Demo Data from VLDB 2026 / reviewers in the wild / expert
Mathieu Tuli
dblp:299/7751
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2025
0009-0000-9112-0048ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
4 papers |
3D vision · 30% Generative modeling · 21% Optimization for machine learning · 14% | |
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 91% Virtual and augmented reality · 9% |
Topics — the 21 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Machine learning › Generative modeling › diffusion model › 3d-aware diffusion
multi-view diffusion |
0.9 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Visual content generation and editing
3d content creation |
0.9 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Visual content generation and editing
avatar generation |
0.9 | 1 | 2025 | MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D Avatars · SIGGRAPH Asia 2025 |
Visual content generation and editing › video generation
video diffusion |
0.9 | 1 | 2025 | MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D Avatars · SIGGRAPH Asia 2025 |
Computer vision › 3D vision
3d face reconstruction |
0.8 | 1 | 2024 | 3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow · CVPR 2024 |
Computer vision › 3D vision › pose estimation › pose tracking
3d face tracking |
0.8 | 1 | 2024 | 3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow · CVPR 2024 |
Machine learning › Optimization for machine learning › adaptive optimization
adaptive learning rate |
0.6 | 1 | 2022 | Exploiting Explainable Metrics for Augmented SGD · CVPR 2022 |
Natural language and speech › Language models and text generation
instruction following |
0.6 | 1 | 2022 | Learning to Follow Instructions in Text-Based Games · NeurIPS 2022 |
Machine learning › Trustworthy machine learning
interpretability |
0.6 | 1 | 2022 | Exploiting Explainable Metrics for Augmented SGD · CVPR 2022 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics › temporal logic
linear temporal logic |
0.6 | 1 | 2022 | Learning to Follow Instructions in Text-Based Games · NeurIPS 2022 |
Machine learning › Optimization for machine learning
stochastic gradient descent |
0.6 | 1 | 2022 | Exploiting Explainable Metrics for Augmented SGD · CVPR 2022 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › logic in computer science › logical foundations › non-classical logics
temporal logic |
0.6 | 1 | 2022 | Learning to Follow Instructions in Text-Based Games · NeurIPS 2022 |
Computer vision › 3D vision
3d reconstruction |
0.3 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction |
0.3 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Virtual and augmented reality › avatar
avatar animation |
0.3 | 1 | 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models · CVPR 2025 |
Computer vision › 3D vision › object modeling › geometric modeling
3d model fitting |
0.2 | 1 | 2024 | 3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow · CVPR 2024 |
Computer vision › 3D vision › 3d face reconstruction
3d morphable model fitting |
0.2 | 1 | 2024 | 3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow · CVPR 2024 |
Machine learning › Learning theory
generalization |
0.2 | 1 | 2022 | Exploiting Explainable Metrics for Augmented SGD · CVPR 2022 |
Machine learning › Learning theory › generalization
generalization analysis |
0.2 | 1 | 2022 | Exploiting Explainable Metrics for Augmented SGD · CVPR 2022 |
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games |
0.2 | 1 | 2022 | Learning to Follow Instructions in Text-Based Games · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
neural rendering · 1.7morphable multi-view diffusion · 1.7video diffusion model · 0.9distillation · 0.9per-vertex deformation · 0.8dense UV to image flow · 0.83d scan supervision · 0.8reinforcement learning · 0.6low-rank factorization · 0.6linear temporal logic · 0.6explainability metrics · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion ModelsabstractReconstructing photorealistic and dynamic portrait avatars from images is essential to many applications, including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints—for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques. Felix Taubner, Ruihang Zhang, Mathieu Tuli, David B. Lindell |
CVPR | 3 |
