VLDB 2026 Research / reviewers in the wild / expert
Thomas Müller 0013
dblp:38/6310-13
· DBLP profile ↗
21ranked-venue papers
6as first author
13since 2021 · last 2025
0000-0001-7577-755XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 20 · 6 first-author · 12 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GEN3C: 3D-Informed World-Consistent Video Generation with Precise Camera ControlabstractWe present Gen3C, a generative video model with precise Camera Control and temporal 3D Consistency. Prior video models already generate realistic videos, but they tend to leverage little 3D information, leading to inconsistencies, such as objects popping in and out of existence. Camera control, if implemented at all, is imprecise, because camera parameters are mere inputs to the neural network which must then infer how the video depends on the camera. In contrast, Gen3C is guided by a 3D cache: point clouds obtained by predicting the pixel-wise depth of seed images or previously generated frames. When generating the next frames, Gen3C is conditioned on the 2D renderings of the 3D cache with the new camera trajectory provided by the user. Crucially, this means that Gen3C neither has to remember what it previously generated nor does it have to infer the image structure from the camera pose. The model, instead, can focus all its generative power on previously unobserved regions, as well as advancing the scene state to the next frame. Our results demonstrate more precise camera control than prior work, as well as state-of-the-art results in sparse-view novel view synthesis, even in challenging settings such as driving scenes and monocular dynamic video. Results are best viewed in videos. Check out our webpage!1 Xuanchi Ren, Tianchang Shen, Huan Ling, Merlin Nimier-David, Thomas Müller 0013, Alexander Keller 0001, Sanja Fidler, Jun Gao 0004 |
CVPR | 7 |
| 2023 | Neuralangelo: High-Fidelity Neural Surface ReconstructionabstractNeural surface reconstruction has been shown to be powerful for recovering dense 3D surfaces via image-based neural rendering. However, current methods struggle to recover detailed structures of real-world scenes. To address the issue, we present Neuralangelo, which combines the representation power of multiresolution 3D hash grids with neural surface rendering. Two key ingredients enable our approach: (1) numerical gradients for computing higher-order derivatives as a smoothing operation and (2) coarse-to-fine optimization on the hash grids controlling different levels of details. Even without auxiliary inputs such as depth, Neuralangelo can effectively recover dense 3D surface structures from multiview images with fidelity significantly surpassing previous methods, enabling detailed large-scale scene reconstruction from RGB video captures. Zhaoshuo Li, Thomas Müller 0013, Alex Evans, Russell H. Taylor, Mathias Unberath, Ming-Yu Liu 0001, Chen-Hsuan Lin 0001 |
CVPR | 2 |
| 2023 | BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown ObjectsabstractWe present a near real-time (10Hz) method for 6-DoF tracking of an unknown object from a monocular RGBD video sequence, while simultaneously performing neural 3D reconstruction of the object. Our method works for arbi-trary rigid objects, even when visual texture is largely ab-sent. The object is assumed to be segmented in the first frame only. No additional information is required, and no assumption is made about the interaction agent. Key to our method is a Neural Object Field that is learned concurrently with a pose graph optimization process in order to robustly accumulate information into a consistent 3D representation capturing both geometry and appearance. A dynamic pool of posed memory frames is automatically main-tained to facilitate communication between these threads. Our approach handles challenging sequences with large pose changes, partial and full occlusion, untextured surfaces, and specular highlights. We show results on HO3D, YCBInEOAT, and BEHAVE datasets, demonstrating that our method significantly outperforms existing approaches. Project page: https://bundlesdf.github.io/ Bowen Wen, Jonathan Tremblay, Valts Blukis, Stephen Tyree, Thomas Müller 0013, Alex Evans, Dieter Fox, Jan Kautz, Stanley T. Birchfield |
CVPR | 5 |
