EDBT 2026 Demo / reviewers in the wild / expert
Stephan J. Garbin
dblp:192/2068 · also Stephan Joachim Garbin
· DBLP profile ↗
17ranked-venue papers
4as first author
12since 2021 · last 2026
0009-0000-5005-8110ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 11 since 2021Artificial intelligence and machine learning · 10 · 2 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LegacyAvatars: Volumetric Face Avatars for Traditional Graphics PipelinesabstractWe introduce a novel representation for efficient classical rendering of photorealistic 3D face avatars. Leveraging recent advances in radiance fields anchored to parametric face models, our approach achieves controllable volumetric rendering of complex facial features, including hair, skin, and eyes. At enrollment time, we learn a set of radiance manifolds in 3D space to extract an explicit layered mesh, along with appearance and warp textures. During deployment, this allows us to control and animate the face through simple linear blending and alpha compositing of textures over a static mesh. This explicit representation also enables the generated avatar to be efficiently streamed online and then rendered using classical mesh and shader-based rendering on legacy graphics platforms, eliminating the need for any custom engineering or integration. https://syntec-research.github.io/LegacyAvatars/ Safa C. Medin, Gengyan Li 0001, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang 0001, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka |
3DV | 7 |
| 2026 | Radiance Caching for Differentiable Path TracingabstractDifferentiable path tracing offers a principled route to recovering physical material and lighting parameters, but the combination of high variance and poor numerical conditioning often makes it too brittle to use in practice. This is especially the case when lighting is altogether unknown, or when the scene contains complex light transport effects. Prior work recently showed that the variance reduction provided by a radiance cache can alleviate these challenges. We revisit the combination of inverse rendering and radiance caching with a twist, by introducing a spatial blending field that locally interpolates between the cache and standard unbiased estimators. Recursive application of this idea yields a rich design space of evaluation strategies and inter-estimator consistency losses; we map this space and identify effective components. A surprising property of the resulting algorithm is that it can accurately recover material parameters even when the lighting is not uniquely identifiable from the observations. Our experiments demonstrate significant improvements in speed and robustness over prior work, making a strong case for including radiance caching as a standard component of future physically based inverse rendering systems. Delio Vicini, Sebastian Winberg, Stephan J. Garbin, Wenzel Jakob |
ACM Trans. Graph. | 4 |
| 2025 | Synthetic Prior for Few-Shot Drivable Head Avatar InversionabstractWe present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, the use of real data is strictly regulated (e.g., under the General Data Protection Regulation, which mandates frequent deletion of models and data to accommodate a situation when participant’s consent is withdrawn). Synthetic data, free from these constraints, is an appealing alternative. Third, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to SOTA monocular and GAN-based methods, SynShot significantly improves novel view and expression synthesis. Wojciech Zielonka, Stephan J. Garbin, Alexander Lattas, Georgios Kopanas, Paulo F. U. Gotardo, Thabo Beeler, Justus Thies, Timo Bolkart |
CVPR | 2 |
| 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 | 4 |
| 2025 | Practical Inverse Rendering of Textured and Translucent AppearanceabstractInverse rendering has emerged as a standard tool to reconstruct the parameters of appearance models from images (e.g., textured BSDFs). In this work, we present several novel contributions motivated by the practical challenges of recovering high-resolution surface appearance textures, including spatially-varying subsurface scattering parameters. First, we propose Laplacian mipmapping , which combines differentiable mipmapping and a Laplacian pyramid representation into an effective preconditioner. This seemingly simple technique significantly improves the quality of recovered surface textures on a set of challenging inverse rendering problems. Our method automatically adapts to the render and texture resolutions, only incurs moderate computational cost and achieves better quality than prior work while using fewer hyperparameters. Second, we introduce a specialized gradient computation algorithm for textured, path-traced subsurface scattering, which facilitates faithful reconstruction of translucent materials. By using path tracing, we enable the recovery of complex appearance while avoiding the approximations of the previously used diffusion dipole methods. Third, we demonstrate the application of both these techniques to reconstructing the textured appearance of human faces from sparse captures. Our method recovers high-quality relightable appearance parameters that are compatible with current production renderers. Philippe Weier, Jérémy Riviere, Ruslan Guseinov, Stephan J. Garbin, Philipp Slusallek, Bernd Bickel, Thabo Beeler, Delio Vicini |
