Shanthika Naik

dblp:253/9827 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0009-0000-1784-6617ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 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.

Artificial intelligence
2 papers
3D vision · 100%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d reconstruction › non-rigid reconstruction
garment reconstruction
0.912025
NGD: Neural Gradient Based Deformation for Monocular Garment Reconstruction · ICCV 2025
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction
0.912025
Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields · CVPR 2025
Computer vision › 3D vision › 3d shape reconstruction
shape-from-template
0.912025
Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields · CVPR 2025
Computer animation and physical simulation › deformable body simulation
thin shell simulation
0.912025
Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields · CVPR 2025

Methods — techniques the papers use, named apart from their topics

neural deformation field · 1.7kirchhoff-love model · 1.7differentiable rendering · 1.73d gaussian splatting · 1.7neural gradient based deformation · 0.9
YearPublicationVenuePosition
2025 Thin-Shell-SfT: Fine-Grained Monocular Non-rigid 3D Surface Tracking with Neural Deformation Fields
abstract
3D reconstruction of highly deformable surfaces (e.g. cloths) from monocular RGB videos is a challenging problem, and no solution provides a consistent and accurate recovery of fine-grained surface details. To account for the ill-posed nature of the setting, existing methods use deformation models with statistical, neural, or physical priors. They also predominantly rely on nonadaptive discrete surface representations (e.g. polygonal meshes), perform frame-by-frame optimisation leading to error propagation, and suffer from poor gradients of the mesh-based differentiable renderers. Consequently, fine surface details such as cloth wrinkles are often not recovered with the desired accuracy. In response to these limitations, we propose Thin-Shell-SfT, a new method for non-rigid 3D tracking that represents a surface as an implicit and continuous spatiotemporal neural field. We incorporate continuous thin shell physics prior based on the Kirchhoff-Love model for spatial regularisation, which starkly contrasts the discretised alternatives of earlier works. Lastly, we leverage 3D Gaussian splatting to differentiably render the surface into image space and optimise the deformations based on analysis-by-synthesis principles. Our Thin-Shell-SfT outperforms prior works qualitatively and quantitatively thanks to our continuous surface formulation in conjunction with a specially tailored simulation prior and surface-induced 3D Gaussians. See our project page at https://4dqv.mpi-inf.mpg.de/ThinShellSfT.
Navami Kairanda, Marc Habermann, Shanthika Naik, Christian Theobalt, Vladislav Golyanik
CVPR3
2025 NGD: Neural Gradient Based Deformation for Monocular Garment Reconstruction
Soham Dasgupta, Shanthika Naik, Preet Savalia, Sujay Kumar Ingle, Avinash Sharma 0001
ICCV2
2022 Deep Generative Framework for Interactive 3D Terrain Authoring and Manipulation
abstract
Automated generation and (user) authoring of realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM). In this paper, we propose a novel realistic terrain authoring framework powered by a combination of VAE and generative conditional GAN model. Our framework is an example-based method that attempts to overcome the limitations of existing methods by learning a latent space from a real-world terrain dataset. This latent space allows us to generate multiple variants of terrain from a single input as well as interpolate between terrains while keeping the generated terrains close to real-world data distribution. We also developed an interactive tool that lets the user generate diverse terrains with minimal inputs. We perform a thorough qualitative and quantitative analysis and provide a comparison with other SOTA methods.
Shanthika Naik, Aryamaan Jain, Avinash Sharma 0001, Krishnan Sundara Rajan
IGARSS1