| 2023 | Parallel Inversion of Neural Radiance Fields for Robust Pose EstimationabstractWe present a parallelized optimization method based on fast Neural Radiance Fields (NeRF) for estimating 6-DoF pose of a camera with respect to an object or scene. Given a single observed RGB image of the target, we can predict the translation and rotation of the camera by minimizing the residual between pixels rendered from a fast NeRF model and pixels in the observed image. We integrate a momentum-based camera extrinsic optimization procedure into Instant Neural Graphics Primitives, a recent exceptionally fast NeRF implementation. By introducing parallel Monte Carlo sampling into the pose estimation task, our method overcomes local minima and improves efficiency in a more extensive search space. We also show the importance of adopting a more robust pixel-based loss function to reduce error. Experiments demonstrate that our method can achieve improved generalization and robustness on both synthetic and real-world benchmarks. Yunzhi Lin, Thomas Müller 0013, Jonathan Tremblay, Bowen Wen, Stephen Tyree, Alex Evans, Patricio A. Vela, Stanley T. Birchfield |
ICRA | 2 |
| 2023 | Compact Neural Graphics Primitives with Learned Hash ProbingabstractNeural graphics primitives are faster and achieve higher quality when their neural networks are augmented by spatial data structures that hold trainable features arranged in a grid. However, existing feature grids either come with a large memory footprint (dense or factorized grids, trees, and hash tables) or slow performance (index learning and vector quantization). In this paper, we show that a hash table with learned probes has neither disadvantage, resulting in a favorable combination of size and speed. Inference is faster than unprobed hash tables at equal quality while training is only 1.2–2.6 × slower, significantly outperforming prior index learning approaches. We arrive at this formulation by casting all feature grids into a common framework: they each correspond to a lookup function that indexes into a table of feature vectors. In this framework, the lookup functions of existing data structures can be combined by simple arithmetic combinations of their indices, resulting in Pareto optimal compression and speed. Towaki Takikawa, Thomas Müller 0013, Merlin Nimier-David, Alex Evans, Sanja Fidler, Alec Jacobson, Alexander Keller 0001 |
SIGGRAPH Asia | 2 |
| 2023 | Recursive Control Variates for Inverse RenderingabstractWe present a method for reducing errors---variance and bias---in physically based differentiable rendering (PBDR). Typical applications of PBDR repeatedly render a scene as part of an optimization loop involving gradient descent. The actual change introduced by each gradient descent step is often relatively small, causing a significant degree of redundancy in this computation. We exploit this redundancy by formulating a gradient estimator that employs a recursive control variate , which leverages information from previous optimization steps. The control variate reduces variance in gradients, and, perhaps more importantly, alleviates issues that arise from differentiating loss functions with respect to noisy inputs, a common cause of drift to bad local minima or divergent optimizations. We experimentally evaluate our approach on a variety of path-traced scenes containing surfaces and volumes and observe that primal rendering efficiency improves by a factor of up to 10. Baptiste Nicolet, Fabrice Rousselle, Jan Novák, Alexander Keller 0001, Wenzel Jakob, Thomas Müller 0013 |
ACM Trans. Graph. | 6 |
| 2023 | Adaptive Shells for Efficient Neural Radiance Field RenderingabstractNeural radiance fields achieve unprecedented quality for novel view synthesis, but their volumetric formulation remains expensive, requiring a huge number of samples to render high-resolution images. Volumetric encodings are essential to represent fuzzy geometry such as foliage and hair, and they are well-suited for stochastic optimization. Yet, many scenes ultimately consist largely of solid surfaces which can be accurately rendered by a single sample per pixel. Based on this insight, we propose a neural radiance formulation that smoothly transitions between volumetric- and surface-based rendering, greatly accelerating rendering speed and even improving visual fidelity. Our method constructs an explicit mesh envelope which spatially bounds a neural volumetric representation. In solid regions, the envelope nearly converges to a surface and can often be rendered with a single sample. To this end, we generalize the NeuS [Wang et al. 2021] formulation with a learned spatially-varying kernel size which encodes the spread of the density, fitting a wide kernel to volume-like regions and a tight kernel to surface-like regions. We then extract an explicit mesh of a narrow band around the surface, with width determined by the kernel size, and fine-tune the radiance field within this band. At inference time, we cast rays against the mesh and evaluate the radiance field only within the enclosed region, greatly reducing the number of samples required. Experiments show that our approach enables efficient rendering at very high fidelity. We also demonstrate that the extracted envelope enables downstream applications such as animation and simulation. Tianchang Shen, Merlin Nimier-David, Nicholas Sharp, Jun Gao 0004, Alexander Keller 0001, Sanja Fidler, Thomas Müller 0013, Zan Gojcic |
