EDBT 2026 Demo / reviewers in the wild / expert
Julien Philip
dblp:218/8599
· DBLP profile ↗
21ranked-venue papers
5as first author
17since 2021 · last 2026
0000-0003-3125-1614ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 5 first-author · 17 since 2021Artificial intelligence and machine learning · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Lighting-Consistent Object Transfer Across Radiance Fields
Nicolás Violante, Georgios Kopanas, Linus Franke, Julien Philip, George Drettakis |
Comput. Graph. Forum | 4 |
| 2026 | BodyReLux: Temporally Consistent Full-Body Video RelightingabstractBeing able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appears to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances. Mingming He, Xueming Yu, David M. George, Ahmet Levent Tasel, Paul E. Debevec, Julien Philip |
ACM Trans. Graph. | 7 |
| 2025 | Lux Post Facto: Learning Portrait Performance Relighting with Conditional Video Diffusion and a Hybrid DatasetabstractVideo portrait relighting remains challenging because the results need to be both photorealistic and temporally stable. This typically requires a strong model design that can capture complex facial reflections as well as intensive training on a high-quality paired video dataset, such as dynamic one-light-at-a-time (OLAT). In this work, we introduce Lux Post Facto, a novel portrait video relighting method that produces both photorealistic and temporally consistent lighting effects. From the model side, we design a new conditional video diffusion model built upon state-of-the-art pre-trained video diffusion model, alongside a new lighting injection mechanism to enable precise control. This way we leverage strong spatial and temporal generative capability to generate plausible solutions to the ill-posed relighting problem. Our technique uses a hybrid dataset consisting of static expression OLAT data and in-the-wild portrait performance videos to jointly learn relighting and temporal modeling. This avoids the need to acquire paired video data in different lighting conditions. Our extensive experiments show that our model produces state-of-the-art results both in terms of photorealism and temporal consistency. Video results can be found on our project page. Yiqun Mei, Mingming He, Julien Philip, Wenqi Xian, David M. George, Xueming Yu, Gabriel Dedic, Ahmet Levent Tasel, Ning Yu 0006, Vishal M. Patel, Paul E. Debevec |
CVPR | 4 |
| 2025 | Virtually Being: Customizing Camera-Controllable Video Diffusion Models with Volumetric Performance CapturesabstractWe introduce a framework that enables both multi-view character consistency and 3D camera control in video diffusion models through a novel customization data pipeline. We train the character consistency component with recorded volumetric capture performances re-rendered with diverse camera trajectories via 4D Gaussian Splatting (4DGS), lighting variability obtained with a video relighting model. We fine-tune state-of-the-art open-source video diffusion models on this data to provide strong multi-view identity preservation, precise camera control, and lighting adaptability. Our framework also supports core capabilities for virtual production, including multi-subject generation using two approaches: joint training and noise blending, the latter enabling efficient composition of independently customized models at inference time; it also achieves scene and real-life video customization as well as control over motion and spatial layout during customization. Extensive experiments show improved video quality, higher personalization accuracy, and enhanced camera control and lighting adaptability, advancing the integration of video generation into virtual production. Yuancheng Xu, Wenqi Xian, Julien Philip, Ahmet Levent Tasel, Ryan D. Burgert, Mingming He, Oliver Hermann, Oliver Pilarski, Rahul Garg 0008, Paul E. Debevec, Ning Yu 0006 |
SIGGRAPH Asia | 4 |
| 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric CaptureabstractWe present a unique system for large-scale, multi-performer, high resolution 4D volumetric capture providing realistic free-viewpoint video up to and including 4K resolution facial closeups. To achieve this, we employ a novel volumetric capture, reconstruction and rendering pipeline based on Dynamic Gaussian Splatting and Diffusion-based Detail Enhancement. We design our pipeline specifically to meet the demands of high-end media production. We employ two capture rigs: the Scene Rig , which captures multi-actor performances at a resolution which falls short of 4K production quality, and the Face Rig , which records high-fidelity single-actor facial detail to serve as a reference for detail enhancement. We first reconstruct dynamic performances from the Scene Rig using 4D Gaussian Splatting, incorporating new model designs