Demo Data from EDBT 2026 / reviewers in the wild / expert
Jan Bednarík
dblp:217/2213
· DBLP profile ↗
7ranked-venue papers
5as first author
4since 2021 · last 2025
0000-0002-4018-4954ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 3 since 2021Artificial intelligence and machine learning · 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.
| Artificial intelligence
3 papers |
3D vision · 100% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d reconstruction
surface reconstruction |
1.4 | 2 | 2025 | Temporally-Consistent Surface Reconstruction Using Metrically-Consistent Atlases · IEEE Trans. Pattern Anal. Mach. Intell. 2025 Temporally-Coherent Surface Reconstruction via Metric-Consistent Atlases · ICCV 2021 |
Computer vision › 3D vision › 3d reconstruction › dynamic 3d reconstruction
temporally coherent reconstruction |
0.5 | 1 | 2021 | Temporally-Coherent Surface Reconstruction via Metric-Consistent Atlases · ICCV 2021 |
Geometric modeling and processing
shape correspondence |
0.5 | 1 | 2021 | Temporally-Coherent Surface Reconstruction via Metric-Consistent Atlases · ICCV 2021 |
Computer vision › 3D vision
3d shape reconstruction |
0.4 | 1 | 2020 | Shape Reconstruction by Learning Differentiable Surface Representations · CVPR 2020 |
Computer vision › 3D vision › 3d generation
point cloud generation |
0.1 | 1 | 2020 | Shape Reconstruction by Learning Differentiable Surface Representations · CVPR 2020 |
Methods — techniques the papers use, named apart from their topics
neural network · 1.9isometric embedding · 1.0metric tensor optimization · 0.9surface normal estimation · 0.4differentiable rendering · 0.4deep network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Temporally-Consistent Surface Reconstruction Using Metrically-Consistent AtlasesabstractWe propose a method for unsupervised reconstruction of a temporally-consistent sequence of surfaces from a sequence of time-evolving point clouds. It yields dense and semantically meaningful correspondences between frames. We represent the reconstructed surfaces as atlases computed by a neural network, which enables us to establish correspondences between frames. The key to making these correspondences semantically meaningful is to guarantee that the metric tensors computed at corresponding points are as similar as possible. We have devised an optimization strategy that makes our method robust to noise and global motions, without a priori correspondences or pre-alignment steps. As a result, our approach outperforms state-of-the-art ones on several challenging datasets. Jan Bednarík, Noam Aigerman, Vladimir G. Kim, Siddhartha Chaudhuri, Shaifali Parashar, Mathieu Salzmann, Pascal Fua |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2024 | MACS: Mass Conditioned 3D Hand and Object Motion SynthesisabstractThe physical properties of an object, such as mass, significantly affect how we manipulate it with our hands. Surprisingly, this aspect has so far been neglected in prior work on 3D motion synthesis. To improve the naturalness of the synthesized 3D hand-object motions, this work proposes MACS–the first MAss Conditioned 3D hand and object motion Synthesis approach. Our approach is based on cascaded diffusion models and generates interactions that plausibly adjust based on the object’s mass and interaction type. MACS also accepts a manually drawn 3D object trajectory as input and synthesizes the natural 3D hand motions conditioned by the object’s mass. This flexibility enables MACS to be used for various downstream applications, such as generating synthetic training data for ML tasks, fast animation of hands for graphics workflows, and generating character interactions for computer games. We show experimentally that a small-scale dataset is sufficient for MACS to reasonably generalize across interpolated and extrapolated object masses unseen during the training. Furthermore, MACS shows moderate generalization to unseen objects, thanks to the mass-conditioned contact labels generated by our surface contact synthesis model ConNet. Our comprehensive user study confirms that the synthesized 3D hand-object interactions are highly plausible and realistic. Soshi Shimada, Franziska Mueller 0001, Jan Bednarík, Bardia Doosti, Bernd Bickel, Danhang Tang, Vladislav Golyanik, Jonathan Taylor 0001, Christian Theobalt, Thabo Beeler |
3DV | 3 |
| 2024 | Learning to Stabilize FacesabstractAbstract Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need tostabilizethem to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor‐intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning‐based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state‐of‐the‐art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Jan Bednarík, Erroll Wood, Vasileios Choutas, Timo Bolkart, Daoye Wang, Chenglei Wu, Thabo Beeler |
