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Davide Davoli 0002

dblp:338/8910-2 · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2026
0009-0006-1525-5227ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Artificial intelligence and machine learning · 4 · 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
3 papers
Rendering · 37% Geometric modeling and processing · 34% Visual content generation and editing · 16%
Artificial intelligence
2 papers
3D vision · 83% Generative modeling · 17%

Topics — the 14 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d reconstruction › object reconstruction
3d head reconstruction
0.912025
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians · ICCV 2025
Computer vision › 3D vision › 3d face reconstruction
3d morphable model fitting
0.912025
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians · ICCV 2025
Computer vision › 3D vision
3d reconstruction
0.912025
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians · ICCV 2025
Geometric modeling and processing › 3d reconstruction
avatar reconstruction
0.912025
GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion · CVPR 2025
Visual content generation and editing › avatar generation
gaussian splatting avatar
0.912025
GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion · CVPR 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians · CVPR 2024
Computer animation and physical simulation
facial animation
0.812024
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians · CVPR 2024
Rendering
neural rendering
0.812024
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians · CVPR 2024
Geometric modeling and processing › 3d face modeling
parametric face model
0.812024
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians · CVPR 2024
Machine learning › Generative modeling
diffusion model
0.312025
GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion · CVPR 2025
Machine learning › Generative modeling › diffusion model › 3d-aware diffusion
multi-view diffusion
0.312025
GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion · CVPR 2025
Rendering
differentiable rendering
0.312025
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians · ICCV 2025
Rendering
gaussian splatting
0.312025
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians · ICCV 2025
Geometric modeling and processing
3d reconstruction
0.212024
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians · CVPR 2024

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

self-supervised learning · 1.7photometric loss · 1.7gaussian splatting · 1.7diffusion model · 1.7VAE features · 1.7FLAME · 1.72d gaussian rendering · 1.7morphable face model · 0.8end-to-end optimization · 0.8differentiable rendering · 0.8
YearPublicationVenuePosition
2026 GazeD: Context-Aware Diffusion for Accurate 3D Gaze Estimation
abstract
We introduce GazeD, a new 3D gaze estimation method that jointly provides 3D gaze and human pose from a single RGB image. Leveraging the ability of diffusion models to deal with uncertainty, it generates multiple plausible 3D gaze and pose hypotheses based on the 2D context information extracted from the input image. Specifically, we condition the denoising process on the 2D pose, the surroundings of the subject, and the context of the scene. With GazeD we also introduce a novel way of representing the 3D gaze by positioning it as an additional body joint at a fixed distance from the eyes. The rationale is that the gaze is usually closely related to the pose, and thus it can benefit from being jointly denoised during the diffusion process. Evaluations across three benchmark datasets demonstrate that GazeD achieves state-of-the-art performance in 3D gaze estimation, even surpassing methods that rely on temporal information. Project details will be available at https://aimagelab.ing.unimore.it/go/gazed
Riccardo Catalini, Davide Di Nucci, Guido Borghi, Davide Davoli 0002, Lorenzo Garattoni, Giampiero Francesca, Yuki Kawana, Roberto Vezzani
3DV4
2026 SnapPose3D: Diffusion-Based Single-Frame 2D-to-3D Lifting of Human Poses
Alessandro Simoni, Riccardo Catalini, Davide Di Nucci, Guido Borghi, Davide Davoli 0002, Lorenzo Garattoni, Gianpiero Francesca, Yuki Kawana, Roberto Vezzani
ICPR (3)5
2025 GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion
abstract
We propose a novel approach for reconstructing animatable 3D Gaussian avatars from monocular videos captured by commodity devices like smartphones. Photorealistic 3D head avatar reconstruction from such recordings is challenging due to limited observations, which leaves unobserved regions under-constrained and can lead to artifacts in novel views. To address this problem, we introduce a multi-view head diffusion model, leveraging its priors to fill in missing regions and ensure view consistency in Gaussian splatting renderings. To enable precise viewpoint control, we use normal maps rendered from FLAME-based head reconstruction, which provides pixel-aligned inductive biases. We also condition the diffusion model on VAE features extracted from the input image to preserve facial identity and appearance details. For Gaussian avatar reconstruction, we distill multi-view diffusion priors by using iteratively denoised images as pseudo-ground truths, effectively mitigating over-saturation issues. To further improve photorealism, we apply latent upsampling priors to refine the denoised latent before decoding it into an image. We evaluate our method on the NeRSemble dataset, showing that GAF outperforms previous state-of-the-art methods in novel view synthesis. Furthermore, we demonstrate higher-fidelity avatar reconstructions from monocular videos captured on commodity devices. Project Page: https://tangjiapeng.github.io/projects/GAF
Jiapeng Tang, Davide Davoli 0002, Tobias Kirschstein, Liam Schoneveld, Matthias Nießner
CVPR2
2025 SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians
abstract
Accurate, real-time 3D reconstruction of human heads from monocular images and videos underlies numerous visual applications. As 3D ground truth data is hard to come by at scale, previous methods have sought to learn from abundant 2D videos in a self-supervised manner. Typically, this involves the use of differentiable mesh rendering, which is effective but faces limitations. To improve on this, we propose SHeaP (Self-supervised Head Geometry Predictor Learned via 2D Gaussians). Given a source image, we predict a 3DMM mesh and a set of Gaussians that are rigged to this mesh. We then reanimate this rigged head avatar to match a target frame, and backpropagate photometric losses to both the 3DMM and Gaussian prediction networks. We find that using Gaussians for rendering substantially improves the effectiveness of this self-supervised approach. Training solely on 2D data, our method surpasses existing self-supervised approaches in geometric evaluations on the NoW benchmark for neutral faces and a new benchmark for non-neutral expressions. Our method also produces highly expressive meshes, outperforming state-of-the-art in emotion classification.
Liam Schoneveld, Davide Davoli 0002, Jiapeng Tang, Saimon Terazawa, Ko Nishino, Matthias Nießner
ICCV3
2024 GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
abstract
We introduce GaussianAvatars11Project page: https://shenhanqian.github.io/gaussian-avatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit dis-placement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reen-actments from a driving video, where our method outperforms existing works by a significant margin.
Shenhan Qian, Tobias Kirschstein, Liam Schoneveld, Davide Davoli 0002, Simon Giebenhain, Matthias Nießner
CVPR4