EDBT 2026 Demo / reviewers in the wild / expert
Thu Nguyen-Phuoc
dblp:222/3000
· DBLP profile ↗
14ranked-venue papers
4as first author
11since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 3 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 first-author · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Geometry-guided Online 3D Video Synthesis with Multi-View Temporal ConsistencyabstractWe introduce a novel geometry-guided online video view synthesis method with enhanced view and temporal consistency. Traditional approaches achieve high-quality synthesis from dense multi-view camera setups but require significant computational resources. In contrast, selective-input methods reduce this cost but often compromise quality, leading to multi-view and temporal inconsistencies such as flickering artifacts. Our method addresses this challenge to deliver efficient, high-quality novel-view synthesis with view and temporal consistency. The key innovation of our approach lies in using global geometry to guide an image-based rendering pipeline. To accomplish this, we progressively refine depth maps using color difference masks across time. These depth maps are then accumulated through truncated signed distance fields in the synthesized view’s image space. This depth representation is view and temporally consistent, and is used to guide a pre-trained blending network that fuses multiple forward-rendered input-view images. Thus, the network is encouraged to output geometrically consistent synthesis results across multiple views and time. Our approach achieves consistent, high-quality video synthesis, while running efficiently in an online manner. Hyunho Ha, Lei Xiao 0014, Christian Richardt, Thu Nguyen-Phuoc, Changil Kim 0001, Min H. Kim 0001, Douglas Lanman, Numair Khan |
CVPR | 4 |
| 2025 | LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance FieldsabstractWe present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time. Zhengqin Li, Dilin Wang, Ka Chen, Zhaoyang Lv, Thu Nguyen-Phuoc, Milim Lee, Jia-Bin Huang 0001, Lei Xiao 0014, Yufeng Zhu, Carl S. Marshall, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001 |
CVPR | 5 |
| 2025 | DGS-LRM: Real-Time Deformable 3D Gaussian Reconstruction From Monocular VideosabstractWe introduce the Deformable Gaussian Splats Large Reconstruction Model (DGS-LRM), the first feed-forward method predicting deformable 3D Gaussian splats from a monocular posed video of any dynamic scene. Feed-forward scene reconstruction has gained significant attention for its ability to rapidly create digital replicas of real-world environments. However, most existing models are limited to static scenes and fail to reconstruct the motion of moving objects. Developing a feed-forward model for dynamic scene reconstruction poses significant challenges, including the scarcity of training data and the need for appropriate 3D representations and training paradigms. To address these challenges, we introduce several key technical contributions: an enhanced large-scale synthetic dataset with ground-truth multi-view videos and dense 3D scene flow supervision; a per-pixel deformable 3D Gaussian representation that is easy to learn, supports high-quality dynamic view synthesis, and enables long-range 3D tracking; and a large transformer network that achieves real-time, generalizable dynamic scene reconstruction. Extensive qualitative and quantitative experiments demonstrate that DGS-LRM achieves dynamic scene reconstruction quality comparable to optimization-based methods, while significantly outperforming the state-of-the-art predictive dynamic reconstruction method on real-world examples. Its predicted physically grounded 3D deformation is accurate and can be readily adapted for long-range 3D tracking tasks, achieving performance on par with state-of-the-art monocular video 3D tracking methods. Chieh Hubert Lin, Zhaoyang Lv, Songyin Wu, Thu Nguyen-Phuoc, Hung-Yu Tseng, Julian Straub, Numair Khan, Lei Xiao 0014, Ming-Hsuan Yang 0001, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001, Zhengqin Li |
NeurIPS | 5 |
| 2025 | GauFRe: Gaussian Deformation Fields for Real-Time Dynamic Novel View SynthesisabstractWe propose a method that achieves state-of-the-art rendering quality and efficiency on monocular dynamic scene reconstruction using deformable 3D Gaussians. Implicit deformable representations commonly model motion with a canonical space and time-dependent backward-warping deformation field. Our method, GauFRe, uses a forward-warping deformation to explicitly model non-rigid transformations of scene geometry. Specifically, we propose a template set of 3D Gaussians residing in a canonical space, and a time-dependent forward-warping deformation field to model dynamic objects. Additionally, we tailor a 3D Gaussian-specific static component supported by an inductive bias-aware initialization approach which allows the deformation field to focus on moving scene regions, improving the rendering of complex real-world motion. The differentiable pipeline is optimized end-to-end with a self-supervised rendering loss. Experiments show our method achieves competitive results and higher efficiency than both previous state-of-the-art NeRF and Gaussian-based methods. For real-world scenes, GauFRe can train in ≈20 mins and offer 96 FPS real-time rendering on an RTX 3090 GPU. Yiqing Liang, Numair Khan, Zhengqin Li, Thu Nguyen-Phuoc, Douglas Lanman, James Tompkin 0001, Lei Xiao 0014 |
WACV | 4 |
