EDBT 2026 Demo / reviewers in the wild / expert
Edith Tretschk
dblp:220/5676 · also Edgar Tretschk
· DBLP profile ↗
14ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0002-3223-1909ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 5 first-author · 8 since 2021Artificial intelligence and machine learning · 10 · 3 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | DGH: Dynamic Gaussian HairabstractThe creation of photorealistic dynamic hair remains a major challenge in digital human modeling because of the complex motions, occlusions, and light scattering. Existing methods often resort to static capture and physics-based models that do not scale as they require manual parameter fine-tuning to handle the diversity of hairstyles and motions, and heavy computation to obtain high-quality appearance. In this paper, we present Dynamic Gaussian Hair (DGH), a novel framework that efficiently learns hair dynamics and appearance. We propose: (1) a coarse-to-fine model that learns temporally coherent hair motion dynamics across diverse hairstyles; (2) a strand-guided optimization module that learns a dynamic 3D Gaussian representation for hair appearance with support for differentiable rendering, enabling gradient-based learning of view-consistent appearance under motion. Unlike prior simulation-based pipelines, our approach is fully data-driven, scales with training data, and generalizes across various hairstyles and head motion sequences. Additionally, DGH can be seamlessly integrated into a 3D Gaussian avatar framework, enabling realistic, animatable hair for high-fidelity avatar representation. DGH achieves promising geometry and appearance results, providing a scalable, data-driven alternative to physics-based simulation and rendering. Yuanlu Xu, Edith Tretschk, Anastasia Ianina, Aljaz Bozic, Ulrich Neumann, Tony Tung |
NeurIPS | 3 |
| 2024 | SceNeRFlow: Time-Consistent Reconstruction of General Dynamic ScenesabstractExisting methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find nontrivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions. Edith Tretschk, Vladislav Golyanik, Michael Zollhöfer, Aljaz Bozic, Christoph Lassner, Christian Theobalt |
3DV | 1 |
| 2023 | Fully Quantum Auto-Encoding of 3D Shapes
Lakshika Rathi, Edith Tretschk, Christian Theobalt, Rishabh Dabral, Vladislav Golyanik |
BMVC | 2 |
| 2023 | CCuantuMM: Cycle-Consistent Quantum-Hybrid Matching of Multiple ShapesabstractJointly matching multiple, non-rigidly deformed 3D shapes is a challenging,$\mathcal{NP}$-hard problem. A perfect matching is necessarily cycle-consistent: Following the pairwise point correspondences along several shapes must end up at the starting vertex of the original shape. Unfortunately, existing quantum shape-matching methods do not support multiple shapes and even less cycle consistency. This paper addresses the open challenges and introduces the first quantum-hybrid approach for 3D shape multi-matching; in addition, it is also cycle-consistent. Its iterative formulation is admissible to modern adiabatic quantum hardware and scales linearly with the total number of input shapes. Both these characteristics are achieved by reducing the N-shape case to a sequence of three-shape matchings, the derivation of which is our main technical contribution. Thanks to quantum annealing, high-quality solutions with low energy are retrieved for the intermediate$\mathcal{NP}$- hard objectives. On benchmark datasets, the proposed approach significantly outperforms extensions to multi-shape matching of a previous quantum-hybrid two-shape matching method and is on-par with classical multi-matching methods. Our source code is available at 4dqv.mpiinf.mpg.de/CCuantuMM/. Harshil Bhatia, Edith Tretschk, Zorah Lähner, Marcel Seelbach Benkner, Michael Möller 0001, Christian Theobalt, Vladislav Golyanik |
CVPR | 2 |
| 2023 | QuAnt: Quantum Annealing with Learnt Couplings
Marcel Seelbach Benkner, Maximilian Krahn, Edith Tretschk, Zorah Lähner, Michael Möller 0001, Vladislav Golyanik |
ICLR | 3 |
| 2023 | State of the Art in Dense Monocular Non-Rigid 3D ReconstructionabstractAbstract 3D reconstruction of deformable (ornon‐rigid) scenes from a set of monocular 2D image observations is a long‐standing and actively researched area of computer vision and graphics. It is an ill‐posed inverse problem, since—without additional prior assumptions—it permits infinitely many solutions leading to accurate projection to the input 2D images. Non‐rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set‐ups such as stereo or multi‐view systems. This survey focuses on state‐of‐the‐art methods for dense non‐rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods—that handle arbitrary scenes and make only a few prior assumptions—and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high‐level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods. Edith Tretschk, Navami Kairanda, Mallikarjun B. R. 0001, Rishabh Dabral, Adam Kortylewski, Bernhard Egger 0001, Marc Habermann, Pascal Fua, Christian Theobalt, Vladislav Golyanik |
Comput. Graph. Forum | 1 |
| 2022 | Virtual Elastic ObjectsabstractWe present Virtual Elastic Objects (VEOs): virtual objects that not only look like their real-world counterparts but also behave like them, even when subject to novel interactions. Achieving this presents multiple challenges: not only do objects have to be captured including the physical forces acting on them, then faithfully reconstructed and rendered, but also plausible material parameters found and simulated. To create VEOs, we built a multi-view capture system that captures objects under the influence of a compressed air stream. Building on recent advances in model-free, dynamic Neural Radiance Fields, we reconstruct the objects and corresponding deformation fields. We propose to use a differentiable, particle-based simulator to use these deformation fields to find representative material parameters, which enable us to run new simulations. To render simulated objects, we devise a method for integrating the simulation results with Neural Radiance Fields. The resulting method is applicable to a wide range of scenarios: it can handle objects composed of inhomogeneous material, with very different shapes, and it can simulate interactions with other virtual objects. We present our results using a newly collected dataset of 12 objects under a variety of force fields, which will be made available upon publication. Hsiao-Yu Chen, Edith Tretschk, Tuur Stuyck, Petr Kadlecek, Ladislav Kavan, Etienne Vouga, Christoph Lassner |