and training strategies to improve reconstruction, dynamic range, and rendering quality. Then to render high-quality images for facial closeups, we introduce a diffusion-based detail enhancement model. This model is fine-tuned with high-fidelity data from the same actors recorded in the Face Rig. We train on paired data generated from low- and high-quality Gaussian Splatting (GS) models, using the low-quality input to match the quality of the Scene Rig , with the high-quality GS as ground truth. Our results demonstrate the effectiveness of this pipeline in bridging the gap between the scalable performance capture of a large-scale rig and the high-resolution standards required for film and media production. Julien Philip, Pascal Clausen, Wenqi Xian, Ahmet Levent Tasel, Mingming He, Xueming Yu, David M. George, Ning Yu 0006, Oliver Pilarski, Paul E. Debevec |
ACM Trans. Graph. | 1 |
| 2024 | RRM: Relightable Assets Using Radiance Guided Material Extraction
Diego Gomez 0003, Julien Philip, Adrien Kaiser, Élie Michel |
CGI (1) | 2 |
| 2024 | LightIt: Illumination Modeling and Control for Diffusion ModelsabstractWe introduce LightIt, a method for explicit illumination control for image generation. Recent generative methods lack lighting control, which is crucial to numerous artis-tic aspects of image generation such as setting the overall mood or cinematic appearance. To overcome these limi-tations, we propose to condition the generation on shading and normal maps. We model the lighting with single bounce shading, which includes cast shadows. We first train a shading estimation module to generate a dataset of real-world images and shading pairs. Then, we train a control network using the estimated shading and normals as input. Our method demonstrates high-quality image generation and lighting control in numerous scenes. Additionally, we use our generated dataset to train an identity-preserving re-lighting model, conditioned on an image and a target shading. Our method is the first that enables the generation of images with controllable, consistent lighting and performs on par with specialized relighting state-of-the-art methods. Peter Kocsis 0001, Julien Philip, Kalyan Sunkavalli, Matthias Nießner, Yannick Hold-Geoffroy |
CVPR | 2 |
| 2024 | DATENeRF: Depth-Aware Text-Based Editing of NeRFs
Sara Rojas 0001, Julien Philip, Kai Zhang 0045, Sai Bi, Fujun Luan, Bernard Ghanem, Kalyan Sunkavalli |
ECCV (11) | 2 |
| 2024 | A Diffusion Approach to Radiance Field Relighting using Multi-Illumination SynthesisabstractAbstract Relighting radiance fields is severely underconstrained for multi‐view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single‐illumination data by exploiting priors extracted from 2D image diffusion models. We first fine‐tune a 2D diffusion model on a multi‐illumination dataset conditioned by light direction, allowing us to augment a single‐illumination capture into a realistic – but possibly inconsistent – multi‐illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low‐frequency lighting, we represent appearance with a multi‐layer perceptron parameterized on light direction. To enforce multi‐view consistency and overcome inaccuracies we optimize a per‐image auxiliary feature vector. We show results on synthetic and real multi‐view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Yohan Poirier-Ginter, Alban Gauthier, Julien Philip, Jean-François Lalonde, George Drettakis |
Comput. Graph. Forum | 3 |
| 2023 | PixHt-Lab: Pixel Height Based Light Effect Generation for Image CompositingabstractLighting effects such as shadows or reflections are key in making synthetic images realistic and visually appealing. To generate such effects, traditional computer graphics uses a physically-based renderer along with 3D geometry. To compensate for the lack of geometry in 2D Image compositing, recent deep learning-based approaches introduced a pixel height representation to generate soft shadows and reflections. However, the lack of geometry limits the quality of the generated soft shadows and constrains reflections to pure specular ones. We introduce PixHt-Lab, a system leveraging an explicit mapping from pixel height representation to 3D space. Using this mapping, PixHt- Lab reconstructs both the cutout and background geometry and renders realistic, diverse lighting effects for image compositing. Given a surface with physically-based materials, we can render reflections with varying glossiness. To generate more realistic soft shadows, we further propose using 3D-aware buffer channels to guide a neural renderer. Both quantitative and qualitative evaluations demonstrate that PixHt-Lab significantly improves soft shadow generation. Project: https://shengcn.github.io/PixHtLab/ Yichen Sheng, Jianming Zhang 0001, Julien Philip, Yannick Hold-Geoffroy, Xin Sun 0014, He Zhang 0004, Lu Ling, Bedrich Benes |