ACM Trans. Graph. | 8 |
| 2022 | Extracting Triangular 3D Models, Materials, and Lighting From ImagesabstractWe present an efficient method for joint optimization of topology, materials and lighting from multi-view image observations. Unlike recent multi-view reconstruction approaches, which typically produce entangled 3D representations encoded in neural networks, we output triangle meshes with spatially-varying materials and environment lighting that can be deployed in any traditional graphics engine unmodified. We leverage recent work in differentiable rendering, coordinate-based networks to compactly represent volumetric texturing, alongside differentiable marching tetrahedrons to enable gradient-based optimization directly on the surface mesh. Finally, we introduce a differentiable formulation of the split sum approximation of environment lighting to efficiently recover all-frequency lighting. Experiments show our extracted models used in advanced scene editing, material decomposition, and high quality view interpolation, all running at interactive rates in triangle-based renderers (rasterizers and path tracers). Jacob Munkberg, Wenzheng Chen, Jon Hasselgren, Alex Evans, Tianchang Shen, Thomas Müller 0013, Jun Gao 0004, Sanja Fidler |
CVPR | 6 |
| 2022 | Path Guiding Using Spatio-Directional Mixture ModelsabstractAbstract We propose a learning‐based method for light‐path construction in path tracing algorithms, which iteratively optimizes and samples from what we refer to as spatio‐directional Gaussian mixture models (SDMMs). In particular, we approximate incident radiance as an online‐trained 5D mixture that is accelerated by a D‐tree. Using the same framework, we approximate BSDFs as pre‐trained D mixtures, where is the number of BSDF parameters. Such an approach addresses two major challenges in path‐guiding models. First, the 5D radiance representation naturally captures correlation between the spatial and directional dimensions. Such correlations are present in, for example parallax and caustics. Second, by using a tangent‐space parameterization of Gaussians, our spatio‐directional mixtures can perform approximate product sampling with arbitrarily oriented BSDFs. Existing models are only able to do this by either foregoing anisotropy of the mixture components or by representing the radiance field in local (normal aligned) coordinates, which both make the radiance field more difficult to learn. An additional benefit of the tangent‐space parameterization is that each individual Gaussian is mapped to the solid sphere with low distortion near its centre of mass. Our method performs especially well on scenes with small, localized luminaires that induce high spatio‐directional correlation in the incident radiance. Ana Dodik, Marios Papas, A. Cengiz Öztireli, Thomas Müller 0013 |
Comput. Graph. Forum | 4 |
| 2022 | Dynamic Diffuse Global Illumination ResamplingabstractAbstract Interactive global illumination remains a challenge in radiometrically and geometrically complex scenes. Specialized sampling strategies are effective for specular and near‐specular transport because the scattering has relatively low directional variance per scattering event. In contrast, the high variance from transport paths comprising multiple rough glossy or diffuse scattering events remains notoriously difficult to resolve with a small number of samples. We extend unidirectional path tracing to address this by combining screen‐space reservoir resampling and sparse world‐space probes, significantly improving sample efficiency for transport contributions that terminate on diffuse scattering events. Our experiments demonstrate a clear improvement—at equal time and equal quality—over purely path traced and purely probe‐based baselines. Moreover, when combined with commodity denoisers, we are able to interactively render global illumination in complex scenes. Alexander Majercik, Thomas Müller 0013, Alexander Keller 0001, Derek Nowrouzezahrai, Morgan McGuire |
Comput. Graph. Forum | 2 |
| 2022 | Instant neural graphics primitives with a multiresolution hash encodingabstractNeural graphics primitives, parameterized by fully connected neural networks, can be costly to train and evaluate. We reduce this cost with a versatile new input encoding that permits the use of a smaller network without sacrificing quality, thus significantly reducing the number of floating point and memory access operations: a small neural network is augmented by a multiresolution hash table of trainable feature vectors whose values are optimized through stochastic gradient descent. The multiresolution structure allows the network to disambiguate hash collisions, making for a simple architecture that is trivial to parallelize on modern GPUs. We leverage this parallelism by implementing the whole system using fully-fused CUDA kernels with a focus on minimizing wasted bandwidth and compute operations. We achieve a combined speedup of several orders of magnitude, enabling training of high-quality neural graphics primitives in a matter of seconds, and rendering in tens of milliseconds at a resolution of 1920×1080. Thomas Müller 0013, Alex Evans, Christoph Schied, Alexander Keller 0001 |
