EDBT 2026 Demo / reviewers in the wild / expert
Carl S. Marshall
dblp:128/9480
· DBLP profile ↗
13ranked-venue papers
0as first author
11since 2021 · last 2025
0009-0001-7288-5341ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 11 since 2021Artificial intelligence and machine learning · 5 · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance FieldsabstractWe present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time. Zhengqin Li, Dilin Wang, Ka Chen, Zhaoyang Lv, Thu Nguyen-Phuoc, Milim Lee, Jia-Bin Huang 0001, Lei Xiao 0014, Yufeng Zhu, Carl S. Marshall, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001 |
CVPR | 10 |
| 2025 | PowerGS: Display-Rendering Power Co-Optimization for Neural Rendering in Power-Constrained XR Systemsabstract3D Gaussian Splatting (3DGS) combines classic image-based rendering, point-based graphics, and modern differentiable techniques, and offers an interesting alternative to traditional physically-based rendering. 3DGS-family models are far from efficient for power-constrained Extended Reality (XR) devices, which need to operate at a Watt-level. This paper introduces PowerGS, the first framework to jointly minimize the rendering and display power in 3DGS under a quality constraint. We present a general problem formulation and show that solving the problem amounts to 1) identifying the iso-quality curve(s) in the landscape subtended by the display and rendering power and 2) identifying the power-minimal point on a given curve, which has a closed-form solution given a proper parameterization of the curves. PowerGS also readily supports foveated rendering for further power savings. Extensive experiments and user studies show that PowerGS achieves up to 86% total power reduction compared to state-of-the-art 3DGS models, with minimal loss in both subjective and objective quality. Code is available at https://github.com/horizon-research/PowerGS. Weikai Lin, Sushant Kondguli, Carl S. Marshall, Yuhao Zhu 0001 |
SIGGRAPH Asia | 3 |
| 2025 | Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of DetailabstractAbstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering. Nicholas Milef, Dario Seyb, Todd Keeler, Thu Nguyen-Phuoc, Aljaz Bozic, Sushant Kondguli, Carl S. Marshall |
Comput. Graph. Forum | 7 |
| 2025 | Modeling and Exploiting the Time Course of Chromatic Adaptation for Display Power Optimizations in Virtual RealityabstractWe introduce a gaze-tracking-free method to reduce OLED display power consumption in VR with minimal perceptual impact. This technique exploits the time course of chromatic adaptation, the human visual system's ability to maintain stable color perception under changing illumination. To that end, we propose a novel psychophysical paradigm that models how human adaptation state changes with the scene illuminant. We exploit this model to compute an optimal illuminant shift trajectory, controlling the rate and extent of illumination change, to reduce display power under a given perceptual loss budget. Our technique significantly improves the perceptual quality over prior work that applies illumination shifts instantaneously. Our technique can also be combined with prior work on luminance dimming to reduce display power by 31% with no statistical loss of perceptual quality. Ethan Chen, Sushant Kondguli, Carl S. Marshall, Yuhao Zhu 0001 |
ACM Trans. Graph. | 3 |
| 2024 | NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsabstractA Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines. Project page: mfischer-ucl.github.io/nerf_analogies. Michael Fischer 0011, Zhengqin Li, Thu Nguyen-Phuoc, Aljaz Bozic, Zhao Dong 0001, Carl S. Marshall, Tobias Ritschel 0001 |
CVPR | 6 |
| 2024 | TextureDreamer: Image-Guided Texture Synthesis through Geometry-Aware DiffusionabstractWe present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and ac-curately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbi-trary objects with only a few casually captured images, po-tentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, se-mantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art. Project page: https://texturedreamer.github.io Yu-Ying Yeh, Jia-Bin Huang 0001, Changil Kim 0001, Lei Xiao 0014, Thu Nguyen-Phuoc, Numair Khan, Manmohan Krishna Chandraker, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li |
CVPR | 9 |
| 2024 | Estimating Uncertainty in Appearance Acquisition
Zhiqian Zhou, Zhao Dong 0001, Carl S. Marshall |
EGSR (ST) | 4 |