CVPR | 3 |
| 2023 | Floaters No More: Radiance Field Gradient Scaling for Improved Near-Camera Training
Julien Philip, Valentin Deschaintre |
EGSR (ST) | 1 |
| 2023 | Materialistic: Selecting Similar Materials in ImagesabstractSeparating an image into meaningful underlying components is a crucial first step for both editing and understanding images. We present a method capable of selecting the regions of a photograph exhibiting the same material as an artist-chosen area. Our proposed approach is robust to shading, specular highlights, and cast shadows, enabling selection in real images. As we do not rely on semantic segmentation (different woods or metal should not be selected together), we formulate the problem as a similarity-based grouping problem based on a user-provided image location. In particular, we propose to leverage the unsupervised DINO [Caron et al. 2021] features coupled with a proposed Cross-Similarity Feature Weighting module and an MLP head to extract material similarities in an image. We train our model on a new synthetic image dataset, that we release. We show that our method generalizes well to real-world images. We carefully analyze our model's behavior on varying material properties and lighting. Additionally, we evaluate it against a hand-annotated benchmark of 50 real photographs. We further demonstrate our model on a set of applications, including material editing, in-video selection, and retrieval of object photographs with similar materials. Prafull Sharma, Julien Philip, Michaël Gharbi, William T. Freeman, Frédo Durand, Valentin Deschaintre |
ACM Trans. Graph. | 2 |
| 2022 | Point-NeRF: Point-based Neural Radiance FieldsabstractVolumetric neural rendering methods like NeRF [34] generate high-quality view synthesis results but are optimized per-scene leading to prohibitive reconstruction time. On the other hand, deep multi-view stereo methods can quickly reconstruct scene geometry via direct network inference. Point-NeRF combines the advantages of these two approaches by using neural 3D point clouds, with associated neural features, to model a radiance field. Point-NeRF can be rendered efficiently by aggregating neural point features near scene surfaces, in a ray marching-based rendering pipeline. Moreover, Point-NeRF can be initialized via direct inference of a pre-trained deep network to produce a neural point cloud; this point cloud can be finetuned to surpass the visual quality of NeRF with 30× faster training time. Point-NeRF can be combined with other 3D re-construction methods and handles the errors and outliers in such methods via a novel pruning and growing mechanism. Qiangeng Xu, Zexiang Xu, Julien Philip, Sai Bi, Zhixin Shu, Kalyan Sunkavalli, Ulrich Neumann |
CVPR | 3 |
| 2022 | OutCast: Outdoor Single-image Relighting with Cast ShadowsabstractAbstract We propose a relighting method for outdoor images. Our method mainly focuses on predicting cast shadows in arbitrary novel lighting directions from a single image while also accounting for shading and global effects such the sun light color and clouds. Previous solutions for this problem rely on reconstructing occluder geometry, e. g., using multi‐view stereo, which requires many images of the scene. Instead, in this work we make use of a noisy off‐the‐shelf single‐image depth map estimation as a source of geometry. Whilst this can be a good guide for some lighting effects, the resulting depth map quality is insufficient for directly ray‐tracing the shadows. Addressing this, we propose a learned image space ray‐marching layer that converts the approximate depth map into a deep 3D representation that is fused into occlusion queries using a learned traversal. Our proposed method achieves, for the first time, state‐of‐the‐art relighting results, with only a single image as input. For supplementary material visit our project page at: dgriffiths.uk/outcast . David Griffiths, Tobias Ritschel 0001, Julien Philip |
Comput. Graph. Forum | 3 |
| 2022 | Active Exploration for Neural Global Illumination of Variable ScenesabstractNeural rendering algorithms introduce a fundamentally new approach for photorealistic rendering, typically by learning a neural representation of illumination on large numbers of ground truth images. When training for a given variable scene, such as changing objects, materials, lights, and viewpoint, the space \( \mathcal {D} \) of possible training data instances quickly becomes unmanageable as the dimensions of variable parameters increase. We introduce a novel Active Exploration method using Markov Chain Monte Carlo, which explores \( \mathcal {D} \) , generating samples (i.e., ground truth renderings) that best help training and interleaves training and on-the-fly sample data