ACM Trans. Graph. | 1 |
| 2022 | Unbiased inverse volume rendering with differential trackersabstractVolumetric representations are popular in inverse rendering because they have a simple parameterization, are smoothly varying, and transparently handle topology changes. However, incorporating the full volumetric transport of light is costly and challenging, often leading practitioners to implement simplified models, such as purely emissive and absorbing volumes with "baked" lighting. One such challenge is the efficient estimation of the gradients of the volume's appearance with respect to its scattering and absorption parameters. We show that the straightforward approach---differentiating a volumetric free-flight sampler---can lead to biased and high-variance gradients, hindering optimization. Instead, we propose using a new sampling strategy: differential ratio tracking , which is unbiased, yields low-variance gradients, and runs in linear time. Differential ratio tracking combines ratio tracking and reservoir sampling to estimate gradients by sampling distances proportional to the unweighted transmittance rather than the usual extinction-weighted transmittance. In addition, we observe local minima when optimizing scattering parameters to reproduce dense volumes or surfaces. We show that these local minima can be overcome by bootstrapping the optimization from nonphysical emissive volumes that are easily optimized. Merlin Nimier-David, Thomas Müller 0013, Alexander Keller 0001, Wenzel Jakob |
ACM Trans. Graph. | 2 |
| 2021 | Real-time neural radiance caching for path tracingabstractWe present a real-time neural radiance caching method for path-traced global illumination. Our system is designed to handle fully dynamic scenes, and makes no assumptions about the lighting, geometry, and materials. The data-driven nature of our approach sidesteps many difficulties of caching algorithms, such as locating, interpolating, and updating cache points. Since pretraining neural networks to handle novel, dynamic scenes is a formidable generalization challenge, we do away with pretraining and instead achieve generalization via adaptation , i.e. we opt for training the radiance cache while rendering. We employ self-training to provide low-noise training targets and simulate infinite-bounce transport by merely iterating few-bounce training updates. The updates and cache queries incur a mild overhead---about 2.6ms on full HD resolution---thanks to a streaming implementation of the neural network that fully exploits modern hardware. We demonstrate significant noise reduction at the cost of little induced bias, and report state-of-the-art, real-time performance on a number of challenging scenarios. Thomas Müller 0013, Fabrice Rousselle, Jan Novák, Alexander Keller 0001 |
ACM Trans. Graph. | 1 |
| 2020 | Practical Product Sampling by Fitting and Composing WarpsabstractAbstract We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary samples in [0,1)n, where each warp approximates sampling a single factor of the product distribution. Our key insight is that individual factors are often well‐behaved and inexpensive to fit and sample in primary sample space, which leads to a practical, efficient sampling algorithm. Our sampling approach is unbiased, easy to implement, and compatible with multiple importance sampling. We show the results of applying our warps to projected solid angle sampling of spherical triangles, to sampling bilinear patch light sources, and to sampling glossy BSDFs and area light sources, with efficiency improvements of over 1.6× on real‐world scenes. David A. Hart, Matt Pharr, Thomas Müller 0013, Ward Lopes, Morgan McGuire, Peter Shirley |
Comput. Graph. Forum | 3 |