| 2025 | MVP4D: Multi-View Portrait Video Diffusion for Animatable 4D AvatarsabstractDigital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating photorealistic human avatars is expensive and time-consuming, requiring large camera capture rigs and significant manual effort from professional 3D artists. With the advent of capable image and video generation models, recent methods enable automatic rendering of realistic animated avatars from a single casually captured reference image of a target subject. While these techniques significantly lower barriers to avatar creation and offer compelling realism, they lack constraints provided by multi-view information or an explicit 3D representation. So, image quality and realism degrade when rendered from viewpoints that deviate strongly from the reference image. Here, we build a video model that generates animatable multi-view videos of digital humans based on a single reference image and target expressions. Our model, MVP4D, is based on a state-of-the-art pre-trained video diffusion model and generates hundreds of frames simultaneously from viewpoints varying by up to 360 degrees around a target subject. We show how to distill the outputs of this model into a 4D avatar that can be rendered in real-time. Our approach significantly improves the realism, temporal consistency, and 3D consistency of generated avatars compared to previous methods. Felix Taubner, Ruihang Zhang, Mathieu Tuli, Sherwin Bahmani, David B. Lindell |
SIGGRAPH Asia | 3 |
| 2024 | 3D Face Tracking from 2D Video through Iterative Dense UV to Image FlowabstractWhen working with 3D facial data, improving fidelity and avoiding the uncanny valley effect is critically dependent on accurate 3D facial performance capture. Because such methods are expensive and due to the widespread availability of 2D videos, recent methods have focused on how to perform monocular 3D face tracking. However, these methods often fall short in capturing precise facial movements due to limitations in their network architecture, training, and evaluation processes. Addressing these challenges, we propose a novel face tracker, FlowFace, that in-troduces an innovative 2D alignment network for dense pervertex alignment. Unlike prior work, FlowFace is trained on high-quality 3D scan annotations rather than weak supervision or synthetic data. Our 3D model fitting module Jointly fits a 3D face model from one or many observations, integrating existing neutral shape priors for enhanced identity and expression disentanglement and per-vertex de-formations for detailed facial feature reconstruction. Additionally, we propose a novel metric and benchmark for assessing tracking accuracy. Our method exhibits superior performance on both custom and publicly available bench-marks. We further validate the effectiveness of our tracker by generating high-quality 3D data from 2D videos, which leads to performance gains on downstream tasks. Felix Taubner, Prashant Raina, Mathieu Tuli, Eu Wern Teh, Chul Lee, Jinmiao Huang |
CVPR | 3 |
| 2022 | Exploiting Explainable Metrics for Augmented SGDabstractExplaining the generalization characteristics of deep learning is an emerging topic in advanced machine learning. There are several unanswered questions about how learning under stochastic optimization really works and why certain strategies are better than others. In this paper, we address the following question: can we probe intermediate layers of a deep neural network to identify and quantify the learning quality of each layer? With this question in mind, we propose new explainability metrics that measure the redundant information in a network's layers using a low-rank factorization framework and quantify a complexity measure that is highly correlated with the generalization performance of a given optimizer, network, and dataset. We subsequently exploit these metrics to augment the Stochastic Gradient Descent (SGD) optimizer by adaptively adjusting the learning rate in each layer to improve in generalization performance. Our augmented SGD - dubbed RMSGD - introduces minimal computational overhead compared to SOTA methods and outperforms them by exhibiting strong generalization characteristics across application, architecture, and dataset. Mahdi S. Hosseini, Mathieu Tuli, Konstantinos N. Plataniotis |
CVPR | 2 |
| 2022 | Learning to Follow Instructions in Text-Based GamesabstractText-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations typically include instructions that, in a reinforcement learning (RL) setting, can directly or indirectly guide a player towards completing reward-worthy tasks. In this work, we study the ability of RL agents to follow such instructions. We conduct experiments that show that the performance of state-of-the-art text-based game agents is largely unaffected by the presence or absence of such instructions, and that these agents are typically unable to execute tasks to completion. To further study and address the task of instruction following, we equip RL agents with an internal structured representation of natural language instructions in the form of Linear Temporal Logic (LTL), a formal language that is increasingly used for temporally extended reward specification in RL. Our framework both supports and highlights the benefit of understanding the temporal semantics of instructions and in measuring progress towards achievement of such a temporally extended behaviour. Experiments with 500+ games in TextWorld demonstrate the superior performance of our approach. Mathieu Tuli, Andrew C. Li, Pashootan Vaezipoor, Toryn Q. Klassen, Scott Sanner, Sheila A. McIlraith |
NeurIPS | 1 |