Comput. Graph. Forum | 1 |
| 2021 | Temporally-Coherent Surface Reconstruction via Metric-Consistent AtlasesabstractWe propose a method for the unsupervised reconstruction of a temporally-coherent sequence of surfaces from a sequence of time-evolving point clouds, yielding dense, semantically meaningful correspondences between all keyframes. We represent the reconstructed surface as an atlas, using a neural network. Using canonical correspondences defined via the atlas, we encourage the reconstruction to be as isometric as possible across frames, leading to semantically-meaningful reconstruction. Through experiments and comparisons, we empirically show that our method achieves results that exceed that state of the art in the accuracy of unsupervised correspondences and accuracy of surface reconstruction. Jan Bednarík, Vladimir G. Kim, Siddhartha Chaudhuri, Shaifali Parashar, Mathieu Salzmann, Pascal Fua, Noam Aigerman |
ICCV | 1 |
| 2020 | Better Patch Stitching for Parametric Surface ReconstructionabstractRecently, parametric mappings have emerged as highly effective surface representations, yielding low reconstruction error. In particular, the latest works represent the target shape as an atlas of multiple mappings, which can closely encode object parts. Atlas representations, however, suffer from one major drawback: The individual mappings are not guaranteed to be consistent, which results in holes in the reconstructed shape or in jagged surface areas.We introduce an approach that explicitly encourages global consistency of the local mappings. To this end, we introduce two novel loss terms. The first term exploits the surface normals and requires that they remain locally consistent when estimated within and across the individual mappings. The second term further encourages better spatial configuration of the mappings by minimizing novel stitching error. We show on standard benchmarks that the use of normal consistency requirement outperforms the baselines quantitatively while enforcing better stitching leads to much better visual quality of the reconstructed objects as compared to the state-of-the-art. Zhantao Deng, Jan Bednarík, Mathieu Salzmann, Pascal Fua |
3DV | 2 |
| 2020 | Shape Reconstruction by Learning Differentiable Surface RepresentationsabstractGenerative models that produce point clouds have emerged as a powerful tool to represent 3D surfaces, and the best current ones rely on learning an ensemble of parametric representations. Unfortunately, they offer no control over the deformations of the surface patches that form the ensemble and thus fail to prevent them from either overlapping or collapsing into single points or lines. As a consequence, computing shape properties such as surface normals and curvatures becomes difficult and unreliable. In this paper, we show that we can exploit the inherent differentiability of deep networks to leverage differential surface properties during training so as to prevent patch collapse and strongly reduce patch overlap. Furthermore, this lets us reliably compute quantities such as surface normals and curvatures. We will demonstrate on several tasks that this yields more accurate surface reconstructions than the state-of-the-art methods in terms of normals estimation and amount of collapsed and overlapped patches. Jan Bednarík, Shaifali Parashar, Erhan Gundogdu, Mathieu Salzmann, Pascal Fua |
CVPR | 1 |
| 2018 | Learning to Reconstruct Texture-Less Deformable Surfaces from a Single ViewabstractRecent years have seen the development of mature solutions for reconstructing deformable surfaces from a single image, provided that they are relatively well-textured. By contrast, recovering the 3D shape of texture-less surfaces remains an open problem, and essentially relates to Shape-from-Shading. In this paper, we introduce a data-driven approach to this problem. We introduce a general framework that can predict diverse 3D representations, such as meshes, normals, and depth maps. Our experiments show that meshes are ill-suited to handle texture-less 3D reconstruction in our context. Furthermore, we demonstrate that our approach generalizes well to unseen objects, and that it yields higher-quality reconstructions than a state-of-the-art SfS technique, particularly in terms of normal estimates. Our reconstructions accurately model the fine details of the surfaces, such as the creases of a T-Shirt worn by a person. Jan Bednarík, Pascal Fua, Mathieu Salzmann |
3DV | 1 |