| 2023 | Neural-PBIR Reconstruction of Shape, Material, and IlluminationabstractReconstructing the shape and spatially varying surface appearances of a physical-world object as well as its surrounding illumination based on 2D images (e.g., photographs) of the object has been a long-standing problem in computer vision and graphics. In this paper, we introduce an accurate and highly efficient object reconstruction pipeline combining neural based object reconstruction and physics-based inverse rendering (PBIR). Our pipeline firstly leverages a neural SDF based shape reconstruction to produce high-quality but potentially imperfect object shape. Then, we introduce a neural material and lighting distillation stage to achieve high-quality predictions for material and illumination. In the last stage, initialized by the neural predictions, we perform PBIR to refine the initial results and obtain the final high-quality reconstruction of object shape, material, and illumination. Experimental results demonstrate our pipeline significantly outperforms existing methods quality-wise and performance-wise. Code: https://neural-pbir.github.io/ Cheng Sun 0004, Guangyan Cai, Zhengqin Li, Kai Yan 0006, Carl S. Marshall, Jia-Bin Huang 0001, Zhao Dong 0001 |
ICCV | 6 |
| 2023 | Efficient Graphics Representation with Differentiable IndirectionabstractWe introduce differentiable indirection – a novel learned primitive that employs differentiable multi-scale lookup tables as an effective substitute for traditional compute and data operations across the graphics pipeline. We demonstrate its flexibility on a number of graphics tasks, i.e., geometric and image representation, texture mapping, shading, and radiance field representation. In all cases, differentiable indirection seamlessly integrates into existing architectures, trains rapidly, and yields both versatile and efficient results. Sayantan Datta, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li, Derek Nowrouzezahrai |
SIGGRAPH Asia | 2 |
| 2022 | Future Frame Synthesis for Fast Monte Carlo Rendering
Carl S. Marshall, Deepak S. Vembar, Feng Liu 0015 |
Graphics Interface | 2 |
| 2021 | Fast Monte Carlo Rendering via Multi-Resolution Sampling
Qiqi Hou, Carl S. Marshall, Selvakumar Panneer, Feng Liu 0015 |
Graphics Interface | 3 |
| 2020 | 15 Years Later: A Historic Look Back at "Quake 3: Ray Traced"abstractReal-time ray tracing has been a goal and a challenge in the graphics field for many decades.With recent advances in the hardware and software domains, this is becoming a reality today.In this work, we describe how we got to this point by taking a look back at one of the first fully ray traced games: "Quake 3: Ray Traced".We provide insight into the development steps of the project with unreleased internal details and images.From a historical perspective, we look at the challenges pioneering in this area in the year 2004 and highlight the learnings in implementing the system, many of which are relevant today.We start by going from a blank screen to the full ray traced gaming experience with dynamic animations, lighting, rendered special effects and a simplistic implementation of the gameplay with basic AI enemies.We describe the challenges encountered with aliasing and the methods used to alleviate it.Lastly, we describe for the first time the unofficial continuation of the project, code named "Quake 3: Team Arena Ray Traced", and provide an overview of the changes over the past 15 years that made it possible to generate fully ray-traced interactive gaming experiences with mass market hardware and an open software stack. Daniel Pohl, Selvakumar Panneer, Deepak S. Vembar, Carl S. Marshall |
FedCSIS | 4 |
| 2017 | Detecting Good Surface for Improvisatory Visual ProjectionabstractA projector is usually coupled with a dedicated projection surface to properly display visual information. This prevents the application of projection in places where a dedicated projection surface is not readily available. This paper presents a method for automatically detecting a good surface in a daily living and working space to support improvisatory projection without a pre-installed projection surface. Our method uses a projector-camera system that scans an environment and evaluates the quality of the environment surface for visual projection in two steps. Our method first excludes non-planar or highly-textured surface through epipolar geometry analysis and texture analysis. For a surface that passes the first test, our method further evaluates its quality for visual projection by quickly projecting the sampled projection content onto the surface and measuring the quality of the projected visual content. Our experiment shows that our method can reliably identify a good surface in a daily environment for high-quality visual projection. Hoang Le, Thong Doan, Carl S. Marshall, Selvakumar Panneer, Feng Liu 0015 |
ISM | 3 |