VLDB 2026 Research / reviewers in the wild / expert
Christian Reiser
dblp:93/4242
· DBLP profile ↗
8ranked-venue papers
3as first author
6since 2021 · last 2025
0009-0002-1050-3958ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Security and privacy · 1
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
6 papers |
Rendering · 89% Geometric modeling and processing · 9% Virtual and augmented reality · 2% | |
| Artificial intelligence
2 papers |
3D vision · 74% Efficient and distributed learning · 26% |
Topics — the 9 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
neural radiance fields |
2.4 | 4 | 2025 | Baking Neural Radiance Fields for Real-Time View Synthesis · IEEE Trans. Pattern Anal. Mach. Intell. 2025 SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration · ACM Trans. Graph. 2024 KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs · ICCV 2021 |
Rendering
real-time rendering |
1.6 | 3 | 2025 | Baking Neural Radiance Fields for Real-Time View Synthesis · IEEE Trans. Pattern Anal. Mach. Intell. 2025 KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs · ICCV 2021 MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes · ACM Trans. Graph. 2023 |
Rendering
novel view synthesis |
1.4 | 2 | 2024 | Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View Synthesis · ACM Trans. Graph. 2024 MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes · ACM Trans. Graph. 2023 |
Rendering
neural rendering |
1.4 | 2 | 2025 | Baking Neural Radiance Fields for Real-Time View Synthesis · IEEE Trans. Pattern Anal. Mach. Intell. 2025 KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs · ICCV 2021 |
Computer vision › 3D vision › 3d scene modeling
scene representation |
0.9 | 1 | 2025 | Baking Neural Radiance Fields for Real-Time View Synthesis · IEEE Trans. Pattern Anal. Mach. Intell. 2025 |
Rendering › novel view synthesis
real-time view synthesis |
0.9 | 1 | 2025 | Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes · CVPR 2025 |
Rendering › neural rendering
radiance field |
0.7 | 1 | 2023 | MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes · ACM Trans. Graph. 2023 |
Machine learning › Efficient and distributed learning
model compression |
0.1 | 1 | 2021 | KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs · ICCV 2021 |
Machine learning › Efficient and distributed learning › distillation
teacher-student distillation |
0.1 | 1 | 2021 | KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs · ICCV 2021 |
Methods — techniques the papers use, named apart from their topics
sparse voxel grid · 1.7neural radiance field · 1.7feature vector learning · 1.7rasterization · 0.9alpha blending · 0.9ray marching · 0.8knowledge distillation · 0.8hierarchical partitioning · 0.8binary entropy minimization · 0.8anti-aliased ray casting · 0.8teacher-student distillation · 0.5multi-layer perceptron · 0.5divide-and-conquer · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Volumetric Surfaces: Representing Fuzzy Geometries with Layered MeshesabstractHigh-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones. Stefano Esposito, Anpei Chen, Christian Reiser, Samuel Rota Bulò, Lorenzo Porzi, Katja Schwarz, Christian Richardt, Michael Zollhöfer, Peter Kontschieder, Andreas Geiger 0001 |
CVPR | 3 |
| 2025 | Baking Neural Radiance Fields for Real-Time View SynthesisabstractNeural volumetric representations such as Neural Radiance Fields (NeRF) have emerged as a compelling technique for learning to represent 3D scenes from images with the goal of rendering photorealistic images of the scene from unobserved viewpoints. However, NeRF's computational requirements are prohibitive for real-time applications: rendering views from a trained NeRF requires querying a multilayer perceptron (MLP) hundreds of times per ray. We present a method to train a NeRF, then precompute and store (i.e., "bake") it as a novel representation called a Sparse Neural Radiance Grid (SNeRG) that enables real-time rendering on commodity hardware. To achieve this, we introduce 1) a reformulation of NeRF's architecture and 2) a sparse voxel grid representation with learned feature vectors. The resulting scene representation retains NeRF's ability to render fine geometric details and view-dependent appearance, is compact (averaging less than 90 MB per scene), and can be rendered in real-time (higher than 30 frames per second on a laptop GPU). Actual screen captures are shown in our video. Peter Hedman, Pratul P. Srinivasan, Ben Mildenhall, Christian Reiser, Jonathan T. Barron, Paul E. Debevec |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2024 | SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene ExplorationabstractRecent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. We introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m 2 at a volumetric resolution of 3.5 mm 3 . Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our method enables full six degrees of freedom navigation in a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io. Daniel Duckworth, Peter Hedman, Christian Reiser, Peter Zhizhin, Jean-François Thibert, Mario Lucic, Richard Szeliski, Jonathan T. Barron |