| 2025 | Learning Fast 3D Gaussian Splatting Rendering using Continuous Level of DetailabstractAbstract 3D Gaussian splatting (3DGS) has shown potential for rendering photorealistic 3D scenes in real‐time. Unfortunately, rendering these scenes on less powerful hardware is still a challenge, especially with high‐resolution displays. We introduce a continuous level of detail (CLOD) algorithm and demonstrate how our method can improve performance while preserving as much quality as possible. Our approach learns to order splats based on importance and optimize them such that a representative and realistic scene can be rendered for an arbitrary splat count. Our method does not require any additional memory or rendering overhead and works with existing 3DGS renderers. We also demonstrate the flexibility of our CLOD method by extending it with distance‐based LOD selection, foveated rendering, and budget‐based rendering. Nicholas Milef, Dario Seyb, Todd Keeler, Thu Nguyen-Phuoc, Aljaz Bozic, Sushant Kondguli, Carl S. Marshall |
Comput. Graph. Forum | 4 |
| 2024 | NeRF Analogies: Example-Based Visual Attribute Transfer for NeRFsabstractA Neural Radiance Field (NeRF) encodes the specific relation of 3D geometry and appearance of a scene. We here ask the question whether we can transfer the appearance from a source NeRF onto a target 3D geometry in a semantically meaningful way, such that the resulting new NeRF retains the target geometry but has an appearance that is an analogy to the source NeRF. To this end, we generalize classic image analogies from 2D images to NeRFs. We leverage correspondence transfer along semantic affinity that is driven by semantic features from large, pre-trained 2D image models to achieve multi-view consistent appearance transfer. Our method allows exploring the mix-and-match product space of 3D geometry and appearance. We show that our method outperforms traditional stylization-based methods and that a large majority of users prefer our method over several typical baselines. Project page: mfischer-ucl.github.io/nerf_analogies. Michael Fischer 0011, Zhengqin Li, Thu Nguyen-Phuoc, Aljaz Bozic, Zhao Dong 0001, Carl S. Marshall, Tobias Ritschel 0001 |
CVPR | 3 |
| 2024 | TextureDreamer: Image-Guided Texture Synthesis through Geometry-Aware DiffusionabstractWe present TextureDreamer, a novel image-guided texture synthesis method to transfer relightable textures from a small number of input images (3 to 5) to target 3D shapes across arbitrary categories. Texture creation is a pivotal challenge in vision and graphics. Industrial companies hire experienced artists to manually craft textures for 3D assets. Classical methods require densely sampled views and ac-curately aligned geometry, while learning-based methods are confined to category-specific shapes within the dataset. In contrast, TextureDreamer can transfer highly detailed, intricate textures from real-world environments to arbi-trary objects with only a few casually captured images, po-tentially significantly democratizing texture creation. Our core idea, personalized geometry-aware score distillation (PGSD), draws inspiration from recent advancements in diffuse models, including personalized modeling for texture information extraction, score distillation for detailed appearance synthesis, and explicit geometry guidance with ControlNet. Our integration and several essential modifications substantially improve the texture quality. Experiments on real images spanning different categories show that TextureDreamer can successfully transfer highly realistic, se-mantic meaningful texture to arbitrary objects, surpassing the visual quality of previous state-of-the-art. Project page: https://texturedreamer.github.io Yu-Ying Yeh, Jia-Bin Huang 0001, Changil Kim 0001, Lei Xiao 0014, Thu Nguyen-Phuoc, Numair Khan, Manmohan Krishna Chandraker, Carl S. Marshall, Zhao Dong 0001, Zhengqin Li |
CVPR | 5 |
| 2024 | ReplaceAnything3D: Text-Guided Object Replacement in 3D Scenes with Compositional Scene RepresentationsabstractWe introduce ReplaceAnything3D model RAM3D, a novel method for 3D object replacement in 3D scenes based on users' text description. Given multi-view images of a scene, a text prompt describing the object to replace, and another describing the new object, our Erase-and-Replace approach can effectively swap objects in 3D scenes with newly generated content while maintaining 3D consistency across multiple viewpoints. We demonstrate the versatility of RAM3D by applying it to various realistic 3D scene types, showcasing results of modified objects that blend in seamlessly with the scene without impacting its overall integrity. Edward Bartrum, Thu Nguyen-Phuoc, Christopher Xie, Zhengqin Li, Numair Khan, Armen Avetisyan, Douglas Lanman, Lei Xiao 0014 |
NeurIPS | 2 |
| 2024 | StyleAvatar: Stylizing Animatable Head AvatarsabstractAR/VR applications promise to provide people with a genuine feeling of mutual presence when communicating via their personalized avatars. While realistic avatars are essential in various social settings, the vast possibilities of a virtual world can also generate interest in using stylized avatars for other purposes. We introduce StyleAvatar, the first method for semantic stylization of animatable head avatars. StyleAvatar directly stylizes the avatar representation, rather than stylizing its renders. Specifically, given a model generating the avatar, StyleAvatar first disentangles geometry and texture manipulations, and then stylizes the avatar by fine-tuning a subset of the model’s weights. Our method has multiple virtues, including the ability to describe styles using images or text, preserving the avatar’s animatable capacity, providing control over identity preservation, and disentangling texture and geometry modifications. Experiments have shown that our approach consistently works across skin tones, challenging hair styles, extreme views, and diverse facial expressions.1 Juan C. Pérez, Thu Nguyen-Phuoc, Chen Cao 0001, Artsiom Sanakoyeu, Tomas Simon, Pablo Andrés Arbeláez, Bernard Ghanem, Ali K. Thabet, Albert Pumarola |