generation. We introduce a self-tuning sample reuse strategy to minimize the expensive step of rendering training samples. We apply our approach on a neural generator that learns to render novel scene instances given an explicit parameterization of the scene configuration. Our results show that Active Exploration trains our network much more efficiently than uniformly sampling and, together with our resolution enhancement approach, achieves better quality than uniform sampling at convergence. Our method allows interactive rendering of hard light transport paths (e.g., complex caustics), which require very high samples counts to be captured, and provides dynamic scene navigation and manipulation, after training for 5 to 18 hours depending on required quality and variations. Stavros Diolatzis, Julien Philip, George Drettakis |
ACM Trans. Graph. | 2 |
| 2021 | Point-Based Neural Rendering with Per-View OptimizationabstractAbstract There has recently been great interest in neural rendering methods. Some approaches use 3D geometry reconstructed with Multi‐View Stereo (MVS) but cannot recover from the errors of this process, while others directly learn a volumetric neural representation, but suffer from expensive training and inference. We introduce a general approach that is initialized with MVS, but allows further optimization of scene properties in the space of input views, including depth and reprojected features, resulting in improved novel‐view synthesis. A key element of our approach is our new differentiable point‐based pipeline, based on bi‐directional Elliptical Weighted Average splatting, a probabilistic depth test and effective camera selection. We use these elements together in our neural renderer, that outperforms all previous methods both in quality and speed in almost all scenes we tested. Our pipeline can be applied to multi‐view harmonization and stylization in addition to novel‐view synthesis. Georgios Kopanas, Julien Philip, Thomas Leimkühler, George Drettakis |
Comput. Graph. Forum | 2 |
| 2021 | Free-viewpoint Indoor Neural Relighting from Multi-view StereoabstractWe introduce a neural relighting algorithm for captured indoors scenes, that allows interactive free-viewpoint navigation. Our method allows illumination to be changed synthetically, while coherently rendering cast shadows and complex glossy materials. We start with multiple images of the scene and a three-dimensional mesh obtained by multi-view stereo (MVS) reconstruction. We assume that lighting is well explained as the sum of a view-independent diffuse component and a view-dependent glossy term concentrated around the mirror reflection direction. We design a convolutional network around input feature maps that facilitate learning of an implicit representation of scene materials and illumination, enabling both relighting and free-viewpoint navigation. We generate these input maps by exploiting the best elements of both image-based and physically based rendering. We sample the input views to estimate diffuse scene irradiance, and compute the new illumination caused by user-specified light sources using path tracing. To facilitate the network's understanding of materials and synthesize plausible glossy reflections, we reproject the views and compute mirror images . We train the network on a synthetic dataset where each scene is also reconstructed with MVS. We show results of our algorithm relighting real indoor scenes and performing free-viewpoint navigation with complex and realistic glossy reflections, which so far remained out of reach for view-synthesis techniques. Julien Philip, Sébastien Morgenthaler, Michaël Gharbi, George Drettakis |
ACM Trans. Graph. | 1 |
| 2020 | Repurposing a Relighting Network for Realistic Compositions of Captured ScenesabstractMulti-view stereo can be used to rapidly create realistic virtual content, such as textured meshes or a geometric proxy for free-viewpoint Image-Based Rendering (IBR). These solutions greatly simplify the content creation process compared to traditional methods, but it is difficult to modify the content of the scene. We propose a novel approach to create scenes by composing (parts of) multiple captured scenes. The main difficulty of such compositions is that lighting conditions in each captured scene are different; to obtain a realistic composition we need to make lighting coherent. We propose a two-pass solution, by adapting a multi-view relighting network. We first match the lighting conditions of each scene separately and then synthesize shadows between scenes in a subsequent pass. We also improve the realism of the composition by estimating the change in ambient occlusion in contact areas between parts and compensate for the color balance of the different cameras used for capture. We illustrate our method with results on multiple compositions of outdoor scenes and show its application to multi-view image composition, IBR and textured mesh creation. Baptiste Nicolet, Julien Philip, George Drettakis |