ACM Trans. Graph. | 4 |
| 2024 | Nuvo: Neural UV Mapping for Unruly 3D Representations
Pratul P. Srinivasan, Stephan J. Garbin, Dor Verbin, Jonathan T. Barron, Ben Mildenhall |
ECCV (39) | 2 |
| 2024 | Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot CapturesabstractVolumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality. Marcel C. Bühler, Gengyan Li 0001, Erroll Wood, Leonhard Helminger, Xu Chen 0025, Tanmay Shah, Daoye Wang, Stephan J. Garbin, Sergio Orts, Otmar Hilliges, Dmitry Lagun, Jérémy Riviere, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka, Kripasindhu Sarkar |
SIGGRAPH Asia | 8 |
| 2024 | VolTeMorph: Real-time, Controllable and Generalizable Animation of Volumetric RepresentationsabstractAbstract The recent increase in popularity of volumetric representations for scene reconstruction and novel view synthesis has put renewed focus on animating volumetric content at high visual quality and in real‐time. While implicit deformation methods based on learned functions can produce impressive results, they are ‘black boxes’ to artists and content creators, they require large amounts of training data to generalize meaningfully, and they do not produce realistic extrapolations outside of this data. In this work, we solve these issues by introducing a volume deformation method which is real‐time even for complex deformations, easy to edit with off‐the‐shelf software and can extrapolate convincingly. To demonstrate the versatility of our method, we apply it in two scenarios: physics‐based object deformation and telepresence where avatars are controlled using blendshapes. We also perform thorough experiments showing that our method compares favourably to both volumetric approaches combined with implicit deformation and methods based on mesh deformation. Stephan J. Garbin, Marek Kowalski, Virginia Estellers, Stanislaw Szymanowicz, Shideh Rezaeifar, Jingjing Shen, Matthew Johnson 0003, Julien Valentin |
Comput. Graph. Forum | 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. | 2 |
| 2023 | BlendFields: Few-Shot Example-Driven Facial ModelingabstractGenerating faithful visualizations of human faces requires capturing both coarse and fine-level details of the face geometry and appearance. Existing methods are either data-driven, requiring an extensive corpus of data not publicly accessible to the research community, or fail to capture fine details because they rely on geometric face models that cannot represent fine-grained details in texture with a mesh discretization and linear deformation designed to model only a coarse face geometry. We introduce a method that bridges this gap by drawing inspiration from traditional computer graphics techniques. Unseen expressions are modeled by blending appearance from a sparse set of extreme poses. This blending is performed by measuring local volumetric changes in those expressions and locally reproducing their appearance whenever a similar expression is performed at test time. We show that our method generalizes to unseen expressions, adding fine-grained effects on top of smooth volumetric deformations of a face, and demonstrate how it generalizes beyond faces. Kacper Kania, Stephan J. Garbin, Andrea Tagliasacchi, Virginia Estellers, Kwang Moo Yi, Julien Valentin, Tomasz Trzcinski, Marek Kowalski |
CVPR | 2 |
| 2022 | 3D Face Reconstruction with Dense Landmarks
Erroll Wood, Tadas Baltrusaitis, Charlie Hewitt, Matthew Johnson 0003, Jingjing Shen, Nikola Milosavljevic, Daniel Wilde, Stephan J. Garbin, Toby Sharp, Ivan Stojiljkovic, Thomas J. Cashman 0001, Julien P. C. Valentin |
ECCV (13) | 8 |
| 2021 | FastNeRF: High-Fidelity Neural Rendering at 200FPSabstractRecent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factorization that allows for (i) compactly caching a deep radiance map at each position in space, (ii) efficiently querying that map using ray directions to estimate the pixel values in the rendered image. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF algorithm and at least an order of magnitude faster than existing work on accelerating NeRF, while maintaining visual quality and extensibility. Stephan J. Garbin, Marek Kowalski, Matthew Johnson 0003, Jamie Shotton, Julien P. C. Valentin |
