Demo Data from EDBT 2026 / reviewers in the wild / expert
Dejan Azinovic
dblp:197/9522
· DBLP profile ↗
3ranked-venue papers
3as first author
2since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 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.
| Computer graphics and multimedia
3 papers |
Rendering · 67% Geometric modeling and processing · 31% Computational photography and imaging · 2% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
inverse rendering |
1.0 | 2 | 2023 | High-Res Facial Appearance Capture from Polarized Smartphone Images · CVPR 2023 Inverse Path Tracing for Joint Material and Lighting Estimation · CVPR 2019 |
Geometric modeling and processing
3d reconstruction |
0.8 | 2 | 2023 | Neural RGB-D Surface Reconstruction · CVPR 2022 High-Res Facial Appearance Capture from Polarized Smartphone Images · CVPR 2023 |
Rendering › inverse rendering
analysis-by-synthesis |
0.7 | 1 | 2023 | High-Res Facial Appearance Capture from Polarized Smartphone Images · CVPR 2023 |
Rendering › appearance acquisition
facial appearance capture |
0.7 | 1 | 2023 | High-Res Facial Appearance Capture from Polarized Smartphone Images · CVPR 2023 |
Geometric modeling and processing › surface reconstruction › implicit surface reconstruction
neural implicit surface reconstruction |
0.6 | 1 | 2022 | Neural RGB-D Surface Reconstruction · CVPR 2022 |
Rendering
neural radiance fields |
0.6 | 1 | 2022 | Neural RGB-D Surface Reconstruction · CVPR 2022 |
Computer vision › 3D vision
3d scene understanding |
0.4 | 1 | 2019 | Inverse Path Tracing for Joint Material and Lighting Estimation · CVPR 2019 |
Computer vision › 3D vision
physically based rendering |
0.4 | 1 | 2019 | Inverse Path Tracing for Joint Material and Lighting Estimation · CVPR 2019 |
Rendering › inverse rendering
reflectance and illumination estimation |
0.4 | 1 | 2019 | Inverse Path Tracing for Joint Material and Lighting Estimation · CVPR 2019 |
Geometric modeling and processing › 3d reconstruction
structure from motion |
0.2 | 1 | 2023 | High-Res Facial Appearance Capture from Polarized Smartphone Images · CVPR 2023 |
Computer vision › 3D vision › 3d reconstruction
depth and surface reconstruction |
0.2 | 1 | 2022 | Neural RGB-D Surface Reconstruction · CVPR 2022 |
Methods — techniques the papers use, named apart from their topics
truncated signed distance function · 1.1neural radiance field · 1.1marching cubes · 1.1camera pose refinement · 1.1stochastic gradient descent · 0.8inverse path tracing · 0.8differentiable monte carlo rendering · 0.8polarization imaging · 0.7differentiable rendering · 0.7coarse-to-fine optimization · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | High-Res Facial Appearance Capture from Polarized Smartphone ImagesabstractWe propose a novel method for high-quality facial texture reconstruction from RGB images using a novel capturing routine based on a single smartphone which we equip with an inexpensive polarization foil. Specifically, we turn the flashlight into a polarized light source and add a polarization filter on top of the camera. Leveraging this setup, we capture the face of a subject with cross-polarized and parallel-polarized light. For each subject, we record two short sequences in a dark environment under flash illumination with different light polarization using the modified smartphone. Based on these observations, we reconstruct an explicit surface mesh of the face using structure from motion. We then exploit the camera and light colocation within a differentiable renderer to optimize the facial textures using an analysis-by-synthesis approach. Our method optimizes for high-resolution normal textures, diffuse albedo, and specular albedo using a coarse-to-fine optimization scheme. We show that the optimized textures can be used in a standard rendering pipeline to synthesize high-quality photo-realistic 3D digital humans in novel environments. Dejan Azinovic, Olivier Maury, Christophe Hery, Matthias Nießner, Justus Thies |
CVPR | 1 |
| 2022 | Neural RGB-D Surface ReconstructionabstractObtaining high-quality 3D reconstructions of room-scale scenes is of paramount importance for upcoming applications in AR or VR. These range from mixed reality applications for teleconferencing, virtual measuring, virtual room planing, to robotic applications. While current volume-based view synthesis methods that use neural radiance fields (NeRFs) show promising results in reproducing the appearance of an object or scene, they do not reconstruct an actual surface. The volumetric representation of the surface based on densities leads to artifacts when a surface is extracted using Marching Cubes, since during optimization, densities are accumulated along the ray and are not used at a single sample point in isolation. Instead of this volumetric representation of the surface, we propose to represent the surface using an implicit function (truncated signed distance function). We show how to incorporate this representation in the NeRF framework, and extend it to use depth measurements from a commodity RGB-D sensor, such as a Kinect. In addition, we propose a pose and camera re-finement technique which improves the overall reconstruction quality. In contrast to concurrent work on integrating depth priors in NeRF which concentrates on novel view synthesis, our approach is able to reconstruct high-quality, metrical 3D reconstructions. Dejan Azinovic, Ricardo Martin-Brualla, Dan B. Goldman, Matthias Nießner, Justus Thies |
CVPR | 1 |
| 2019 | Inverse Path Tracing for Joint Material and Lighting EstimationabstractModern computer vision algorithms have brought significant advancement to 3D geometry reconstruction. However, illumination and material reconstruction remain less studied, with current approaches assuming very simplified models for materials and illumination. We introduce Inverse Path Tracing, a novel approach to jointly estimate the material properties of objects and light sources in indoor scenes by using an invertible light transport simulation. We assume a coarse geometry scan, along with corresponding images and camera poses. The key contribution of this work is an accurate and simultaneous retrieval of light sources and physically based material properties (e.g., diffuse reflectance, specular reflectance, roughness, etc.) for the purpose of editing and re-rendering the scene under new conditions. To this end, we introduce a novel optimization method using a differentiable Monte Carlo renderer that computes derivatives with respect to the estimated unknown illumination and material properties. This enables joint optimization for physically correct light transport and material models using a tailored stochastic gradient descent. Dejan Azinovic, Tzu-Mao Li, Anton Kaplanyan, Matthias Nießner |
CVPR | 1 |