EDBT 2026 Demo / reviewers in the wild / expert
Dor Verbin
dblp:188/5667
· DBLP profile ↗
21ranked-venue papers
7as first author
20since 2021 · last 2025
0000-0001-8798-3270ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 18 · 6 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 5 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Generative Multiview Relighting for 3D Reconstruction under Extreme Illumination VariationabstractReconstructing the geometry and appearance of objects from photographs taken in different environments is difficult as the illumination and, therefore, the object appearance vary across captured images. This is particularly challenging for specular objects whose appearance strongly depends on the viewing direction. Some prior approaches model appearance variation across images using a per-image embedding vector, while others use physically-based rendering to recover the materials and per-image illumination. Such approaches fail at faithfully recovering view-dependent appearance given the significant variation in input illumination and tend to produce mostly diffuse results. We present an approach that reconstructs objects from images taken under different illuminations by first relighting the images under a single reference illumination with a multiview relighting diffusion model and then reconstructing the object’s geometry and appearance with a radiance field architecture that is robust to the minor remaining inconsistencies among the relit images. We validate our approach on synthetic and real datasets and demonstrate that it outperforms existing techniques at reconstructing high-fidelity appearance from images taken under extreme illumination variation. Moreover, our approach is particularly effective at recovering view-dependent "shiny" appearance which cannot be reconstructed by prior methods. Hadi Alzayer, Philipp Henzler, Jonathan T. Barron, Jia-Bin Huang 0001, Pratul P. Srinivasan, Dor Verbin |
CVPR | 6 |
| 2025 | SimVS: Simulating World Inconsistencies for Robust View SynthesisabstractNovel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.com/simvs Alex Trevithick, Roni Paiss, Philipp Henzler, Dor Verbin, Rundi Wu, Hadi Alzayer, Ruiqi Gao, Ben Poole, Jonathan T. Barron, Aleksander Holynski, Ravi Ramamoorthi, Pratul P. Srinivasan |
CVPR | 4 |
| 2025 | EVER: Exact Volumetric Ellipsoid Rendering for Real-Time View SynthesisabstractWe present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of $\sim\!30$ FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques. Alexander Mai, Peter Hedman, Georgios Kopanas, Dor Verbin, David Futschik, Qiangeng Xu, Falko Kuester, Jonathan T. Barron, Yinda Zhang 0001 |
ICCV | 4 |
| 2025 | ROGR: Relightable 3D Objects using Generative RelightingabstractWe introduce ROGR, a novel approach that reconstructs a relightable 3D model of an object captured from multiple views, driven by a generative relighting model that simulates the effects of placing the object under novel environment illuminations. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural Radiance Field (NeRF) that outputs the object's appearance under any input environmental lighting. The lighting-conditioned NeRF uses a novel dual-branch architecture to encode the general lighting effects and specularities separately. The optimized lighting-conditioned NeRF enables efficient feed-forward relighting under arbitrary environment maps without requiring per-illumination optimization or light transport simulation. We evaluate our approach on the established TensoIR and Stanford-ORB datasets, where it improves upon the state-of-the-art on most metrics, and showcase our approach on real-world object captures. Jiapeng Tang, Matthew Levine, Dor Verbin, Stephan J. Garbin, Matthias Nießner, Ricardo Martin-Brualla, Pratul P. Srinivasan, Philipp Henzler |
NeurIPS | 3 |
| 2025 | Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance FieldsabstractNeural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing. Dor Verbin, Peter Hedman, Ben Mildenhall, Todd E. Zickler, Jonathan T. Barron, Pratul P. Srinivasan |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2024 | Eclipse: Disambiguating Illumination and Materials Using Unintended ShadowsabstractDecomposing an object's appearance into representations of its materials and the surrounding illumination is difficult, even when the object's 3D shape is known before-hand. This problem is especially challenging for diffuse objects: it is ill-conditioned because diffuse materials severely blur incoming light, and it is ill-posed because diffuse materials under high-frequency lighting can be indistinguishable from shiny materials under low-frequency lighting. We show that it is possible to recover precise materials and illumination-even from diffuse objects-by exploiting un-intended shadows, like the ones cast onto an object by the photographer who moves around it. These shadows are a nuisance in most previous inverse rendering pipelines, but here we exploit them as signals that improve conditioning and help resolve material-lighting ambiguities. We present a method based on differentiable Monte Carlo ray tracing that uses images of an object to jointly recover its spatially-varying materials, the surrounding illumination environment, and the shapes of the unseen light occluders who in-advertently cast shadows upon it. Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Todd E. Zickler, Pratul P. Srinivasan |
