VLDB 2026 Research / reviewers in the wild / expert
Ashkan Mirzaei
dblp:323/8457
· DBLP profile ↗
13ranked-venue papers
4as first author
13since 2021 · last 2025
0000-0002-0890-1204ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 12 · 4 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splattingabstract3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut. Janick Martinez Esturo, Ashkan Mirzaei, Nicolas Moënne-Loccoz, Zan Gojcic |
CVPR | 3 |
| 2025 | EventSplat: 3D Gaussian Splatting from Moving Event Cameras for Real-time RenderingabstractWe introduce a method for using event camera data in novel view synthesis via Gaussian Splatting. Event cameras offer exceptional temporal resolution and a high dynamic range. Leveraging these capabilities allows us to effectively address the novel view synthesis challenge in the presence of fast camera motion. For initialization of the optimization process, our approach uses prior knowledge encoded in an event-to-video model. We also use spline interpolation for obtaining high quality poses along the event camera trajectory. This enhances the reconstruction quality from fast-moving cameras while overcoming the computational limitations traditionally associated with event-based Neural Radiance Field (NeRF) methods. Our experimental evaluation demonstrates that our results achieve higher visual fidelity and better performance than existing event-based NeRF approaches while being an order of magnitude faster to render. Toshiya Yura, Ashkan Mirzaei, Igor Gilitschenski |
CVPR | 2 |
| 2025 | Feed-Forward Bullet-Time Reconstruction of Dynamic Scenes from Monocular VideosabstractRecent advancements in static feed-forward scene reconstruction have demonstrated significant progress in high-quality novel view synthesis. However, these models often struggle with generalizability across diverse environments and fail to effectively handle dynamic content. We present BTimer (short for Bullet Timer), the first motion-aware feed-forward model for real-time reconstruction and novel view synthesis of dynamic scenes. Our approach reconstructs the full scene in a 3D Gaussian Splatting representation at a given target (‘bullet’) timestamp by aggregating information from all the context frames. Such a formulation allows BTimer to gain scalability and generalization by leveraging both static and dynamic scene datasets. Given a casual monocular dynamic video, BTimer reconstructs a bullet-time scene within 150ms while reaching state-of-the-art performance on both static and dynamic scene datasets, even compared with optimization-based approaches. Hanxue Liang, Jiawei Ren 0001, Ashkan Mirzaei, Antonio Torralba 0001, Ziwei Liu 0002, Igor Gilitschenski, Sanja Fidler, A. Cengiz Öztireli, Huan Ling, Zan Gojcic |
NeurIPS | 3 |
| 2025 | Fused View-Time Attention and Feedforward Reconstruction for 4D Scene GenerationabstractWe propose the first framework capable of computing a 4D spatio-temporal grid of video frames and 3D Gaussian particles for each time step using a feed-forward architecture. Our architecture has two main components, a 4D video model and a 4D reconstruction model. In the first part, we analyze current 4D video diffusion architectures that perform spatial and temporal attention either sequentially or in parallel within a two-stream design. We highlight the limitations of existing approaches and introduce a novel fused architecture that performs spatial and temporal attention within a single layer. The key to our method is a sparse attention pattern, where tokens attend to others in the same frame, at the same timestamp, or from the same viewpoint.
In the second part, we extend existing 3D reconstruction algorithms by introducing a Gaussian head, a camera token replacement algorithm, and additional dynamic layers and training. Overall, we establish a new state of the art for 4D generation, improving both visual quality and reconstruction capability. Chaoyang Wang 0001, Ashkan Mirzaei, Vidit Goel, Willi Menapace, Aliaksandr Siarohin, Michael Vasilkovsky, Ivan Skorokhodov, Vladislav Shakhrai, Sergei Korolev, Sergey Tulyakov, Peter Wonka |
NeurIPS | 2 |
| 2025 | DenseDPO: Fine-Grained Temporal Preference Optimization for Video Diffusion ModelsabstractDirect Preference Optimization (DPO) has recently been applied as a post‑training technique for text-to-video diffusion models.
