Demo Data from VLDB 2026 / reviewers in the wild / expert
Seoha Kim
dblp:359/3227
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2026
0009-0006-7456-701XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 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 |
Geometric modeling and processing · 53% Rendering · 47% | |
| Artificial intelligence
3 papers |
3D vision · 58% Segmentation and scene understanding · 37% Representation and self-supervised learning · 5% |
Topics — the 12 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction |
1.8 | 2 | 2026 | 4D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene Reconstruction · AAAI 2026 Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized Videos · AAAI 2024 |
Rendering
gaussian splatting |
1.0 | 1 | 2026 | 4D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene Reconstruction · AAAI 2026 |
Computer vision › Segmentation and scene understanding
3d semantic segmentation |
0.9 | 1 | 2025 | Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space · AAAI 2025 |
Computer vision › 3D vision
neural radiance field |
0.9 | 1 | 2025 | Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space · AAAI 2025 |
Computer vision › Segmentation and scene understanding › semantic segmentation
open-vocabulary segmentation |
0.9 | 1 | 2025 | Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space · AAAI 2025 |
Computer vision › 3D vision › novel view synthesis
radiance field |
0.9 | 1 | 2025 | Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D Space · AAAI 2025 |
Computer vision › 3D vision › 3d reconstruction › non-rigid reconstruction
deformable 3d reconstruction |
0.8 | 1 | 2024 | Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting · ECCV (15) 2024 |
Rendering › gaussian splatting
3d gaussian splatting |
0.8 | 1 | 2024 | Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting · ECCV (15) 2024 |
Geometric modeling and processing › 3d reconstruction
4d reconstruction |
0.8 | 1 | 2024 | Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized Videos · AAAI 2024 |
Rendering
neural radiance fields |
0.8 | 1 | 2024 | Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized Videos · AAAI 2024 |
Geometric modeling and processing › 3d scene representation
4d scene representation |
0.3 | 1 | 2026 | 4D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene Reconstruction · AAAI 2026 |
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction |
0.2 | 1 | 2024 | Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized Videos · AAAI 2024 |
Methods — techniques the papers use, named apart from their topics
time offset optimization · 1.5joint optimization · 1.5anchor-based representation · 1.04d gaussian splatting · 1.0language embedding · 0.93d querying protocol · 0.93d gaussian splatting · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | 4D Scaffold Gaussian Splatting with Dynamic-Aware Anchor Growing for Efficient and High-Fidelity Dynamic Scene ReconstructionabstractModeling dynamic scenes through 4D Gaussians offers high visual fidelity and fast rendering speeds, but comes with significant storage overhead. Recent approaches mitigate this cost by aggressively reducing the number of Gaussians. However, this inevitably removes Gaussians essential for high-quality rendering, leading to severe degradation in dynamic regions. In this paper, we introduce a novel 4D anchor-based framework that tackles the storage cost in different perspective. Rather than reducing the number of Gaussians, our method retains a sufficient quantity to accurately model dynamic contents, while compressing them into compact, grid-aligned 4D anchor features. Each anchor is processed by an MLP to spawn a set of neural 4D Gaussians, which represent a local spatiotemporal region. We design these neural 4D Gaussians to capture temporal changes with minimal parameters, making them well-suited for the MLP-based spawning. Moreover, we introduce a dynamic-aware anchor growing strategy to effectively assign additional anchors to under-reconstructed dynamic regions. Our method adjusts the accumulated gradients with Gaussians' temporal coverage, significantly improving reconstruction quality in dynamic regions. Experimental results highlight that our method achieves state-of-the-art visual quality in dynamic regions, outperforming all baselines by a large margin with practical storage costs. Woong Oh Cho, In Cho, Seoha Kim, Jeongmin Bae 0001, Youngjung Uh, Seon Joo Kim |
AAAI | 3 |
| 2025 | Rethinking Open-Vocabulary Segmentation of Radiance Fields in 3D SpaceabstractUnderstanding the 3D semantics of a scene is a fundamental problem for various scenarios such as embodied agents. While NeRFs and 3DGS excel at novel-view synthesis, previous methods for understanding their semantics have been limited to incomplete 3D understanding: their segmentation results are rendered as 2D masks that do not represent the entire 3D space. To address this limitation, we redefine the problem to segment the 3D volume and propose the following methods for better 3D understanding. We directly supervise the 3D points to train the language embedding field, unlike previous methods that anchor supervision at 2D pixels. We transfer the learned language field to 3DGS, achieving the first real-time rendering speed without sacrificing training time or accuracy. Lastly, we introduce a 3D querying and evaluation protocol for assessing the reconstructed geometry and semantics together. Code, checkpoints, and annotations are available at the project page. Hyunjee Lee, Youngsik Yun, Jeongmin Bae 0001, Seoha Kim, Youngjung Uh |
AAAI | 4 |
| 2024 | Sync-NeRF: Generalizing Dynamic NeRFs to Unsynchronized VideosabstractRecent advancements in 4D scene reconstruction using neural radiance fields (NeRF) have demonstrated the ability to represent dynamic scenes from multi-view videos. However, they fail to reconstruct the dynamic scenes and struggle to fit even the training views in unsynchronized settings. It happens because they employ a single latent embedding for a frame while the multi-view images at the same frame were actually captured at different moments. To address this limitation, we introduce time offsets for individual unsynchronized videos and jointly optimize the offsets with NeRF. By design, our method is applicable for various baselines and improves them with large margins. Furthermore, finding the offsets always works as synchronizing the videos without manual effort. Experiments are conducted on the common Plenoptic Video Dataset and a newly built Unsynchronized Dynamic Blender Dataset to verify the performance of our method. Project page: https://seoha-kim.github.io/sync-nerf Seoha Kim, Jeongmin Bae 0001, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung Uh |
AAAI | 1 |
| 2024 | Per-Gaussian Embedding-Based Deformation for Deformable 3D Gaussian Splatting
Jeongmin Bae 0001, Seoha Kim, Youngsik Yun, Hahyun Lee, Gun Bang, Youngjung Uh |
ECCV (15) | 2 |