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Diego Gomez 0003

dblp:162/0231-3 · also Diego Andre Gomez Mijangos · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2025
0009-0005-2847-8617ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021

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.

Artificial intelligence
2 papers
3D vision · 76% Representation and self-supervised learning · 19% Vision and language · 6%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 54% Rendering · 46%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d shape analysis
3d keypoint detection
0.912025
ZeroKey: Point-Level Reasoning and Zero-Shot 3D Keypoint Detection from Large Language Models · ICCV 2025
Computer vision › 3D vision › geometric deep learning
3d representation learning
0.912025
Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces · CVPR 2025
Computer vision › 3D vision › 3d shape analysis
3d shape understanding
0.912025
ZeroKey: Point-Level Reasoning and Zero-Shot 3D Keypoint Detection from Large Language Models · ICCV 2025
Computer vision › 3D vision › multimodal perception
3d-text alignment
0.912025
Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces · CVPR 2025
Machine learning › Representation and self-supervised learning › multimodal representation learning
cross-modal representation alignment
0.912025
Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces · CVPR 2025
Rendering
gaussian splatting
0.912025
MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025
Geometric modeling and processing › surface reconstruction › mesh reconstruction
mesh extraction
0.912025
MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025
Rendering
neural rendering
0.912025
MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025
Geometric modeling and processing
surface reconstruction
0.912025
MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025
Computer vision › Vision and language › vision-language model
multimodal large language model
0.312025
ZeroKey: Point-Level Reasoning and Zero-Shot 3D Keypoint Detection from Large Language Models · ICCV 2025
Geometric modeling and processing › shape representation › implicit representation
signed distance function
0.312025
MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction · ACM Trans. Graph. 2025

