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Florian Barthel

dblp:333/8223 · also Florian Tim Barthel · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
0009-0004-7264-1672ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 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.

Computer graphics and multimedia
2 papers
Rendering · 68% Visual content generation and editing · 25% Geometric modeling and processing · 6%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
1.622025
CGS-GAN: 3D Consistent Gaussian Splatting GANs for High Resolution Human Head Synthesis · NeurIPS 2025
Compact 3D Scene Representation via Self-Organizing Gaussian Grids · ECCV (85) 2024
Visual content generation and editing › image generation
3d-aware image synthesis
0.912025
CGS-GAN: 3D Consistent Gaussian Splatting GANs for High Resolution Human Head Synthesis · NeurIPS 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
Compact 3D Scene Representation via Self-Organizing Gaussian Grids · ECCV (85) 2024
Machine learning › Generative modeling › generative adversarial network › GAN training
GAN training stability
0.312025
CGS-GAN: 3D Consistent Gaussian Splatting GANs for High Resolution Human Head Synthesis · NeurIPS 2025
Geometric modeling and processing
3d scene representation
0.212024
Compact 3D Scene Representation via Self-Organizing Gaussian Grids · ECCV (85) 2024

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

multi-view regularization · 1.7gaussian splatting · 1.7view-conditioning · 0.9view conditioning · 0.9self-organizing gaussian grids · 0.8
YearPublicationVenuePosition
2025 CGS-GAN: 3D Consistent Gaussian Splatting GANs for High Resolution Human Head Synthesis
abstract
Recently, 3D GANs based on 3D Gaussian splatting have been proposed for high quality synthesis of human heads. However, existing methods stabilize training and enhance rendering quality from steep viewpoints by conditioning the random latent vector on the current camera position. This compromises 3D consistency, as we observe significant identity changes when re-synthesizing the 3D head with each camera shift. Conversely, fixing the camera to a single viewpoint yields high-quality renderings for that perspective but results in poor performance for novel views. Removing view-conditioning typically destabilizes GAN training, often causing the training to collapse. In response to these challenges, we introduce CGS-GAN, a novel 3D Gaussian Splatting GAN framework that enables stable training and high-quality 3D-consistent synthesis of human heads without relying on view-conditioning. To ensure training stability, we introduce a multi-view regularization technique that enhances generator convergence with minimal computational overhead. Additionally, we adapt the conditional loss used in existing 3D Gaussian splatting GANs and propose a generator architecture designed to not only stabilize training but also facilitate efficient rendering and straightforward scaling, enabling output resolutions up to $2048^2$. To evaluate the capabilities of CGS-GAN, we curate a new dataset derived from FFHQ. This dataset enables very high resolutions, focuses on larger portions of the human head, reduces view-dependent artifacts for improved 3D consistency, and excludes images where subjects are obscured by hands or other objects. As a result, our approach achieves very high rendering quality, supported by competitive FID scores, while ensuring consistent 3D scene generation.
Florian Barthel, Wieland Morgenstern, Paul Hinzer, Anna Hilsmann, Peter Eisert
NeurIPS1
2025 3DGS.zip: A survey on 3D Gaussian Splatting Compression Methods
abstract
Abstract 3D Gaussian Splatting (3DGS) has emerged as a cutting‐edge technique for real‐time radiance field rendering, offering state‐of‐the‐art performance in terms of both quality and speed. 3DGS models a scene as a collection of three‐dimensional Gaussians, with additional attributes optimized to conform to the scene's geometric and visual properties. Despite its advantages in rendering speed and image fidelity, 3DGS is limited by its significant storage and memory demands. These high demands make 3DGS impractical for mobile devices or headsets, reducing its applicability in important areas of computer graphics. To address these challenges and advance the practicality of 3DGS, this state‐of‐the‐art report (STAR) provides a comprehensive and detailed examination of two complementary yet fundamentally distinct strategies: compression and compaction. Compression techniques focus on reducing the file size by encoding Gaussian attributes more efficiently. In contrast, compaction methods directly optimize the scene's structure by optimizing the number of Gaussian primitives. Notably, while methods in both categories aim to maintain or improve quality, each while minimizing its respective attributes—file size for compression and the number of Gaussians for compaction—compaction does not necessarily lead to smaller file sizes; it specifically targets improved efficiency during rendering, making it distinct from compression. We introduce the basic mathematical concepts underlying the analyzed methods, as well as key implementation details and design choices. Our report thoroughly discusses similarities and differences among the methods, as well as their respective advantages and disadvantages. We establish a consistent framework for comparing the surveyed methods based on key performance metrics and datasets. Specifically, since these methods have been developed in parallel and over a short period of time, currently, no comprehensive comparison exists. This survey, for the first time, presents a unified framework to evaluate 3DGS compression techniques. To facilitate the continuous monitoring of emerging methodologies, we maintain a dedicated website that will be regularly updated with new techniques and revisions of existing findings. Overall, this STAR provides an intuitive starting point for researchers interested in exploring the rapidly growing field of 3DGS compression. By comprehensively categorizing and evaluating existing compression and compaction strategies, our work advances the understanding and practical application of 3DGS in computationally constrained environments.
Milena T. Bagdasarian, Paul Knoll, Yi-Hsin Li, Florian Barthel, Anna Hilsmann, Peter Eisert, Wieland Morgenstern
Comput. Graph. Forum4
2024 Compact 3D Scene Representation via Self-Organizing Gaussian Grids
Wieland Morgenstern, Florian Barthel, Anna Hilsmann, Peter Eisert
ECCV (85)2
2024 Creating Sorted Grid Layouts with Gradient-based Optimization
abstract
1199
Kai Uwe Barthel, Florian Barthel, Peter Eisert, Nico Hezel, Konstantin Schall
ICMR2