Sergey Prokudin

dblp:205/4367 · DBLP profile ↗
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13ranked-venue papers
4as first author
11since 2021 · last 2025
0000-0001-6501-8234ORCID · corroborated

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

Artificial intelligence and machine learning · 11 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 8 since 2021
YearPublicationVenuePosition
2025 RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering
abstract
Inverse rendering aims to reconstruct the 3D geometry, material parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a splitsum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.
Deheng Zhang, Shaofei Wang 0001, Marko Mihajlovic, Sergey Prokudin, Hendrik P. A. Lensch, Siyu Tang 0001
3DV5
2025 Multi-View 3D Point Tracking
abstract
We introduce the first data-driven multi-view 3D point tracker, designed to track arbitrary points in dynamic scenes using multiple camera views. Unlike existing monocular trackers, which struggle with depth ambiguities and occlusion, or prior multi-camera methods that require over 20 cameras and tedious per-sequence optimization, our feed-forward model directly predicts 3D correspondences using a practical number of cameras (e.g., four), enabling robust and accurate online tracking. Given known camera poses and either sensor-based or estimated multi-view depth, our tracker fuses multi-view features into a unified point cloud and applies k-nearest-neighbors correlation alongside a transformer-based update to reliably estimate long-range 3D correspondences, even under occlusion. We train on 5K synthetic multi-view Kubric sequences and evaluate on two real-world benchmarks: Panoptic Studio and DexYCB, achieving median trajectory errors of 3.1 cm and 2.0 cm, respectively. Our method generalizes well to diverse camera setups of 1-8 views with varying vantage points and video lengths of 24-150 frames. By releasing our tracker alongside training and evaluation datasets, we aim to set a new standard for multi-view 3D tracking research and provide a practical tool for real-world applications. Project page available at https://ethz-vlg.github.io/mvtracker.
Frano Rajic, Haofei Xu, Marko Mihajlovic, Siyuan Li 0008, Irem Demir, Emircan Gündogdu, Lei Ke, Sergey Prokudin, Marc Pollefeys, Siyu Tang 0001
ICCV8
2025 SplatFormer: Point Transformer for Robust 3D Gaussian Splatting
abstract
3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks. The project url is https://sergeyprokudin.github.io/splatformer.
Marko Mihajlovic, Xiyi Chen, Yiming Wang 0009, Sergey Prokudin, Siyu Tang 0001
ICLR5
2025 FreSh: Frequency Shifting for Accelerated Neural Representation Learning
abstract
Implicit Neural Representations (INRs) have recently gained attention as a powerful approach for continuously representing signals such as images, videos, and 3D shapes using multilayer perceptrons (MLPs). However, MLPs are known to exhibit a low-frequency bias, limiting their ability to capture high-frequency details accurately. This limitation is typically addressed by incorporating high-frequency input embeddings or specialized activation layers. In this work, we demonstrate that these embeddings and activations are often configured with hyperparameters that perform well on average but are suboptimal for specific input signals under consideration, necessitating a costly grid search to identify optimal settings. Our key observation is that the initial frequency spectrum of an untrained model's output correlates strongly with the model's eventual performance on a given target signal. Leveraging this insight, we propose frequency shifting (or FreSh), a method that selects embedding hyperparameters to align the frequency spectrum of the model’s initial output with that of the target signal. We show that this simple initialization technique improves performance across various neural representation methods and tasks, achieving results comparable to extensive hyperparameter sweeps but with only marginal computational overhead compared to training a single model with default hyperparameters.
Adam Kania, Marko Mihajlovic, Sergey Prokudin, Jacek Tabor, Przemyslaw Spurek
ICLR3
2024 Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar Creation
abstract
Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available.
Xiyi Chen, Marko Mihajlovic, Shaofei Wang 0001, Sergey Prokudin, Siyu Tang 0001
CVPR4
2024 Degrees of Freedom Matter: Inferring Dynamics from Point Trajectories
abstract
Understanding the dynamics of generic 3D scenes is fundamentally challenging in computer vision, essential in enhancing applications related to scene reconstruction, motion tracking, and avatar creation. In this work, we address the task as the problem of inferring dense, long-range motion of 3D points. By observing a set of point trajectories, we aim to learn an implicit motion field parameterized by a neural network to predict the movement of novel points within the same domain, without relying on any data-driven or scene-specific priors. To achieve this, our approach builds upon the recently introduced dynamic point field model [48] that learns smooth deformation fields between the canonical frame and individual observation frames. However, temporal consistency between consecutive frames is neglected, and the number of required parameters increases linearly with the sequence length due to per-frame modeling. To address these shortcomings, we exploit the intrinsic regularization provided by SIREN [53], and modify the input layer to produce a spatiotemporally smooth motion field. Additionally, we analyze the motion field Jacobian matrix, and discover that the motion degrees of freedom (DOFs) in an infinitesimal area around a point and the network hidden variables have different behaviors to affect the model's representational power. This enables us to improve the model representation capability while retaining the model compactness. Furthermore, to reduce the risk of overfitting, we introduce a regularization term based on the assumption of piece-wise motion smoothness. Our experiments assess the model's performance in predicting unseen point trajectories and its application in temporal mesh alignment with guidance. The results demonstrate its superiority and effectiveness. The code and data for the project are publicly available11https://yz-cnsdqz.github.io/eigenmotion/DOMA/.
Yan Zhang 0054, Sergey Prokudin, Marko Mihajlovic, Qianli Ma 0007, Siyu Tang 0001
CVPR2
2024 SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction
Marko Mihajlovic, Sergey Prokudin, Siyu Tang 0001, Robert Maier 0001, Federica Bogo, Tony Tung, Edmond Boyer
ECCV (2)2
2024 ResFields: Residual Neural Fields for Spatiotemporal Signals
abstract