CVPR | 1 |
| 2024 | Generative Powers of TenabstractWe present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g. ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alter-native techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content. Janne Kontkanen, Brian Curless, Steven M. Seitz, Ira Kemelmacher-Shlizerman, Ben Mildenhall, Pratul P. Srinivasan, Dor Verbin, Aleksander Holynski |
CVPR | 8 |
| 2024 | ReconFusion: 3D Reconstruction with Diffusion Priorsabstract3D reconstruction methods such as Neural Radiance Fields (NeRFs) excel at rendering photorealistic novel views of complex scenes. However, recovering a high-quality NeRF typically requires tens to hundreds of input images, resulting in a time-consuming capture process. We present ReconFusion to reconstruct real-world scenes using only a few photos. Our approach leverages a diffusion prior for novel view synthesis, trained on synthetic and multiview datasets, which regularizes a NeRF-based 3D reconstruction pipeline at novel camera poses beyond those captured by the set of input images. Our method synthesizes realistic geometry and texture in underconstrained regions while preserving the appearance of observed regions. We perform an extensive evaluation across various real-world datasets, including forward-facing and 360-degree scenes, demonstrating significant performance improvements over previous few-view NeRF reconstruction approaches. Please see our project page at reconfusion.github. io. Rundi Wu, Ben Mildenhall, Philipp Henzler, Keunhong Park, Ruiqi Gao, Daniel Watson, Pratul P. Srinivasan, Dor Verbin, Jonathan T. Barron, Ben Poole, Aleksander Holynski |
CVPR | 8 |
| 2024 | Flash Cache: Reducing Bias in Radiance Cache Based Inverse Rendering
Benjamin Attal, Dor Verbin, Ben Mildenhall, Peter Hedman, Jonathan T. Barron, Matthew O'Toole, Pratul P. Srinivasan |
ECCV (28) | 2 |
| 2024 | Nuvo: Neural UV Mapping for Unruly 3D Representations
Pratul P. Srinivasan, Stephan J. Garbin, Dor Verbin, Jonathan T. Barron, Ben Mildenhall |
ECCV (39) | 3 |
| 2024 | IllumiNeRF: 3D Relighting Without Inverse RenderingabstractExisting methods for relightable view synthesis --- using a set of images of an object under unknown lighting to recover a 3D representation that can be rendered from novel viewpoints under a target illumination --- are based on inverse rendering, and attempt to disentangle the object geometry, materials, and lighting that explain the input images. Furthermore, this typically involves optimization through differentiable Monte Carlo rendering, which is brittle and computationally-expensive. In this work, we propose a simpler approach: we first relight each input image using an image diffusion model conditioned on target environment lighting and estimated object geometry. We then reconstruct a Neural Radiance Field (NeRF) with these relit images, from which we render novel views under the target lighting. We demonstrate that this strategy is surprisingly competitive and achieves state-of-the-art results on multiple relighting benchmarks. Please see our project page at [illuminerf.github.io](illuminerf.github.io). Pratul P. Srinivasan, Dor Verbin, Keunhong Park, Ricardo Martin-Brualla, Philipp Henzler |
NeurIPS | 3 |
| 2024 | NeRF-Casting: Improved View-Dependent Appearance with Consistent Reflections
Dor Verbin, Pratul P. Srinivasan, Peter Hedman, Ben Mildenhall, Benjamin Attal, Richard Szeliski, Jonathan T. Barron |
SIGGRAPH Asia | 1 |
| 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. | 4 |
| 2023 | Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance FieldsabstractNeural Radiance Field training can be accelerated through the use of grid-based representations in NeRF’s learned mapping from spatial coordinates to colors and volumetric density. However, these grid-based approaches lack an explicit understanding of scale and therefore often introduce aliasing, usually in the form of jaggies or missing scene content. Anti-aliasing has previously been addressed by mip-NeRF 360, which reasons about sub-volumes along a cone rather than points along a ray, but this approach is not natively compatible with current grid-based techniques. We show how ideas from rendering and signal processing can be used to construct a technique that combines mip-NeRF 360 and grid-based models such as Instant NGP to yield error rates that are 8% – 77% lower than either prior technique, and that trains 24× faster than mip-NeRF 360. Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, Peter Hedman |
ICCV | 3 |
| 2023 | Neural Microfacet Fields for Inverse RenderingabstractWe present Neural Microfacet Fields, a method for recovering materials, geometry, and environment illumination from images of a scene. Our method uses a microfacet reflectance model within a volumetric setting by treating each sample along the ray as a (potentially non-opaque) surface. Using surface-based Monte Carlo rendering in a volumetric setting enables our method to perform inverse rendering efficiently by combining decades of research in surface-based light transport with recent advances in volume rendering for view synthesis. Our approach outperforms prior work in inverse rendering, capturing high fidelity geometry and high frequency illumination details; its novel view synthesis results are on par with state-of-the-art methods that do not recover illumination or materials. Alexander Mai, Dor Verbin, Falko Kuester, Sara Fridovich-Keil |
