VLDB 2026 Research / reviewers in the wild / expert
Wojciech Zielonka
dblp:84/6152
· DBLP profile ↗
7ranked-venue papers
6as first author
6since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 6 since 2021Artificial intelligence and machine learning · 4 · 4 first-author · 4 since 2021Theory of computation · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Drivable 3D Gaussian AvatarsabstractWe present Drivable 3D Gaussian Avatars (D3GA), a multi-layered 3D controllable model for human bodies that utilizes 3D Gaussian primitives embedded into tetrahedral cages. The advantage of using cages compared to commonly employed linear blend skinning (LBS) is that primitives like 3D Gaussians are naturally re-oriented and their kernels are stretched via the deformation gradients of the encapsulating tetrahedron. Additional offsets are modeled for the tetrahedron vertices, effectively decoupling the low-dimensional driving poses from the extensive set of primitives to be rendered. This separation is achieved through the localized influence of each tetrahedron on 3D Gaussians, resulting in improved optimization. Using the cage-based deformation model, we introduce a compositional pipeline that decomposes an avatar into layers, such as garments, hands, or faces, improving the modeling of phenomena like garment sliding. These parts can be conditioned on different driving signals, such as keypoints for facial expressions or joint-angle vectors for garments and the body. Our experiments on two multi-view datasets with varied body shapes, clothes, and motions show higher-quality results. They surpass PSNR and SSIM metrics of other SOTA methods using the same data while offering greater flexibility and compactness. Wojciech Zielonka, Timur M. Bagautdinov, Shunsuke Saito, Michael Zollhöfer, Justus Thies, Javier Romero 0002 |
3DV | 1 |
| 2025 | Gaussian Eigen Models for Human HeadsabstractCurrent personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D Gaussian primitives for representing the appearance combined with Gaussian splatting for rendering. Building on the success of mesh-based 3D morphable face models (3DMM), we define GEM as an ensemble of linear eigen-bases for representing the head appearance of a specific subject. In particular, we construct linear bases to represent the position, scale, rotation, and opacity of the 3D Gaussians. This allows us to efficiently generate Gaussian primitives of a specific head shape by a linear combination of the basis vectors, only requiring a low-dimensional parameter vector that contains the respective coefficients. We propose to construct these linear bases (GEM) by distilling high-quality compute-intense CNN-based Gaussian avatar models that can generate expression-dependent appearance changes like wrinkles. These high-quality models are trained on multi-view videos of a subject and are dis tilled using a series of principle component analyses.Once we have obtained the bases that represent the animatable appearance space of a specific human, we learn a regressor that takes a single RGB image as input and predicts the low-dimensional parameter vector that corresponds to the shown facial expression. We demonstrate that this regressor can be trained such that it effectively supports self- and cross-person reenactment from monocular videos without requiring prior mesh-based tracking. In a series of experiments, we compare GEM’s self-reenactment and cross-person reenactment results to state-of-the-art 3D avatar methods, demonstrating GEM’s higher visual quality and better generalization to new expressions. As our distilled linear model is highly efficient in generating novel animation states, we also show a real-time demo of GEMs driven by monocular webcam videos. The code and model will be released for research purposes. Wojciech Zielonka, Timo Bolkart, Thabo Beeler, Justus Thies |
CVPR | 1 |
| 2025 | Synthetic Prior for Few-Shot Drivable Head Avatar InversionabstractWe present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, the use of real data is strictly regulated (e.g., under the General Data Protection Regulation, which mandates frequent deletion of models and data to accommodate a situation when participant’s consent is withdrawn). Synthetic data, free from these constraints, is an appealing alternative. Third, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to SOTA monocular and GAN-based methods, SynShot significantly improves novel view and expression synthesis. Wojciech Zielonka, Stephan J. Garbin, Alexander Lattas, Georgios Kopanas, Paulo F. U. Gotardo, Thabo Beeler, Justus Thies, Timo Bolkart |
CVPR | 1 |
| 2024 | GAN-Avatar: Controllable Personalized GAN-based Human Head AvatarabstractDigital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the side and back of the head, severely limiting the usability of the avatar. This limitation in prior work stems from their requirement of face tracking, which fails for profile and back views. To address this issue, we propose to learn person-specific animatable avatars from images without assuming to have access to precise facial expression tracking. At the core of our method, we leverage a 3D-aware generative model that is trained to reproduce the distribution of facial expressions from the training data. To train this appearance model, we only assume to have a collection of 2D images with the corresponding camera parameters. For controlling the model, we learn a mapping from 3DMM facial expression parameters to the latent space of the generative model. This mapping can be learned by sampling the latent space of the appearance model and reconstructing the facial parameters from a normalized frontal view, where facial expression estimation performs well. With this scheme, we decouple 3D appearance reconstruction and animation control to achieve high fidelity in image synthesis. In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data. Berna Kabadayi, Wojciech Zielonka, Bharat Lal Bhatnagar, Gerard Pons-Moll, Justus Thies |
3DV | 2 |
| 2023 | Instant Volumetric Head AvatarsabstractWe present Instant Volumetric Head Avatars (INSTA), a novel approach for reconstructing photo-realistic digital avatars instantaneously. INSTA models a dynamic neural radiance field based on neural graphics primitives embedded around a parametric face model. Our pipeline is trained on a single monocular RGB portrait video that observes the subject under different expressions and views. While state-of-the-art methods take up to several days to train an avatar, our method can reconstruct a digital avatar in less than 10 minutes on modern GPU hardware, which is orders of magnitude faster than previous solutions. In addition, it allows for the interactive rendering of novel poses and expressions. By leveraging the geometry prior of the underlying parametric face model, we demonstrate that INSTA extrapolates to unseen poses. In quantitative and qualitative studies on various subjects, INSTA outperforms state-of-the-art methods regarding rendering quality and training time. Project website: https://zielon.github.io/insta/ Wojciech Zielonka, Timo Bolkart, Justus Thies |
CVPR | 1 |
| 2022 | Towards Metrical Reconstruction of Human Faces
Wojciech Zielonka, Timo Bolkart, Justus Thies |
ECCV (13) | 1 |
| 2007 | On Reduction Systems Equivalent to the Non-associative Lambek Calculus with the Empty StringabstractThe article concludes a series of results on cut-rule axiomatizability of the Lambek calculus. It is proved that the non-associative product-free Lambek calculus with the empty string (NL0) is not finitely axiomatizable if the only rule of inference admitted is Lambek's cut rule. The proof makes use of the (infinitely) cut-rule axiomatized calculus NC designed by the author exactly for that purpose. Wojciech Zielonka |
J. Log. Comput. | 1 |