL-Splats achieves efficient updates with improved reconstruction quality over the state-of-the-art. This establishes a robust foundation for future real-time adaptation in 3D scene reconstruction tasks. Jan Ackermann, Jonas Kulhanek, Shengqu Cai, Haofei Xu, Marc Pollefeys, Gordon Wetzstein, Leonidas J. Guibas, Songyou Peng |
ICCV | 2 |
| 2025 | LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient RenderingabstractIn this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements. Jonas Kulhanek, Marie-Julie Rakotosaona, Fabian Manhardt, Christina Tsalicoglou, Michael Niemeyer, Torsten Sattler, Songyou Peng, Federico Tombari |
NeurIPS | 1 |
| 2025 | NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis MethodsabstractNovel view synthesis is an important problem with many applications, including AR/VR, gaming, and robotic simulations. With the recent rapid development of Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) methods, it is becoming difficult to keep track of the current state of the art (SoTA) due to methods using different evaluation protocols, codebases being difficult to install and use, and methods not generalizing well to novel 3D scenes. In our experiments, we show that even tiny differences in the evaluation protocols of various methods can artificially boost the performance of these methods. This raises questions about the validity of quantitative comparisons performed in the literature. To address these questions, we propose NerfBaselines, an evaluation framework which provides consistent benchmarking tools, ensures reproducibility, and simplifies the installation and use of various methods. We validate our implementation experimentally by reproducing the numbers reported in the original papers. For improved accessibility, we release a web platform that compares commonly used methods on standard benchmarks. We strongly believe NerfBaselines is a valuable contribution to the community as it ensures that quantitative results are comparable and thus truly measure progress in the field of novel view synthesis. Jonas Kulhanek, Torsten Sattler |
NeurIPS | 1 |
| 2024 | Dynamic 3D Gaussian Fields for Urban AreasabstractWe present an efficient neural 3D scene representation for novel-view synthesis (NVS) in large-scale, dynamic urban areas. Existing works are not well suited for applications like mixed-reality or closed-loop simulation due to their limited visual quality and non-interactive rendering speeds. Recently, rasterization-based approaches have achieved high-quality NVS at impressive speeds. However, these methods are limited to small-scale, homogeneous data, i.e. they cannot handle severe appearance and geometry variations due to weather, season, and lighting and do not scale to larger, dynamic areas with thousands of images. We propose 4DGF, a neural scene representation that scales to large-scale dynamic urban areas, handles heterogeneous input data, and substantially improves rendering speeds. We use 3D Gaussians as an efficient geometry scaffold while relying on neural fields as a compact and flexible appearance model. We integrate scene dynamics via a scene graph at global scale while modeling articulated motions on a local level via deformations. This decomposed approach enables flexible scene composition suitable for real-world applications. In experiments, we surpass the state-of-the-art by over 3 dB in PSNR and more than 200x in rendering speed. Tobias Fischer 0004, Jonas Kulhanek, Samuel Rota Bulò, Lorenzo Porzi, Marc Pollefeys, Peter Kontschieder |
NeurIPS | 2 |
| 2024 | WildGaussians: 3D Gaussian Splatting In the WildabstractWhile the field of 3D scene reconstruction is dominated by NeRFs due to their photorealistic quality, 3D Gaussian Splatting (3DGS) has recently emerged, offering similar quality with real-time rendering speeds. However, both methods primarily excel with well-controlled 3D scenes, while in-the-wild data - characterized by occlusions, dynamic objects, and varying illumination - remains challenging. NeRFs can adapt to such conditions easily through per-image embedding vectors, but 3DGS struggles due to its explicit representation and lack of shared parameters. To address this, we introduce WildGaussians, a novel approach to handle occlusions and appearance changes with 3DGS. By leveraging robust DINO features and integrating an appearance modeling module within 3DGS, our method achieves state-of-the-art results. We demonstrate that WildGaussians matches the real-time rendering speed of 3DGS while surpassing both 3DGS and NeRF baselines in handling in-the-wild data, all within a simple architectural framework. Jonas Kulhanek, Songyou Peng, Zuzana Kukelova, Marc Pollefeys, Torsten Sattler |
NeurIPS | 1 |
| 2023 | Tetra-NeRF: Representing Neural Radiance Fields Using TetrahedraabstractNeural Radiance Fields (NeRFs) are a very recent and very popular approach for the problems of novel view synthesis and 3D reconstruction. A popular scene representation used by NeRFs is to combine a uniform, voxel-based subdivision of the scene with an MLP. Based on the observation that a (sparse) point cloud of the scene is often available, this paper proposes to use an adaptive representation based on tetrahedra obtained by Delaunay triangulation instead of uniform subdivision or point-based representations. We show that such a representation enables efficient training and leads to state-of-the-art results. Our approach elegantly combines concepts from 3D geometry processing, triangle-based rendering, and modern neural radiance fields. Compared to voxel-based representations, ours provides more detail around parts of the scene likely to be close to the surface. Compared to point-based representations, our approach achieves better performance. The source code is publicly available at: https://jkulhanek.com/tetra-nerf. Jonas Kulhanek, Torsten Sattler |
ICCV | 1 |
| 2022 | ViewFormer: NeRF-Free Neural Rendering from Few Images Using Transformers
Jonas Kulhanek, Erik Derner, Torsten Sattler, Robert Babuska |
ECCV (15) | 1 |