Rohit Pandey

dblp:13/7026 · also Rohit K. Pandey, Rohit Kumar Pandey · DBLP profile ↗
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21ranked-venue papers
4as first author
9since 2021 · last 2026
—ORCID · conflict

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Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 9 since 2021Artificial intelligence and machine learning · 10 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering
abstract
Mixed Reality (MR) headsets promise a future of immersive telepresence where virtual humans blend indistinguishably into their real or virtual surroundings. Achieving this vision requires a method capable of capturing a user's motion, estimating their appearance under novel lighting, and understanding the surrounding environment - all from the constrained viewpoint of a head-mounted display (HMD). Existing approaches treat these as isolated problems: they either focus on driving avatars with baked-in lighting or rely on complex studio setups for relighting. In this paper, we present EgoRelight , a holistic framework for egocentric telepresence that simultaneously captures full-body human performance, synthesizes photorealistic and relightable appearance, and estimates high dynamic range (HDR) environment maps from a single HMD. First, to ensure accurate motion and surface reconstruction, we propose an egocentric perception module that leverages stereo down-facing cameras to extract dense depth maps, which serve as robust geometric control signals to drive a mesh-based avatar. Second, we introduce a novel neural appearance model that learns to synthesize view-dependent specular and view-independent diffuse shading separately. By employing a specialized ray-sampling strategy, our model generalizes to unseen illumination without relying on restrictive analytical BRDF priors. Third, we enable seamless avatar integration into the physical world via a test-time inverse rendering process, which recovers an HDR environment map by matching the pre-trained avatar's appearance to the live egocentric camera observations. We demonstrate the efficiency of our system through a social telepresence application, where remote users are coherently relit according to their local physical environment. Extensive experiments show that our individual components and the integrated system significantly outperform the best combinations of state-of-the-art baselines in both geometric accuracy and rendering as well as relighting fidelity. Further details can be found on our project page 1 .
Jianchun Chen, Yinda Zhang 0001, Rohit Pandey, Thabo Beeler, Marc Habermann, Christian Theobalt
ACM Trans. Graph.3
2024 Efficient 3D Implicit Head Avatar With Mesh-Anchored Hash Table Blendshapes
abstract
3D head avatars built with neural implicit volumetric representations have achieved unprecedented levels of pho-torealism. However, the computational cost of these methods remains a significant barrier to their widespread adoption, particularly in real-time applications such as virtual reality and teleconferencing. While attempts have been made to develop fast neural rendering approaches for static scenes, these methods cannot be simply employed to support realistic facial expressions, such as in the case of a dynamic facial performance. To address these challenges, we propose a novel fast 3D neural implicit head avatar model that achieves real-time rendering while maintaining fine-grained controllability and high rendering quality. Our key idea lies in the introduction of local hash table blendshapes, which are learned and attached to the vertices of an underlying face parametric model. These per-vertex hash-tables are linearly merged with weights predicted via a CNN, re-sulting in expression dependent embeddings. Our novel representation enables efficient density and color predictions using a lightweight MLP, which is further accelerated by a hierarchical nearest neighbor search method. Extensive experiments show that our approach runs in real-time while achieving comparable rendering quality to state-of-the-arts and decent results on challenging expressions.