I3D | 2 |
| 2019 | Multi-view relighting using a geometry-aware networkabstractWe propose the first learning-based algorithm that can relight images in a plausible and controllable manner given multiple views of an outdoor scene. In particular, we introduce a geometry-aware neural network that utilizes multiple geometry cues (normal maps, specular direction, etc.) and source and target shadow masks computed from a noisy proxy geometry obtained by multi-view stereo. Our model is a three-stage pipeline: two subnetworks refine the source and target shadow masks, and a third performs the final relighting. Furthermore, we introduce a novel representation for the shadow masks, which we call RGB shadow images. They reproject the colors from all views into the shadowed pixels and enable our network to cope with inacuraccies in the proxy and the non-locality of the shadow casting interactions. Acquiring large-scale multi-view relighting datasets for real scenes is challenging, so we train our network on photorealistic synthetic data. At train time, we also compute a noisy stereo-based geometric proxy, this time from the synthetic renderings. This allows us to bridge the gap between the real and synthetic domains. Our model generalizes well to real scenes. It can alter the illumination of drone footage, image-based renderings, textured mesh reconstructions, and even internet photo collections. Julien Philip, Michaël Gharbi, Tinghui Zhou, Alexei A. Efros, George Drettakis |
ACM Trans. Graph. | 1 |
| 2018 | Plane-based multi-view inpainting for image-based rendering in large scenesabstractImage-Based Rendering (IBR) allows high-fidelity free-viewpoint navigation using only a set of photographs and 3D reconstruction as input. It is often necessary or convenient to remove objects from the captured scenes, allowing a form of scene editing for IBR. This requires multi-view inpainting of the input images. Previous methods suffer from several major limitations: they lack true multi-view coherence, resulting in artifacts such as blur, they do not preserve perspective during inpainting, provide inaccurate depth completion and can only handle scenes with a few tens of images. Our approach addresses these limitations by introducing a new multi-view method that performs inpainting in intermediate, locally common planes. Use of these planes results in correct perspective and multi-view coherence of inpainting results. For efficient treatment of large scenes, we present a fast planar region extraction method operating on small image clusters. We adapt the resolution of inpainting to that required in each input image of the multi-view dataset, and carefully handle image resampling between the input images and rectified planes. We show results on large indoors and outdoors environments. Julien Philip, George Drettakis |
I3D | 1 |
| 2018 | Deep blending for free-viewpoint image-based renderingabstractFree-viewpoint image-based rendering (IBR) is a standing challenge. IBR methods combine warped versions of input photos to synthesize a novel view. The image quality of this combination is directly affected by geometric inaccuracies of multi-view stereo (MVS) reconstruction and by view- and image-dependent effects that produce artifacts when contributions from different input views are blended. We present a new deep learning approach to blending for IBR, in which we use held-out real image data to learn blending weights to combine input photo contributions. Our Deep Blending method requires us to address several challenges to achieve our goal of interactive free-viewpoint IBR navigation. We first need to provide sufficiently accurate geometry so the Convolutional Neural Network (CNN) can succeed in finding correct blending weights. We do this by combining two different MVS reconstructions with complementary accuracy vs. completeness tradeoffs. To tightly integrate learning in an interactive IBR system, we need to adapt our rendering algorithm to produce a fixed number of input layers that can then be blended by the CNN. We generate training data with a variety of captured scenes, using each input photo as ground truth in a held-out approach. We also design the network architecture and the training loss to provide high quality novel view synthesis, while reducing temporal flickering artifacts. Our results demonstrate free-viewpoint IBR in a wide variety of scenes, clearly surpassing previous methods in visual quality, especially when moving far from the input cameras. Peter Hedman, Julien Philip, True Price, Jan-Michael Frahm, George Drettakis, Gabriel J. Brostow |
ACM Trans. Graph. | 2 |