ICCV | 1 |
| 2020 | High Resolution Zero-Shot Domain Adaptation of Synthetically Rendered Face Images
Stephan J. Garbin, Marek Kowalski, Matthew Johnson 0003, Jamie Shotton |
ECCV (28) | 1 |
| 2020 | CONFIG: Controllable Neural Face Image Generation
Marek Kowalski, Stephan J. Garbin, Virginia Estellers, Tadas Baltrusaitis, Matthew Johnson 0003, Jamie Shotton |
ECCV (11) | 2 |
| 2020 | Dataset for Eye Tracking on a Virtual Reality PlatformabstractWe present a large scale data set of eye-images captured using a virtual-reality (VR) head mounted display mounted with two synchronized eye-facing cameras at a frame rate of 200 Hz under controlled illumination. This dataset is compiled from video capture of the eye-region collected from 152 individual participants and is divided into four subsets: (i) 12,759 images with pixel-level annotations for key eye-regions: iris, pupil and sclera (ii) 252,690 unlabeled eye-images, (iii) 91,200 frames from randomly selected video sequences of 1.5 seconds in duration, and (iv) 143 pairs of left and right point cloud data compiled from corneal topography of eye regions collected from a subset, 143 out of 152, participants in the study. A baseline experiment has been evaluated on the dataset for the task of semantic segmentation of pupil, iris, sclera and background, with the mean intersection-over-union (mIoU) of 98.3 %. We anticipate that this dataset will create opportunities to researchers in the eye tracking community and the broader machine learning and computer vision community to advance the state of eye-tracking for VR applications, which in its turn will have greater implications in Human-Computer Interaction. Stephan J. Garbin, Oleg V. Komogortsev, Robert Cavin, Gregory Hughes, Yiru Shen, Immo Schuetz, Sachin S. Talathi |
ETRA | 1 |
| 2017 | Harmonic Networks: Deep Translation and Rotation EquivarianceabstractTranslating or rotating an input image should not affect the results of many computer vision tasks. Convolutional neural networks (CNNs) are already translation equivariant: input image translations produce proportionate feature map translations. This is not the case for rotations. Global rotation equivariance is typically sought through data augmentation, but patch-wise equivariance is more difficult. We present Harmonic Networks or H-Nets, a CNN exhibiting equivariance to patch-wise translation and 360-rotation. We achieve this by replacing regular CNN filters with circular harmonics, returning a maximal response and orientation for every receptive field patch. H-Nets use a rich, parameter-efficient and fixed computational complexity representation, and we show that deep feature maps within the network encode complicated rotational invariants. We demonstrate that our layers are general enough to be used in conjunction with the latest architectures and techniques, such as deep supervision and batch normalization. We also achieve state-of-the-art classification on rotated-MNIST, and competitive results on other benchmark challenges. Daniel E. Worrall, Stephan J. Garbin, Daniyar Turmukhambetov, Gabriel J. Brostow |
CVPR | 2 |
| 2017 | Interpretable Transformations with Encoder-Decoder NetworksabstractDeep feature spaces have the capacity to encode complex transformations of their input data. However, understanding the relative feature-space relationship between two transformed encoded images is difficult. For instance, what is the relative feature space relationship between two rotated images? What is decoded when we interpolate in feature space? Ideally, we want to disentangle confounding factors, such as pose, appearance, and illumination, from object identity. Disentangling these is difficult because they interact in very nonlinear ways. We propose a simple method to construct a deep feature space, with explicitly disentangled representations of several known transformations. A person or algorithm can then manipulate the disentangled representation, for example, to re-render an image with explicit control over parameterized degrees of freedom. The feature space is constructed using a transforming encoder-decoder network with a custom feature transform layer, acting on the hidden representations. We demonstrate the advantages of explicit disentangling on a variety of datasets and transformations, and as an aid for traditional tasks, such as classification. Daniel E. Worrall, Stephan J. Garbin, Daniyar Turmukhambetov, Gabriel J. Brostow |
ICCV | 2 |