Ziqian Bai, Feitong Tan, Sean Ryan Fanello, Rohit Pandey, Mingsong Dou, Shichen Liu, Ping Tan 0002, Yinda Zhang 0001
CVPR4
2024 LOC3DIFF: Local Diffusion for 3D Human Head Synthesis and Editing
Yushi Lan, Feitong Tan, Qiangeng Xu, Di Qiu, Kyle Genova, Zeng Huang, Sean Ryan Fanello, Rohit Pandey, Thomas A. Funkhouser, Chen Change Loy, Yinda Zhang 0001
ECCV (65)8
2024 MVDD: Multi-view Depth Diffusion Models
Zhen Wang 0058, Qiangeng Xu, Feitong Tan, Menglei Chai, Shichen Liu, Rohit Pandey, Sean Ryan Fanello, Achuta Kadambi, Yinda Zhang 0001
ECCV (13)6
2024 EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars
Jianchun Chen, Jian Wang 0042, Yinda Zhang 0001, Rohit Pandey, Thabo Beeler, Marc Habermann, Christian Theobalt
SIGGRAPH Asia4
2023 Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
abstract
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
Ziqian Bai, Feitong Tan, Zeng Huang, Kripasindhu Sarkar, Danhang Tang, Di Qiu, Abhimitra Meka, Ruofei Du, Mingsong Dou, Sergio Orts, Rohit Pandey, Ping Tan 0002, Thabo Beeler, Sean Ryan Fanello, Yinda Zhang 0001
CVPR11
2023 Controllable Light Diffusion for Portraits
abstract
We introduce light diffusion, a novel method to improve lighting in portraits, softening harsh shadows and specular highlights while preserving overall scene illumi-nation. Inspired by professional photographers' diffusers and scrims, our method softens lighting given only a single portrait photo. Previous portrait relighting approaches focus on changing the entire lighting environment, removing shadows (ignoring strong specular highlights), or removing shading entirely. In contrast, we propose a learning based method that allows us to control the amount of light diffusion and apply it on in-the-wild portraits. Additionally, we design a method to synthetically generate plausible external shadows with sub-surface scattering effects while conforming to the shape of the subject's face. Finally, we show how our approach can increase the robustness of higher level vision applications, such as albedo estimation, geometry estimation and semantic segmentation.
David Futschik, Kelvin Ritland, James Vecore, Sean Ryan Fanello, Sergio Orts, Brian Curless, Daniel Sýkora, Rohit Pandey
CVPR8
2021 HumanGPS: Geodesic PreServing Feature for Dense Human Correspondences
abstract
In this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.1
Feitong Tan, Danhang Tang, Mingsong Dou, Rohit Pandey, Cem Keskin, Ruofei Du, Deqing Sun, Sofien Bouaziz, Sean Ryan Fanello, Ping Tan 0002, Yinda Zhang 0001
CVPR5
2021 Total relighting: learning to relight portraits for background replacement
abstract
We propose a novel system for portrait relighting and background replacement, which maintains high-frequency boundary details and accurately synthesizes the subject's appearance as lit by novel illumination, thereby producing realistic composite images for any desired scene. Our technique includes foreground estimation via alpha matting, relighting, and compositing. We demonstrate that each of these stages can be tackled in a sequential pipeline without the use of priors (e.g. known background or known illumination) and with no specialized acquisition techniques, using only a single RGB portrait image and a novel, target HDR lighting environment as inputs. We train our model using relit portraits of subjects captured in a light stage computational illumination system, which records multiple lighting conditions, high quality geometry, and accurate alpha mattes. To perform realistic relighting for compositing, we introduce a novel per-pixel lighting representation in a deep learning framework, which explicitly models the diffuse and the specular components of appearance, producing relit portraits with convincingly rendered non-Lambertian effects like specular highlights. Multiple experiments and comparisons show the effectiveness of the proposed approach when applied to in-the-wild images.
Rohit Pandey, Sergio Orts, Chloe LeGendre, Christian Häne, Sofien Bouaziz, Christoph Rhemann, Paul E. Debevec, Sean Ryan Fanello
ACM Trans. Graph.1
2020 GeLaTO: Generative Latent Textured Objects
Ricardo Martin-Brualla, Rohit Pandey, Sofien Bouaziz, Matthew Brown 0001, Dan B. Goldman
ECCV (6)2
2020 State of the Art on Neural Rendering
abstract
Abstract Efficient rendering of photo‐realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo‐realistic images from hand‐crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo‐realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state‐of‐the‐art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photorealistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. Specifically, our emphasis is on the type of control, i.e., how the control is provided, which parts of the pipeline are learned, explicit vs. implicit control, generalization, and stochastic vs. deterministic synthesis. The second half of this state‐of‐the‐art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free‐viewpoint video, and the creation of photo‐realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
Ayush Tewari, Ohad Fried, Justus Thies, Vincent Sitzmann, Stephen Lombardi, Kalyan Sunkavalli, Ricardo Martin-Brualla, Tomas Simon, Jason M. Saragih, Matthias Nießner, Rohit Pandey, Sean Ryan Fanello, Gordon Wetzstein, Jun-Yan Zhu, Christian Theobalt, Maneesh Agrawala, Eli Shechtman, Dan B. Goldman, Michael Zollhöfer
Comput. Graph. Forum11
2020 Deep relightable textures: volumetric performance capture with neural rendering
abstract
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions.
