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Joel Julin

dblp:344/1890 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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 · 57% Image and video processing · 16% Computer animation and physical simulation · 14%
Artificial intelligence
3 papers
3D vision · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
1.422024
CoGS: Controllable Gaussian Splatting · CVPR 2024
DyLiN: Making Light Field Networks Dynamic · CVPR 2023
Rendering
gaussian splatting
0.912025
Gaussian Splatting Lucas-Kanade · ICLR 2025
Image and video processing › motion analysis
scene flow estimation
0.912025
Gaussian Splatting Lucas-Kanade · ICLR 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
CoGS: Controllable Gaussian Splatting · CVPR 2024
Geometric modeling and processing › shape deformation
non-rigid deformation
0.712023
DyLiN: Making Light Field Networks Dynamic · CVPR 2023
Computer vision › 3D vision › 3d scene modeling
scene representation
0.422024
CoGS: Controllable Gaussian Splatting · CVPR 2024
DyLiN: Making Light Field Networks Dynamic · CVPR 2023
Computer vision › 3D vision › 3d scene reconstruction
dynamic scene reconstruction
0.312025
Gaussian Splatting Lucas-Kanade · ICLR 2025

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

lucas-kanade method · 1.7forward warp field network · 1.73d gaussian splatting · 1.5knowledge distillation · 1.3deformation field · 1.3
YearPublicationVenuePosition
2026 Training-free Multi-view 4D Human Motion Reconstruction Virtual Reality System
Yijie He, Joel Julin, Ryosuke Ichikari, Satoki Ogiso, Satoshi Nakae, Akihiro Sato, Takeshi Kurata, László A. Jeni
WACV4
2025 Gaussian Splatting Lucas-Kanade
abstract
Gaussian Splatting and its dynamic extensions are effective for reconstructing 3D scenes from 2D images when there is significant camera movement to facilitate motion parallax and when scene objects remain relatively static. However, in many real-world scenarios, these conditions are not met. As a consequence, data-driven semantic and geometric priors have been favored as regularizers, despite their bias toward training data and their neglect of broader movement dynamics. Departing from this practice, we propose a novel analytical approach that adapts the classical Lucas-Kanade method to dynamic Gaussian splatting. By leveraging the intrinsic properties of the forward warp field network, we derive an analytical velocity field that, through time integration, facilitates accurate scene flow computation. This enables the precise enforcement of motion constraints on warp fields, thus constraining both 2D motion and 3D positions of the Gaussians. Our method excels in reconstructing highly dynamic scenes with minimal camera movement, as demonstrated through experiments on both synthetic and real-world scenes.
Liuyue Xie, Joel Julin, Koichiro Niinuma, László A. Jeni
ICLR2
2024 CoGS: Controllable Gaussian Splatting
abstract
Capturing and re-animating the 3D structure of artic-ulated objects present significant barriers. On one hand, methods requiring extensively calibrated multi-view setups are prohibitively complex and resource-intensive, limiting their practical applicability. On the other hand, while single-camera Neural Radiance Fields (NeRFs) offer a more streamlined approach, they have excessive training and rendering costs. 3D Gaussian Splatting would be a suitable alternative but for two reasons. Firstly, existing methods for 3D dynamic Gaussians require synchronized multi- view cameras, and secondly, the lack of controllability in dynamic scenarios. We present CoGS, a methodfor Controllable Gaussian Splatting, that enables the direct ma-nipulation of scene elements, offering real-time control of dynamic scenes without the prerequisite of pre-computing control signals. We evaluated CoGS using both synthetic and real-world datasets that include dynamic objects that differ in degree of difficulty. In our evaluations, CoGS con-sistently outperformed existing dynamic and controllable neural representations in terms of visual fidelity.
Joel Julin, Zoltán Ádám Milacski, Koichiro Niinuma, László A. Jeni
CVPR2
2023 DyLiN: Making Light Field Networks Dynamic
abstract
Light Field Networks, the re-formulations of radiance fields to oriented rays, are magnitudes faster than their coordinate network counterparts, and provide higher fidelity with respect to representing 3D structures from 2D observations. They would be well suited for generic scene representation and manipulation, but suffer from one problem: they are limited to holistic and static scenes. In this paper, we propose the Dynamic Light Field Network (DyLiN) method that can handle non-rigid deformations, including topological changes. We learn a deformation field from input rays to canonical rays, and lift them into a higher dimensional space to handle discontinuities. We further introduce CoDyLiN, which augments DyLiN with controllable attribute inputs. We train both models via knowledge distillation from pretrained dynamic radiance fields. We evaluated DyLiN using both synthetic and real world datasets that include various non-rigid deformations. DyLiN qualitatively outperformed and quantitatively matched state-of-the-art methods in terms of visual fidelity, while being 25 – 71× computationally faster. We also tested CoDyLiN on attribute annotated data and it surpassed its teacher model. Project page: https://dylin2023.github.io.
Joel Julin, Zoltán Ádám Milacski, Koichiro Niinuma, László A. Jeni
CVPR2