ICCV | 2 |
| 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. | 3 |
| 2022 | Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance FieldsabstractThough neural radiance fields (NeRF) have demon-strated impressive view synthesis results on objects and small bounded regions of space, they struggle on “un-bounded” scenes, where the camera may point in any di-rection and content may exist at any distance. In this set-ting, existing NeRF-like models often produce blurry or low-resolution renderings (due to the unbalanced detail and scale of nearby and distant objects), are slow to train, and may exhibit artifacts due to the inherent ambiguity of the task of reconstructing a large scene from a small set of images. We present an extension of mip-NeRF (a NeRF variant that addresses sampling and aliasing) that uses a non-linear scene parameterization, online distillation, and a novel distortion-based regularizer to overcome the chal-lenges presented by unbounded scenes. Our model, which we dub “mip-NeRF 360” as we target scenes in which the camera rotates 360 degrees around a point, reduces mean-squared error by 57% compared to mip-NeRF, and is able to produce realistic synthesized views and detailed depth maps for highly intricate, unbounded real-world scenes. Jonathan T. Barron, Ben Mildenhall, Dor Verbin, Pratul P. Srinivasan, Peter Hedman |
CVPR | 3 |
| 2022 | Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance FieldsabstractNeural Radiance Fields (NeRF) is a popular view synthesis technique that represents a scene as a continuous volumetric function, parameterized by multilayer perceptrons that provide the volume density and view-dependent emitted radiance at each location. While NeRF-based techniques excel at representing fine geometric structures with smoothly varying view-dependent appearance, they often fail to accurately capture and reproduce the appearance of glossy surfaces. We address this limitation by introducing Ref-NeRF, which replaces NeRF's parameterization of view-dependent outgoing radiance with a representation of reflected radiance and structures this function using a collection of spatially-varying scene properties. We show that together with a regularizer on normal vectors, our model significantly improves the realism and accuracy of specular reflections. Furthermore, we show that our model's internal representation of outgoing radiance is interpretable and useful for scene editing. Dor Verbin, Peter Hedman, Ben Mildenhall, Todd E. Zickler, Jonathan T. Barron, Pratul P. Srinivasan |
CVPR | 1 |
| 2021 | Field of Junctions: Extracting Boundary Structure at Low SNRabstractWe introduce a bottom-up model for simultaneously finding many boundary elements in an image, including contours, corners and junctions. The model explains boundary shape in each small patch using a ‘generalized M-junction’ comprising M angles and a freely-moving vertex. Images are analyzed using non-convex optimization to cooperatively find M + 2 junction values at every location, with spatial consistency being enforced by a novel regularizer that reduces curvature while preserving corners and junctions. The resulting ‘field of junctions’ is simultaneously a contour detector, corner/junction detector, and boundary-aware smoothing of regional appearance. Notably, its unified analysis of contours, corners, junctions and uniform regions allows it to succeed at high noise levels, where other methods for segmentation and boundary detection fail. Dor Verbin, Todd E. Zickler |
ICCV | 1 |
| 2021 | Unique Geometry and Texture From Corresponding Image PatchesabstractWe present a sufficient condition for recovering unique texture and viewpoints from unknown orthographic projections of a flat texture process. We show that four observations are sufficient in general, and we characterize the ambiguous cases. The results are applicable to shape from texture and texture-based structure from motion. Dor Verbin, Steven J. Gortler, Todd E. Zickler |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2020 | Toward a Universal Model for Shape From TextureabstractWe consider the shape from texture problem, where the input is a single image of a curved, textured surface, and the texture and shape are both a priori unknown. We formulate this task as a three-player game between a shape process, a texture process, and a discriminator. The discriminator adapts a set of non-linear filters to try to distinguish image patches created by the texture process from those created by the shape process, while the shape and texture processes try to create image patches that are indistinguishable from those of the other. An equilibrium of this game yields two things: an estimate of the 2.5D surface from the shape process, and a stochastic texture synthesis model from the texture process. Experiments show that this approach is robust to common non-idealities such as shading, gloss, and clutter. We also find that it succeeds for a wide variety of texture types, including both periodic textures and those composed of isolated textons, which have previously required distinct and specialized processing. Dor Verbin, Todd E. Zickler |
CVPR | 1 |