Methods — techniques the papers use, named apart from their topics

zero-shot learning · 0.9subspace projection · 0.9post-training alignment · 0.9point-level reasoning · 0.9differentiable rendering · 0.9delaunay triangulation · 0.9
YearPublicationVenuePosition
2025 FourieRF: Few-Shot NeRFs via Progressive Fourier Frequency Control
abstract
We present a novel approach for few-shot NeRF estimation, aimed at avoiding local artifacts and capable of efficiently reconstructing real scenes. In contrast to previous methods that rely on pre-trained modules or various data-driven priors that only work well in specific scenarios, our method is fully generic and is based on controlling the frequency of the learned signal in the Fourier domain. We observe that in NeRF learning methods, high-frequency artifacts often show up early in the optimization process, and the network struggles to correct them due to the lack of dense supervision in few-shot cases. To counter this, we introduce an explicit curriculum training procedure, which progressively adds higher frequencies throughout optimization, thus favoring global, low-frequency signals initially, and only adding details later. We represent the radiance fields using a grid-based model and introduce an efficient approach to control the frequency band of the learned signal in the Fourier domain. Therefore our method achieves faster reconstruction and better rendering quality than purely MLP-based methods. We show that our approach is general and is capable of producing high-quality results on real scenes, at a fraction of the cost of competing methods. Our method opens the door to efficient and accurate scene acquisition in the few-shot NeRF setting.
Diego Gomez 0003, Bingchen Gong, Maks Ovsjanikov
3DV1
2025 Escaping Plato's Cave: Towards the Alignment of 3D and Text Latent Spaces
abstract
Recent works have shown that, when trained at scale, unimodal 2D vision and text encoders converge to learned features that share remarkable structural properties, despite arising from different representations. However, the role of 3D encoders with respect to other modalities remains unexplored. Furthermore, existing 3D foundation models that leverage large datasets are typically trained with explicit alignment objectives with respect to frozen encoders from other representations. In this work, we investigate the possibility of a posteriori alignment of representations obtained from uni-modal 3D encoders compared to text-based feature spaces. We show that naive post-training feature alignment of uni-modal text and 3D encoders results in limited performance. We then focus on extracting subspaces of the corresponding feature spaces and discover that by projecting learned representations onto well-chosen lower-dimensional subspaces the quality of alignment becomes significantly higher, leading to improved accuracy on matching and retrieval tasks. Our analysis further sheds light on the nature of these shared subspaces, which roughly separate between semantic and geometric data representations. Overall, ours is the first work that helps to establish a baseline for post-training alignment of 3D uni-modal and text feature spaces, and helps to highlight both the shared and unique properties of 3D data compared to other representations.
Souhail Hadgi, Luca Moschella, Andrea Santilli, Diego Gomez 0003, Qixing Huang, Emanuele Rodolà, Simone Melzi, Maks Ovsjanikov
CVPR4
2025 ZeroKey: Point-Level Reasoning and Zero-Shot 3D Keypoint Detection from Large Language Models
abstract
We propose a novel zero-shot approach for keypoint detection on 3D shapes. Point-level reasoning on visual data is challenging as it requires precise localization capability, posing problems even for powerful models like DINO or CLIP. Traditional methods for 3D keypoint detection rely heavily on annotated 3D datasets and extensive supervised training, limiting their scalability and applicability to new categories or domains. In contrast, our method utilizes the rich knowledge embedded within Multi-Modal Large Language Models (MLLMs). Specifically, we demonstrate, for the first time, that pixel-level annotations used to train recent MLLMs can be exploited for both extracting and naming salient keypoints on 3D models without any ground truth labels or supervision. Experimental evaluations demonstrate that our approach achieves competitive performance on standard benchmarks compared to supervised methods, despite not requiring any 3D keypoint annotations during training. Our results highlight the potential of integrating language models for localized 3D shape understanding. This work opens new avenues for cross-modal learning and underscores the effectiveness of MLLMs in contributing to 3D computer vision challenges.
Bingchen Gong, Diego Gomez 0003, Abdullah Hamdi, Abdelrahman Eldesokey, Ahmed Abdelreheem 0002, Peter Wonka, Maks Ovsjanikov
ICCV2
2025 MILo: Mesh-In-the-Loop Gaussian Splatting for Detailed and Efficient Surface Reconstruction
abstract
While recent advances in Gaussian Splatting have enabled fast reconstruction of high-quality 3D scenes from images, extracting accurate surface meshes remains a challenge. Current approaches extract the surface through costly post-processing steps, resulting in the loss of fine geometric details or requiring significant time and leading to very dense meshes with millions of vertices. More fundamentally, the a posteriori conversion from a volumetric to a surface representation limits the ability of the final mesh to preserve all geometric structures captured during training. We present MILo, a novel Gaussian Splatting framework that bridges the gap between volumetric and surface representations by differentiably extracting a mesh from the 3D Gaussians. We design a fully differentiable procedure that constructs the mesh—including both vertex locations and connectivity—at every iteration directly from the parameters of the Gaussians, which are the only quantities optimized during training. Our method introduces three key technical contributions: (1) a bidirectional consistency framework ensuring both representations—Gaussians and the extracted mesh—capture the same underlying geometry during training; (2) an adaptive mesh extraction process performed at each training iteration, which uses Gaussians as differentiable pivots for Delaunay triangulation; (3) a novel method for computing signed distance values from the 3D Gaussians that enables precise surface extraction while avoiding geometric erosion. Our approach can reconstruct complete scenes, including backgrounds, with state-of-the-art quality while requiring an order of magnitude fewer mesh vertices than previous methods. Due to their light weight and empty interior, our meshes are well suited for downstream applications such as physics simulations and animation. The code for our approach and an online gallery are available at https://anttwo.github.io/milo/.
Antoine Guédon, Diego Gomez 0003, Nissim Maruani, Bingchen Gong, George Drettakis, Maks Ovsjanikov
ACM Trans. Graph.2
2024 RRM: Relightable Assets Using Radiance Guided Material Extraction
Diego Gomez 0003, Julien Philip, Adrien Kaiser, Élie Michel
CGI (1)1