| 2020 | Neural control variatesabstractWe propose neural control variates (NCV) for unbiased variance reduction in parametric Monte Carlo integration. So far, the core challenge of applying the method of control variates has been finding a good approximation of the integrand that is cheap to integrate. We show that a set of neural networks can face that challenge: a normalizing flow that approximates the shape of the integrand and another neural network that infers the solution of the integral equation. We also propose to leverage a neural importance sampler to estimate the difference between the original integrand and the learned control variate. To optimize the resulting parametric estimator, we derive a theoretically optimal, variance-minimizing loss function, and propose an alternative, composite loss for stable online training in practice. When applied to light transport simulation, neural control variates are capable of matching the state-of-the-art performance of other unbiased approaches, while providing means to develop more performant, practical solutions. Specifically, we show that the learned light-field approximation is of sufficient quality for high-order bounces, allowing us to omit the error correction and thereby dramatically reduce the noise at the cost of negligible visible bias. Thomas Müller 0013, Fabrice Rousselle, Alexander Keller 0001, Jan Novák |
ACM Trans. Graph. | 1 |
| 2019 | Neural Importance SamplingabstractWe propose to use deep neural networks for generating samples in Monte Carlo integration. Our work is based on non-linear independent components estimation (NICE), which we extend in numerous ways to improve performance and enable its application to integration problems. First, we introduce piecewise-polynomial coupling transforms that greatly increase the modeling power of individual coupling layers. Second, we propose to preprocess the inputs of neural networks using one-blob encoding, which stimulates localization of computation and improves inference. Third, we derive a gradient-descent-based optimization for the Kullback-Leibler and the χ 2 divergence for the specific application of Monte Carlo integration with unnormalized stochastic estimates of the target distribution. Our approach enables fast and accurate inference and efficient sample generation independently of the dimensionality of the integration domain. We show its benefits on generating natural images and in two applications to light-transport simulation: first, we demonstrate learning of joint path-sampling densities in the primary sample space and importance sampling of multi-dimensional path prefixes thereof. Second, we use our technique to extract conditional directional densities driven by the product of incident illumination and the BSDF in the rendering equation, and we leverage the densities for path guiding. In all applications, our approach yields on-par or higher performance than competing techniques at equal sample count. Thomas Müller 0013, Brian McWilliams, Fabrice Rousselle, Markus Gross 0001, Jan Novák |
ACM Trans. Graph. | 1 |
| 2018 | A radiative transfer framework for non-exponential mediaabstractWe develop a new theory of volumetric light transport for media with non-exponential free-flight distributions. Recent insights from atmospheric sciences and neutron transport demonstrate that such distributions arise in the presence of correlated scatterers, which are naturally produced by processes such as cloud condensation and fractal-pattern formation. Our theory formulates a non-exponential path integral as the result of averaging stochastic classical media, and we introduce practical models to solve the resulting averaging problem efficiently. Our theory results in a generalized path integral which allows us to handle non-exponential media using the full range of Monte Carlo rendering algorithms while enriching the range of achievable appearance. We propose parametric models for controlling the statistical correlations by leveraging work on stochastic processes, and we develop a method to combine such unresolved correlations (and the resulting non-exponential free-flight behavior) with explicitly modeled macroscopic heterogeneity. This provides a powerful authoring approach where artists can freely design the shape of the attenuation profile separately from the macroscopic heterogeneous density, while our theory provides a physically consistent interpretation in terms of a path space integral. We address important considerations for graphics including reciprocity and bidirectional rendering algorithms, all in the presence of surfaces and correlated media. Benedikt Bitterli, Srinath Ravichandran, Thomas Müller 0013, Magnus Wrenninge, Jan Novák, Steve Marschner, Wojciech Jarosz |
ACM Trans. Graph. | 3 |
| 2017 | 2017 Cover Image: Mixing Bowl
Alessia Marra, Maurizio Nitti, Marios Papas, Thomas Müller 0013, Markus Gross 0001, Wojciech Jarosz, Jan Novák |
Comput. Graph. Forum | 4 |
