VLDB 2026 Research / reviewers in the wild / expert
Briac Toussaint
dblp:341/1747
· DBLP profile ↗
4ranked-venue papers
3as first author
4since 2021 · last 2025
0009-0005-4609-3454ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous 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.
| Computer graphics and multimedia
2 papers |
Rendering · 54% Computational photography and imaging · 46% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
neural surface reconstruction |
0.9 | 1 | 2025 | ProbeSDF: Light Field Probes For Neural Surface Reconstruction · CVPR 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | ProbeSDF: Light Field Probes For Neural Surface Reconstruction · CVPR 2025 |
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction |
0.3 | 1 | 2025 | ProbeSDF: Light Field Probes For Neural Surface Reconstruction · CVPR 2025 |
Computer vision › 3D vision
3d reconstruction |
0.2 | 1 | 2024 | Millimetric Human Surface Capture in Minutes · SIGGRAPH Asia 2024 |
Methods — techniques the papers use, named apart from their topics
signed distance function · 1.7neural radiance field · 1.7MLP · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ProbeSDF: Light Field Probes For Neural Surface ReconstructionabstractSDF-based differential rendering frameworks have achieved state-of-the-art multiview 3D shape reconstruction. In this work, we re-examine this family of approaches by minimally reformulating its core appearance model in a way that simultaneously yields faster computation and increased performance. To this goal, we exhibit a physically-inspired minimal radiance parametrization decoupling angular and spatial contributions, by encoding them with a small number of features stored in two respective volumetric grids of different resolutions. Requiring as little as four parameters per voxel, and a tiny MLP call inside a single fully fused kernel, our approach allows to enhance performance with both surface and image (PSNR) metrics, while providing a significant training speedup and real-time rendering. We show this performance to be consistently achieved on real data over two widely different and popular application fields, generic object and human subject shape reconstruction, using four representative and challenging datasets.1 Briac Toussaint, Diego Thomas, Jean-Sébastien Franco |
CVPR | 1 |
| 2025 | VortSDF: 3D Modeling with Centroidal Voronoi Tessellation on Signed Distance FieldabstractVolumetric shape representations have become ubiquitous in multi-view reconstruction tasks. They often build on regular voxel grids as discrete representations of 3D shape functions, such as SDF or radiance fields, either as the full shape model or as sampled instantiations of continuous representations, as with neural networks. Despite their proven efficiency, voxel representations come with the precision versus complexity trade-off. This inherent limitation can significantly impact performance when moving away from simple and uncluttered scenes. In this paper we investigate an alternative discretization strategy with the Centroidal Voronoi Tessellation (CVT). CVTs allow to better partition the observation space with respect to shape occupancy and to focus the discretization around shape surfaces. To leverage this discretization strategy for multi-view reconstruction, we introduce a volumetric optimization framework that combines explicit SDF fields with a shallow color network, in order to estimate 3D shape properties over tetrahedral grids. Experimental results with Chamfer statistics validate this approach with unprecedented reconstruction quality on various scenarios such as objects, open scenes or human. Diego Thomas, Briac Toussaint, Jean-Sébastien Franco, Edmond Boyer |
WACV | 2 |
| 2024 | Millimetric Human Surface Capture in MinutesabstractInternational audience Briac Toussaint, Laurence Boissieux, Diego Thomas, Edmond Boyer, Jean-Sébastien Franco |
SIGGRAPH Asia | 1 |
| 2022 | Fast Gradient Descent for Surface Capture Via Differentiable RenderingabstractDifferential rendering has recently emerged as a powerful tool for image-based rendering or geometric reconstruction from multiple views, with very high quality. Up to now, such methods have been benchmarked on generic object databases and promisingly applied to some real data, but have yet to be applied to specific applications that may benefit. In this paper, we investigate how a differential rendering system can be crafted for raw multi-camera performance capture. We address several key issues in the way of practical usability and reproducibility, such as processing speed, explainability of the model, and general output model quality. This leads us to several contributions to the differential rendering framework. In particular we show that a unified view of differential rendering and classic optimization is possible, leading to a formulation and implementation where complete non-stochastic gradient steps can be analytically computed and the full perframe data stored in video memory, yielding a straight-forward and efficient implementation. We also use a sparse storage and coarse-to-fine scheme to achieve extremely high resolution with contained memory and computation time. We show that results rivaling or exceeding the quality of state of the art multi-view human surface capture methods are achievable in a fraction of the time, typically around a minute per frame. Briac Toussaint, Maxime Genisson, Jean-Sébastien Franco |
3DV | 1 |