CVPR | 2 |
| 2022 | $\phi$-SfT: Shape-from-Template with a Physics-Based Deformation ModelabstractShape-from-Template (SfT) methods estimate 3D surface deformations from a single monocular RGB camera while assuming a 3D state known in advance (a template). This is an important yet challenging problem due to the under-constrained nature of the monocular setting. Existing SfT techniques predominantly use geometric and simplified deformation models, which often limits their reconstruction abilities. In contrast to previous works, this paper proposes a new SfT approach explaining 2D observations through physical simulations accounting for forces and material properties. Our differentiable physics simulator regularises the surface evolution and optimises the material elastic properties such as bending coefficients, stretching stiffness and density. We use a differentiable renderer to minimise the dense reprojection error between the estimated 3D states and the input images and recover the deformation parameters using an adaptive gradient-based optimisation. For the evaluation, we record with an RGB-D camera challenging real surfaces exposed to physical forces with various material properties and textures. Our approach significantly reduces the 3D reconstruction error compared to multiple competing methods. For the source code and data, see https://4dqv.mpi-inf.mpg.de/phi-SfT/. Navami Kairanda, Edith Tretschk, Mohamed A. Elgharib, Christian Theobalt, Vladislav Golyanik |
CVPR | 2 |
| 2022 | Advances in Neural RenderingabstractAbstract Synthesizing photo‐realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real‐world observations. Neural rendering is a leap forward towards the goal of synthesizing photo‐realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state‐of‐the‐art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D‐consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non‐rigidly deforming objects and scene editing and composition. While most of these approaches are scene‐specific, we also discuss techniques that generalize across object classes and can be used for generative tasks. In addition to reviewing these state‐of‐the‐art methods, we provide an overview of fundamental concepts and definitions used in the current literature. We conclude with a discussion on open challenges and social implications. Ayush Tewari, Justus Thies, Ben Mildenhall, Pratul P. Srinivasan, Edith Tretschk, Wang Yifan 0001, Christoph Lassner, Vincent Sitzmann, Ricardo Martin-Brualla, Stephen Lombardi, Tomas Simon, Christian Theobalt, Matthias Nießner, Jonathan T. Barron, Gordon Wetzstein, Michael Zollhöfer, Vladislav Golyanik |
Comput. Graph. Forum | 5 |
| 2021 | Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular VideoabstractWe present Non-Rigid Neural Radiance Fields (NR-NeRF), a reconstruction and novel view synthesis approach for general non-rigid dynamic scenes. Our approach takes RGB images of a dynamic scene as input (e.g., from a monocular video recording), and creates a high-quality space-time geometry and appearance representation. We show that a single handheld consumer-grade camera is sufficient to synthesize sophisticated renderings of a dynamic scene from novel virtual camera views, e.g. a ‘bullet-time’ video effect. NR-NeRF disentangles the dynamic scene into a canonical volume and its deformation. Scene deformation is implemented as ray bending, where straight rays are deformed non-rigidly. We also propose a novel rigidity network to better constrain rigid regions of the scene, leading to more stable results. The ray bending and rigidity network are trained without explicit supervision. Our formulation enables dense correspondence estimation across views and time, and compelling video editing applications such as motion exaggeration. Our code will be open sourced. Edith Tretschk, Ayush Tewari, Vladislav Golyanik, Michael Zollhöfer, Christoph Lassner, Christian Theobalt |
ICCV | 1 |
| 2020 | Neural Dense Non-Rigid Structure from Motion with Latent Space Constraints
Vikramjit Sidhu, Edith Tretschk, Vladislav Golyanik, Antonio Agudo, Christian Theobalt |
ECCV (16) | 2 |
| 2020 | PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape Representations
Edith Tretschk, Ayush Tewari, Vladislav Golyanik, Michael Zollhöfer, Carsten Stoll, Christian Theobalt |
ECCV (16) | 1 |
| 2020 | DEMEA: Deep Mesh Autoencoders for Non-rigidly Deforming Objects
Edith Tretschk, Ayush Tewari, Michael Zollhöfer, Vladislav Golyanik, Christian Theobalt |
ECCV (4) | 1 |
| 2019 | DispVoxNets: Non-Rigid Point Set Alignment with Supervised Learning ProxiesabstractWe introduce a supervised-learning framework for nonrigid point set alignment of a new kind - Displacements on Voxels Networks (DispVoxNets) - which abstracts away from the point set representation and regresses 3D displacement fields on regularly sampled proxy 3D voxel grids. Thanks to recently released collections of deformable objects with known intra-state correspondences, DispVoxNets learn a deformation model and further priors (e.g., weak point topology preservation) for different object categories such as cloths, human bodies and faces. DispVoxNets cope with large deformations, noise and clustered outliers more robustly than the state-of-the-art. At test time, our approach runs orders of magnitude faster than previous techniques. All properties of DispVoxNets are ascertained numerically and qualitatively in extensive experiments and comparisons to several previous methods. Soshi Shimada, Vladislav Golyanik, Edith Tretschk, Didier Stricker, Christian Theobalt |
3DV | 3 |