Abhimitra Meka, Rohit Pandey, Christian Häne, Sergio Orts, Peter Barnum, Philip L. Davidson, Daniel Erickson, Yinda Zhang 0001, Jonathan Taylor 0001, Sofien Bouaziz, Chloe LeGendre, Wan-Chun Ma, Ryan S. Overbeck, Thabo Beeler, Paul E. Debevec, Shahram Izadi, Christian Theobalt, Christoph Rhemann, Sean Ryan Fanello
ACM Trans. Graph.2
2020 Portrait shadow manipulation
abstract
Casually-taken portrait photographs often suffer from unflattering lighting and shadowing because of suboptimal conditions in the environment. Aesthetic qualities such as the position and softness of shadows and the lighting ratio between the bright and dark parts of the face are frequently determined by the constraints of the environment rather than by the photographer. Professionals address this issue by adding light shaping tools such as scrims, bounce cards, and flashes. In this paper, we present a computational approach that gives casual photographers some of this control, thereby allowing poorly-lit portraits to be relit post-capture in a realistic and easily-controllable way. Our approach relies on a pair of neural networks---one to remove foreign shadows cast by external objects, and another to soften facial shadows cast by the features of the subject and to add a synthetic fill light to improve the lighting ratio. To train our first network we construct a dataset of real-world portraits wherein synthetic foreign shadows are rendered onto the face, and we show that our network learns to remove those unwanted shadows. To train our second network we use a dataset of Light Stage scans of human subjects to construct input/output pairs of input images harshly lit by a small light source, and variably softened and fill-lit output images of each face. We propose a way to explicitly encode facial symmetry and show that our dataset and training procedure enable the model to generalize to images taken in the wild. Together, these networks enable the realistic and aesthetically pleasing enhancement of shadows and lights in real-world portrait images. 1
Xuaner Cecilia Zhang, Jonathan T. Barron, Yun-Ta Tsai, Rohit Pandey, Xiuming Zhang, Ren Ng, David E. Jacobs
ACM Trans. Graph.4
2019 Real Time Object Detection on Aerial Imagery
Raghav Sharma, Rohit Pandey, Aditya Nigam
CAIP (1)2
2019 Neural Rerendering in the Wild
abstract
We explore total scene capture --- recording, modeling, and rerendering a scene under varying appearance such as season and time of day. Starting from Internet photos of a tourist landmark, we apply traditional 3D reconstruction to register the photos and approximate the scene as a point cloud. For each photo, we render the scene points into a deep framebuffer, and train a deep neural network to learn the mapping of these initial renderings to the actual photos. This rerendering network also takes as input a latent appearance vector and a semantic mask indicating the location of transient objects like pedestrians. The model is evaluated on several datasets of publicly available images spanning a broad range of illumination conditions. We create short videos that demonstrate realistic manipulation of the image viewpoint, appearance, and semantic labels. We also compare results to prior work on scene reconstruction from Internet photos.
Moustafa Meshry, Dan B. Goldman, Sameh Khamis, Hugues Hoppe, Rohit Pandey, Noah Snavely, Ricardo Martin-Brualla
CVPR5
2019 Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning
abstract
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen “calibration” images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
Rohit Pandey, Anastasia Tkach, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Ricardo Martin-Brualla, Andrea Tagliasacchi, George Papandreou, Philip Davidson, Cem Keskin, Shahram Izadi, Sean Ryan Fanello
CVPR1
2019 The relightables: volumetric performance capture of humans with realistic relighting
abstract
We present "The Relightables", a volumetric capture system for photorealistic and high quality relightable full-body performance capture. While significant progress has been made on volumetric capture systems, focusing on 3D geometric reconstruction with high resolution textures, much less work has been done to recover photometric properties needed for relighting. Results from such systems lack high-frequency details and the subject's shading is prebaked into the texture. In contrast, a large body of work has addressed relightable acquisition for image-based approaches, which photograph the subject under a set of basis lighting conditions and recombine the images to show the subject as they would appear in a target lighting environment. However, to date, these approaches have not been adapted for use in the context of a high-resolution volumetric capture system. Our method combines this ability to realistically relight humans for arbitrary environments, with the benefits of free-viewpoint volumetric capture and new levels of geometric accuracy for dynamic performances. Our subjects are recorded inside a custom geodesic sphere outfitted with 331 custom color LED lights, an array of high-resolution cameras, and a set of custom high-resolution depth sensors. Our system innovates in multiple areas: First, we designed a novel active depth sensor to capture 12.4 MP depth maps, which we describe in detail. Second, we show how to design a hybrid geometric and machine learning reconstruction pipeline to process the high resolution input and output a volumetric video. Third, we generate temporally consistent reflectance maps for dynamic performers by leveraging the information contained in two alternating color gradient illumination images acquired at 60Hz. Multiple experiments, comparisons, and applications show that The Relightables significantly improves upon the level of realism in placing volumetrically captured human performances into arbitrary CG scenes.