To obtain training data, annotators are asked to provide preferences between two videos generated from independent noise.
However, this approach prohibits fine-grained comparisons, and we point out that it biases the annotators towards low-motion clips as they often contain fewer visual artifacts.
In this work, we introduce DenseDPO, a method that addresses these shortcomings by making three contributions.
First, we create each video pair for DPO by denoising corrupted copies of a ground truth video.
This results in aligned pairs with similar motion structures while differing in local details, effectively neutralizing the motion bias.
Second, we leverage the resulting temporal alignment to label preferences on short segments rather than entire clips, yielding a denser and more precise learning signal.
With only one‑third of the labeled data, DenseDPO greatly improves motion generation over vanilla DPO, while matching it in text alignment, visual quality, and temporal consistency.
Finally, we show that DenseDPO unlocks automatic preference annotation using off-the-shelf Vision Language Models (VLMs): GPT accurately predicts segment-level preferences similar to task-specifically fine-tuned video reward models, and DenseDPO trained on these labels achieves performance close to using human labels. Ziyi Wu 0002, Anil Kag, Ivan Skorokhodov, Willi Menapace, Ashkan Mirzaei, Igor Gilitschenski, Sergey Tulyakov, Aliaksandr Siarohin |
NeurIPS | 5 |
| 2025 | Track, Inpaint, Resplat: Subject-driven 3D and 4D Generation with Progressive Texture InfillingabstractCurrent 3D/4D generation methods are usually optimized for photorealism, efficiency, and aesthetics. However, they often fail to preserve the semantic identity of the subject across different viewpoints. Adapting generation methods with one or few images of a specific subject (also known as Personalization or Subject-driven generation) allows generating visual content that align with the identity of the subject. However, personalized 3D/4D generation is still largely underexplored. In this work, we introduce TIRE (Track, Inpaint, REsplat), a novel method for subject-driven 3D/4D generation. It takes an initial 3D asset produced by an existing 3D generative model as input and uses video tracking to identify the regions that need to be modified. Then, we adopt a subject-driven 2D inpainting model for progressively infilling the identified regions. Finally, we resplat the modified 2D multi-view observations back to 3D while still maintaining consistency. Extensive experiments demonstrate that our approach significantly improves identity preservation in 3D/4D generation compared to state-of-the-art methods. Our project website is available at https://zsh2000.github.io/track-inpaint-resplat.github.io/. Shuhong Zheng, Ashkan Mirzaei, Igor Gilitschenski |
NeurIPS | 2 |
| 2024 | Watch Your Steps: Local Image and Scene Editing by Text Instructions
Ashkan Mirzaei, Tristan Aumentado-Armstrong, Marcus A. Brubaker, Jonathan Kelly, Alex Levinshtein, Konstantinos G. Derpanis, Igor Gilitschenski |
ECCV (38) | 1 |
| 2024 | GaussianCut: Interactive segmentation via graph cut for 3D Gaussian SplattingabstractWe introduce GaussianCut, a new method for interactive multiview segmentation of scenes represented as 3D Gaussians. Our approach allows for selecting the objects to be segmented by interacting with a single view. It accepts intuitive user input, such as point clicks, coarse scribbles, or text. Using 3D Gaussian Splatting (3DGS) as the underlying scene representation simplifies the extraction of objects of interest which are considered to be a subset of the scene's Gaussians. Our key idea is to represent the scene as a graph and use the graph-cut algorithm to minimize an energy function to effectively partition the Gaussians into foreground and background. To achieve this, we construct a graph based on scene Gaussians and devise a segmentation-aligned energy function on the graph to combine user inputs with scene properties. To obtain an initial coarse segmentation, we leverage 2D image/video segmentation models and further refine these coarse estimates using our graph construction. Our empirical evaluations show the adaptability of GaussianCut across a diverse set of scenes. GaussianCut achieves competitive performance with state-of-the-art approaches for 3D segmentation without requiring any additional segmentation-aware training Umangi Jain, Ashkan Mirzaei, Igor Gilitschenski |
NeurIPS | 2 |
| 2024 | L4GM: Large 4D Gaussian Reconstruction ModelabstractWe present L4GM, the first 4D Large Reconstruction Model that produces animated objects from a single-view video input -- in a single feed-forward pass that takes only a second.