Neural fields, a category of neural networks trained to represent high-frequency signals, have gained significant attention in recent years due to their impressive performance in modeling complex 3D data, such as signed distance (SDFs) or radiance fields (NeRFs), via a single multi-layer perceptron (MLP). However, despite the power and simplicity of representing signals with an MLP, these methods still face challenges when modeling large and complex temporal signals due to the limited capacity of MLPs. In this paper, we propose an effective approach to address this limitation by incorporating temporal residual layers into neural fields, dubbed ResFields. It is a novel class of networks specifically designed to effectively represent complex temporal signals. We conduct a comprehensive analysis of the properties of ResFields and propose a matrix factorization technique to reduce the number of trainable parameters and enhance generalization capabilities. Importantly, our formulation seamlessly integrates with existing MLP-based neural fields and consistently improves results across various challenging tasks: 2D video approximation, dynamic shape modeling via temporal SDFs, and dynamic NeRF reconstruction. Lastly, we demonstrate the practical utility of ResFields by showcasing its effectiveness in capturing dynamic 3D scenes from sparse RGBD cameras of a lightweight capture system.
Marko Mihajlovic, Sergey Prokudin, Marc Pollefeys, Siyu Tang 0001
ICLR2
2023 HARP: Personalized Hand Reconstruction from a Monocular RGB Video
abstract
We present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity appearance and geometry. In contrast to the major trend of neural implicit representations, HARP models a hand with a mesh-based parametric hand model, a vertex displacement map, a normal map, and an albedo without any neural components. The explicit nature of our representation enables a truly scalable, robust, and efficient approach to hand avatar creation as validated by our experiments. HARP is optimized via gradient descent from a short sequence captured by a hand-held mobile phone and can be directly used in AR/VR applications with realtime rendering capability. To enable this, we carefully design and implement a shadow-aware differentiable rendering scheme that is robust to high degree articulations and self-shadowing regularly present in hand motions, as well as challenging lighting conditions. It also generalizes to unseen poses and novel viewpoints, producing photo-realistic renderings of hand animations. Furthermore, the learned HARP representation can be used for improving 3D hand pose estimation quality in challenging viewpoints. The key advantages of HARP are validated by the in-depth analyses on appearance reconstruction, novel view and novel pose synthesis, and 3D hand pose refinement. It is an AR/VR-ready personalized hand representation that shows superior fidelity and scalability.
Korrawe Karunratanakul, Sergey Prokudin, Otmar Hilliges, Siyu Tang 0001
CVPR2
2023 Dynamic Point Fields
abstract
Recent years have witnessed significant progress in the field of neural surface reconstruction. While extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives, such as point clouds, can significantly reduce computational complexity without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as isometric-as-possible regularization. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to also leverage semantic information, such as keypoint correspondence, to guide the deformation learning. We demonstrate how this approach can be used for creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances, such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses. The code for the project is publicly available1.
Sergey Prokudin, Qianli Ma 0007, Maxime Raafat, Julien Valentin, Siyu Tang 0001
ICCV1
2021 SMPLpix: Neural Avatars from 3D Human Models
abstract
Recent advances in deep generative models have led to an unprecedented level of realism for synthetically generated images of humans. However, one of the remaining fundamental limitations of these models is the ability to flexibly control the generative process, e.g. change the camera and human pose while retaining the subject identity. At the same time, deformable human body models like SMPL [34] and its successors provide full control over pose and shape, but rely on classic computer graphics pipelines for rendering. Such rendering pipelines require explicit mesh rasterization that (a) does not have the potential to fix artifacts or lack of realism in the original 3D geometry and (b) until recently, were not fully incorporated into deep learning frameworks. In this work, we propose to bridge the gap between classic geometry-based rendering and the latest generative networks operating in pixel space. We train a network that directly converts a sparse set of 3D mesh vertices into photorealistic images, alleviating the need for traditional rasterization mechanism. We train our model on a large corpus of human 3D models and corresponding real photos, and show the advantage over conventional differentiable renderers both in terms of the level of photorealism and rendering efficiency.
Sergey Prokudin, Michael J. Black, Javier Romero 0002
WACV1
2019 Efficient Learning on Point Clouds With Basis Point Sets
abstract
With an increased availability of 3D scanning technology, point clouds are moving into the focus of computer vision as a rich representation of everyday scenes. However, they are hard to handle for machine learning algorithms due to the unordered structure. One common approach is to apply voxelization, which dramatically increases the amount of data stored and at the same time loses details through discretization. Recently, deep learning models with hand-tailored architectures were proposed to handle point clouds directly and achieve input permutation invariance. However, these architectures use an increased number of parameters and are computationally inefficient. In this work we propose basis point sets as a highly efficient and fully general way to process point clouds with machine learning algorithms. Basis point sets are a residual representation that can be computed efficiently and can be used with standard neural network architectures. Using the proposed representation as the input to a relatively simple network allows us to match the performance of PointNet on a shape classification task while using three order of magnitudes less floating point operations. In a second experiment, we show how proposed representation can be used for obtaining high resolution meshes from noisy 3D scans. Here, our network achieves performance comparable to the state-of-the-art computationally intense multi-step frameworks, in one network pass that can be done in less than 1ms.
Sergey Prokudin, Christoph Lassner, Javier Romero 0002
ICCV1
2018 Deep Directional Statistics: Pose Estimation with Uncertainty Quantification
Sergey Prokudin, Peter V. Gehler, Sebastian Nowozin
ECCV (9)1