ACM Trans. Graph. | 3 |
| 2024 | Binary Opacity Grids: Capturing Fine Geometric Detail for Mesh-Based View SynthesisabstractWhile surface-based view synthesis algorithms are appealing due to their low computational requirements, they often struggle to reproduce thin structures. In contrast, more expensive methods that model the scene's geometry as a volumetric density field (e.g. NeRF) excel at reconstructing fine geometric detail. However, density fields often represent geometry in a "fuzzy" manner, which hinders exact localization of the surface. In this work, we modify density fields to encourage them to converge towards surfaces, without compromising their ability to reconstruct thin structures. First, we employ a discrete opacity grid representation instead of a continuous density field, which allows opacity values to discontinuously transition from zero to one at the surface. Second, we anti-alias by casting multiple rays per pixel, which allows occlusion boundaries and subpixel structures to be modelled without using semi-transparent voxels. Third, we minimize the binary entropy of the opacity values, which facilitates the extraction of surface geometry by encouraging opacity values to binarize towards the end of training. Lastly, we develop a fusion-based meshing strategy followed by mesh simplification and appearance model fitting. The compact meshes produced by our model can be rendered in real-time on mobile devices and achieve significantly higher view synthesis quality compared to existing mesh-based approaches. Our interactive webdemo is available at https://binary-opacity-grid.github.io. Christian Reiser, Stephan J. Garbin, Pratul P. Srinivasan, Dor Verbin, Richard Szeliski, Ben Mildenhall, Jonathan T. Barron, Peter Hedman, Andreas Geiger 0001 |
ACM Trans. Graph. | 1 |
| 2023 | MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded ScenesabstractNeural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel contraction function that maps scene coordinates into a bounded volume while still allowing for efficient ray-box intersection. We design a lossless procedure for baking the parameterization used during training into a model that achieves real-time rendering while still preserving the photorealistic view synthesis quality of a volumetric radiance field. Christian Reiser, Richard Szeliski, Dor Verbin, Pratul P. Srinivasan, Ben Mildenhall, Andreas Geiger 0001, Jonathan T. Barron, Peter Hedman |
ACM Trans. Graph. | 1 |
| 2021 | KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPsabstractNeRF synthesizes novel views of a scene with unprecedented quality by fitting a neural radiance field to RGB images. However, NeRF requires querying a deep Multi-Layer Perceptron (MLP) millions of times, leading to slow rendering times, even on modern GPUs. In this paper, we demonstrate that real-time rendering is possible by utilizing thousands of tiny MLPs instead of one single large MLP. In our setting, each individual MLP only needs to represent parts of the scene, thus smaller and faster-to-evaluate MLPs can be used. By combining this divide-and-conquer strategy with further optimizations, rendering is accelerated by three orders of magnitude compared to the original NeRF model without incurring high storage costs. Further, using teacher-student distillation for training, we show that this speed-up can be achieved without sacrificing visual quality. Christian Reiser, Songyou Peng, Yiyi Liao, Andreas Geiger 0001 |
ICCV | 1 |
| 2020 | Learning Implicit Surface Light FieldsabstractImplicit representations of 3D objects have recently achieved impressive results on learning-based 3D reconstruction tasks. While existing works use simple texture models to represent object appearance, photo-realistic image synthesis requires reasoning about the complex interplay of light, geometry and surface properties. In this work, we propose a novel implicit representation for capturing the visual appearance of an object in terms of its surface light field. In contrast to existing representations, our implicit model represents surface light fields in a continuous fashion and independent of the geometry. Moreover, we condition the surface light field with respect to the location and color of a small light source. Compared to traditional surface light field models, this allows us to manipulate the light source and relight the object using environment maps. We further demonstrate the capabilities of our model to predict the visual appearance of an unseen object from a single real RGB image and corresponding 3D shape information. As evidenced by our experiments, our model is able to infer rich visual appearance including shadows and specular reflections. Finally, we show that the proposed representation can be embedded into a variational auto-encoder for generating novel appearances that conform to the specified illumination conditions. Michael Oechsle, Michael Niemeyer, Christian Reiser, Lars M. Mescheder, Thilo Strauss, Andreas Geiger 0001 |
3DV | 3 |
| 1998 | The austrian draft digital signatures act
Viktor Mayer-Schönberger, Michael Pilz, Christian Reiser, Gabriele Schmölzer |
Comput. Law Secur. Rev. | 3 |