Key to our success is a novel dataset of multiview videos containing curated, rendered animated objects from Objaverse. This dataset depicts 44K diverse objects with 110K animations rendered in 48 viewpoints, resulting in 12M videos with a total of 300M frames.
We keep our L4GM simple for scalability and build directly on top of LGM, a pretrained 3D Large Reconstruction Model that outputs 3D Gaussian ellipsoids from multiview image input.
L4GM outputs a per-frame 3D Gaussian splat representation from video frames sampled at a low fps and then upsamples the representation to a higher fps to achieve temporal smoothness. We add temporal self-attention layers to the base LGM to help it learn consistency across time, and utilize a per-timestep multiview rendering loss to train the model. The representation is upsampled to a higher framerate by training an interpolation model which produces intermediate 3D Gaussian representations.
We showcase that L4GM that is only trained on synthetic data generalizes well on in-the-wild videos, producing high quality animated 3D assets. Jiawei Ren 0001, Ashkan Mirzaei, Hanxue Liang, Xiaohui Zeng, Karsten Kreis, Ziwei Liu 0002, Antonio Torralba 0001, Sanja Fidler, Seung Wook Kim 0001, Huan Ling |
NeurIPS | 3 |
| 2024 | 3D Gaussian Ray Tracing: Fast Tracing of Particle ScenesabstractParticle-based representations of radiance fields such as 3D Gaussian Splatting have found great success for reconstructing and re-rendering of complex scenes. Most existing methods render particles via rasterization, projecting them to screen space tiles for processing in a sorted order. This work instead considers ray tracing the particles, building a bounding volume hierarchy and casting a ray for each pixel using high-performance GPU ray tracing hardware. To efficiently handle large numbers of semi-transparent particles, we describe a specialized rendering algorithm which encapsulates particles with bounding meshes to leverage fast ray-triangle intersections, and shades batches of intersections in depth-order. The benefits of ray tracing are well-known in computer graphics: processing incoherent rays for secondary lighting effects such as shadows and reflections, rendering from highly-distorted cameras common in robotics, stochastically sampling rays, and more. With our renderer, this flexibility comes at little cost compared to rasterization. Experiments demonstrate the speed and accuracy of our approach, as well as several applications in computer graphics and vision. We further propose related improvements to the basic Gaussian representation, including a simple use of generalized kernel functions which significantly reduces particle hit counts. Nicolas Moënne-Loccoz, Ashkan Mirzaei, Or Perel, Riccardo de Lutio, Janick Martinez Esturo, Gavriel State, Sanja Fidler, Nicholas Sharp, Zan Gojcic |
ACM Trans. Graph. | 2 |
| 2023 | SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance FieldsabstractNeural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimization-based approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRF-based methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-of-the-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Ashkan Mirzaei, Tristan Aumentado-Armstrong, Konstantinos G. Derpanis, Jonathan Kelly, Marcus A. Brubaker, Igor Gilitschenski, Alex Levinshtein |
CVPR | 1 |
| 2023 | Reference-guided Controllable Inpainting of Neural Radiance FieldsabstractThe popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the output via a single inpainted image. Please visit our project page. Ashkan Mirzaei, Tristan Aumentado-Armstrong, Marcus A. Brubaker, Jonathan Kelly, Alex Levinshtein, Konstantinos G. Derpanis, Igor Gilitschenski |
ICCV | 1 |
| 2022 | LaTeRF: Label and Text Driven Object Radiance Fields
Ashkan Mirzaei, Yash Kant, Jonathan Kelly, Igor Gilitschenski |
ECCV (3) | 1 |