Demo Data from VLDB 2026 / reviewers in the wild / expert
Jan-Niklas Dihlmann
dblp:365/3716
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 · 60% Visual content generation and editing · 40% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.8 | 1 | 2024 | Subsurface Scattering for Gaussian Splatting · NeurIPS 2024 |
Computer vision › 3D vision
relighting |
0.8 | 1 | 2024 | Subsurface Scattering for Gaussian Splatting · NeurIPS 2024 |
Visual content generation and editing
3d scene editing |
0.8 | 1 | 2024 | SIGNeRF: Scene Integrated Generation for Neural Radiance Fields · CVPR 2024 |
Rendering
differentiable rendering |
0.8 | 1 | 2024 | Subsurface Scattering for Gaussian Splatting · NeurIPS 2024 |
Rendering
physically based rendering |
0.8 | 1 | 2024 | Subsurface Scattering for Gaussian Splatting · NeurIPS 2024 |
Rendering
subsurface scattering |
0.8 | 1 | 2024 | Subsurface Scattering for Gaussian Splatting · NeurIPS 2024 |
Methods — techniques the papers use, named apart from their topics
volumetric representation · 1.5learned incident light field · 1.5BRDF · 1.53d gaussian splatting · 1.5neural radiance field · 0.8diffusion model · 0.8depth conditioning · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SIGNeRF: Scene Integrated Generation for Neural Radiance FieldsabstractAdvances in image diffusion models have recently led to notable improvements in the generation of high-quality images. In combination with Neural Radiance Fields (NeRFs), they enabled new opportunities in 3D generation. However, most generative 3D approaches are object-centric and applying them to editing existing photorealistic scenes is not trivial. We propose SIGNeRF, a novel approach for fast and controllable NeRF scene editing and scene-integrated object generation. A new generative update strategy ensures 3D consistency across the edited images, without requiring iterative optimization. We find that depth-conditioned diffusion models inherently possess the capability to generate 3D consistent views by requesting a grid of images instead of single views. Based on these insights, we introduce a multi-view reference sheet of modified images. Our method updates an image collection consistently based on the ref-erence sheet and refines the original NeRF with the newly generated image set in one go. By exploiting the depth conditioning mechanism of the image diffusion model, we gain fine control over the spatial location of the edit and enforce shape guidance by a selected region or an external mesh. Jan-Niklas Dihlmann, Andreas Engelhardt, Hendrik P. A. Lensch |
CVPR | 1 |
| 2024 | Subsurface Scattering for Gaussian Splattingabstract3D reconstruction and relighting of objects made from scattering materials present a significant challenge due to the complex light transport beneath the surface. 3D Gaussian Splatting introduced high-quality novel view synthesis at real-time speeds. While 3D Gaussians efficiently approximate an object's surface, they fail to capture the volumetric properties of subsurface scattering. We propose a framework for optimizing an object's shape together with the radiance transfer field given multi-view OLAT (one light at a time) data. Our method decomposes the scene into an explicit surface represented as 3D Gaussians, with a spatially varying BRDF, and an implicit volumetric representation of the scattering component. A learned incident light field accounts for shadowing. We optimize all parameters jointly via ray-traced differentiable rendering. Our approach enables material editing, relighting, and novel view synthesis at interactive rates. We show successful application on synthetic data and contribute a newly acquired multi-view multi-light dataset of objects in a light-stage setup. Compared to previous work we achieve comparable or better results at a fraction of optimization and rendering time while enabling detailed control over material attributes. Jan-Niklas Dihlmann, Arjun Majumdar, Andreas Engelhardt, Raphael Braun, Hendrik P. A. Lensch |
NeurIPS | 1 |