Peter Lincoln, Philip Davidson, Jay Busch, Xueming Yu, Matt Whalen, Geoff Harvey, Sergio Orts, Rohit Pandey, Jason Dourgarian, Danhang Tang, Anastasia Tkach, Adarsh Kowdle, Emily Cooper, Mingsong Dou, Sean Ryan Fanello, Graham Fyffe, Christoph Rhemann, Jonathan Taylor 0001, Paul E. Debevec, Shahram Izadi
ACM Trans. Graph.9
2019 Deep reflectance fields: high-quality facial reflectance field inference from color gradient illumination
abstract
We present a novel technique to relight images of human faces by learning a model of facial reflectance from a database of 4D reflectance field data of several subjects in a variety of expressions and viewpoints. Using our learned model, a face can be relit in arbitrary illumination environments using only two original images recorded under spherical color gradient illumination. The output of our deep network indicates that the color gradient images contain the information needed to estimate the full 4D reflectance field, including specular reflections and high frequency details. While capturing spherical color gradient illumination still requires a special lighting setup, reduction to just two illumination conditions allows the technique to be applied to dynamic facial performance capture. We show side-by-side comparisons which demonstrate that the proposed system outperforms the state-of-the-art techniques in both realism and speed.
Abhimitra Meka, Christian Häne, Rohit Pandey, Michael Zollhöfer, Sean Ryan Fanello, Graham Fyffe, Adarsh Kowdle, Xueming Yu, Jay Busch, Jason Dourgarian, Peter Denny, Sofien Bouaziz, Peter Lincoln, Matt Whalen, Geoff Harvey, Jonathan Taylor 0001, Shahram Izadi, Andrea Tagliasacchi, Paul E. Debevec, Christian Theobalt, Julien P. C. Valentin, Christoph Rhemann
ACM Trans. Graph.3
2018 Efficient 6-DoF Tracking of Handheld Objects from an Egocentric Viewpoint
Rohit Pandey, Pavel Pidlypenskyi, Shuoran Yang, Christine Kaeser-Chen
ECCV (2)1
2018 LookinGood: enhancing performance capture with real-time neural re-rendering
abstract
Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering , and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360° capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects.
Ricardo Martin-Brualla, Rohit Pandey, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Julien P. C. Valentin, Sameh Khamis, Philip Davidson, Anastasia Tkach, Peter Lincoln, Adarsh Kowdle, Christoph Rhemann, Dan B. Goldman, Cem Keskin, Steven M. Seitz, Shahram Izadi, Sean Ryan Fanello
ACM Trans. Graph.2
2014 Cascaded sparse color-localized matching for logo retrieval
abstract
In this paper we present a framework for logo retrieval in natural images. Color-localized spatial masks are used as an alternative to computationally expensive spatial verification techniques like RANSAC. First, keypoints are detected using traditional techniques such as the SIFT detector. Local masks are defined around each keypoint that take its scale and orientation information into account. To exploit inherent color information presented in brand logos, ordered color histograms are extracted from masked regions. A separate vocabulary is constructed for both SIFT descriptors (visual word) and color histograms (color word). For faster matching during runtime, a two-stage cascaded index is designed, which maps the visual word and color word tuple to a list of relevant images. This list is finally re-ranked with BoW cosine similarity to generate relevant matches for the input query. To demonstrate the efficacy of our method, we conduct experiments on two popular logo datasets: Flickr27 and Flickr32. Our experimental results illustrate State-of-the-art retrieval performance on these datasets with potential for added speed and a lower memory footprint as indicated by the low response ratio.
Rohit Pandey, Wei Di, Vignesh Jagadeesh, Robinson Piramuthu, Anurag Bhardwaj
ICIP1