| 2017 | Practical Path Guiding for Efficient Light-Transport SimulationabstractAbstract We present a robust, unbiased technique for intelligent light‐path construction in path‐tracing algorithms. Inspired by existing path‐guiding algorithms, our method learns an approximate representation of the scene's spatio‐directional radiance field in an unbiased and iterative manner. To that end, we propose an adaptive spatio‐directional hybrid data structure, referred to as SD‐tree, for storing and sampling incident radiance. The SD‐tree consists of an upper part—a binary tree that partitions the 3D spatial domain of the light field—and a lower part—a quadtree that partitions the 2D directional domain. We further present a principled way to automatically budget training and rendering computations to minimize the variance of the final image. Our method does not require tuning hyperparameters, although we allow limiting the memory footprint of the SD‐tree. The aforementioned properties, its ease of implementation, and its stable performance make our method compatible with production environments. We demonstrate the merits of our method on scenes with difficult visibility, detailed geometry, and complex specular‐glossy light transport, achieving better performance than previous state‐of‐the‐art algorithms. Thomas Müller 0013, Markus Gross 0001, Jan Novák |
Comput. Graph. Forum | 1 |
| 2017 | Deep scattering: rendering atmospheric clouds with radiance-predicting neural networksabstractWe present a technique for efficiently synthesizing images of atmospheric clouds using a combination of Monte Carlo integration and neural networks. The intricacies of Lorenz-Mie scattering and the high albedo of cloud-forming aerosols make rendering of clouds---e.g. the characteristic silverlining and the "whiteness" of the inner body---challenging for methods based solely on Monte Carlo integration or diffusion theory. We approach the problem differently. Instead of simulating all light transport during rendering, we pre-learn the spatial and directional distribution of radiant flux from tens of cloud exemplars. To render a new scene, we sample visible points of the cloud and, for each, extract a hierarchical 3D descriptor of the cloud geometry with respect to the shading location and the light source. The descriptor is input to a deep neural network that predicts the radiance function for each shading configuration. We make the key observation that progressively feeding the hierarchical descriptor into the network enhances the network's ability to learn faster and predict with higher accuracy while using fewer coefficients. We also employ a block design with residual connections to further improve performance. A GPU implementation of our method synthesizes images of clouds that are nearly indistinguishable from the reference solution within seconds to minutes. Our method thus represents a viable solution for applications such as cloud design and, thanks to its temporal stability, for high-quality production of animated content. Simon Kallweit, Thomas Müller 0013, Brian McWilliams, Markus Gross 0001, Jan Novák |
ACM Trans. Graph. | 2 |
| 2016 | Efficient rendering of heterogeneous polydisperse granular mediaabstractWe address the challenge of efficiently rendering massive assemblies of grains within a forward path-tracing framework. Previous approaches exist for accelerating high-order scattering for a limited, and static, set of granular materials, often requiring scene-dependent precomputation. We significantly expand the admissible regime of granular materials by considering heterogeneous and dynamic granular mixtures with spatially varying grain concentrations, pack rates, and sizes. Our method supports both procedurally generated grain assemblies and dynamic assemblies authored in off-the-shelf particle simulation tools. The key to our speedup lies in two complementary aggregate scattering approximations which we introduced to jointly accelerate construction of short and long light paths. For low-order scattering, we accelerate path construction using novel grain scattering distribution functions (GSDF) which aggregate intra-grain light transport while retaining important grain-level structure. For high-order scattering, we extend prior work on shell transport functions (STF) to support dynamic, heterogeneous mixtures of grains with varying sizes. We do this without a scene-dependent precomputation and show how this can also be used to accelerate light transport in arbitrary continuous heterogeneous media. Our multi-scale rendering automatically minimizes the usage of explicit path tracing to only the first grain along a light path, or can avoid it completely, when appropriate, by switching to our aggregate transport approximations. We demonstrate our technique on animated scenes containing heterogeneous mixtures of various types of grains that could not previously be rendered efficiently. We also compare to previous work on a simpler class of granular assemblies, reporting significant computation savings, often yielding higher accuracy results. Thomas Müller 0013, Marios Papas, Markus Gross 0001, Wojciech Jarosz, Jan Novák |
ACM Trans. Graph. | 1 |