WACV | 2 |
| 2022 | SNeRF: stylized neural implicit representations for 3D scenesabstractThis paper presents a stylized novel view synthesis method. Applying state-of-the-art stylization methods to novel views frame by frame often causes jittering artifacts due to the lack of cross-view consistency. Therefore, this paper investigates 3D scene stylization that provides a strong inductive bias for consistent novel view synthesis. Specifically, we adopt the emerging neural radiance fields (NeRF) as our choice of 3D scene representation for their capability to render high-quality novel views for a variety of scenes. However, as rendering a novel view from a NeRF requires a large number of samples, training a stylized NeRF requires a large amount of GPU memory that goes beyond an off-the-shelf GPU capacity. We introduce a new training method to address this problem by alternating the NeRF and stylization optimization steps. Such a method enables us to make full use of our hardware memory capacity to both generate images at higher resolution and adopt more expressive image style transfer methods. Our experiments show that our method produces stylized NeRFs for a wide range of content, including indoor, outdoor and dynamic scenes, and synthesizes high-quality novel views with cross-view consistency. Thu Nguyen-Phuoc, Feng Liu 0015, Lei Xiao 0014 |
ACM Trans. Graph. | 1 |
| 2021 | Self-Supervised Object Detection via Generative Image SynthesisabstractWe present SSOD – the first end-to-end analysis-by-synthesis framework with controllable GANs for the task of self-supervised object detection. We use collections of real-world images without bounding box annotations to learn to synthesize and detect objects. We leverage controllable GANs to synthesize images with pre-defined object properties and use them to train object detectors. We propose a tight end-to-end coupling of the synthesis and detection networks to optimally train our system. Finally, we also propose a method to optimally adapt SSOD to an intended target data without requiring labels for it. For the task of car detection, on the challenging KITTI and Cityscapes datasets, we show that SSOD outperforms the prior state-of-the-art purely image-based self-supervised object detection method Wetectron. Even without requiring any 3D CAD assets, it also surpasses the state-of-the-art rendering-based method Meta-Sim2. Our work advances the field of self-supervised object detection by introducing a successful new paradigm of using controllable GAN-based image synthesis for it and by significantly improving the baseline accuracy of the task. We open-source our code at https://github.com/NVlabs/SSOD. Siva Karthik Mustikovela, Shalini De Mello, Aayush Prakash, Umar Iqbal 0001, Sifei Liu, Thu Nguyen-Phuoc, Carsten Rother, Jan Kautz |
ICCV | 6 |
| 2020 | BlockGAN: Learning 3D Object-aware Scene Representations from Unlabelled ImagesabstractWe present BlockGAN, an image generative model that learns object-aware 3D scene representations directly from unlabelled 2D images. Current work on scene representation learning either ignores scene background or treats the whole scene as one object. Meanwhile, work that considers scene compositionality treats scene objects only as image patches or 2D layers with alpha maps. Inspired by the computer graphics pipeline, we design BlockGAN to learn to first generate 3D features of background and foreground objects, then combine them into 3D features for the whole scene, and finally render them into realistic images. This allows BlockGAN to reason over occlusion and interaction between objects’ appearance, such as shadow and lighting, and provides control over each object’s 3D pose and identity, while maintaining image realism. BlockGAN is trained end-to-end, using only unlabelled single images, without the need for 3D geometry, pose labels, object masks, or multiple views of the same scene. Our experiments show that using explicit 3D features to represent objects allows BlockGAN to learn disentangled representations both in terms of objects (foreground and background) and their properties (pose and identity). Thu Nguyen-Phuoc, Christian Richardt, Long Mai, Niloy J. Mitra |
NeurIPS | 1 |
| 2019 | HoloGAN: Unsupervised Learning of 3D Representations From Natural ImagesabstractWe propose a novel generative adversarial network (GAN) for the task of unsupervised learning of 3D representations from natural images. Most generative models rely on 2D kernels to generate images and make few assumptions about the 3D world. These models therefore tend to create blurry images or artefacts in tasks that require a strong 3D understanding, such as novel-view synthesis. HoloGAN instead learns a 3D representation of the world, and to render this representation in a realistic manner. Unlike other GANs, HoloGAN provides explicit control over the pose of generated objects through rigid-body transformations of the learnt 3D features. Our experiments show that using explicit 3D features enables HoloGAN to disentangle 3D pose and identity, which is further decomposed into shape and appearance, while still being able to generate images with similar or higher visual quality than other generative models. HoloGAN can be trained end-to-end from unlabelled 2D images only. Particularly, we do not require pose labels, 3D shapes, or multiple views of the same objects. This shows that HoloGAN is the first generative model that learns 3D representations from natural images in an entirely unsupervised manner. Thu Nguyen-Phuoc, Lucas Theis, Christian Richardt |
ICCV | 1 |
| 2018 | RenderNet: A deep convolutional network for differentiable rendering from 3D shapesabstractTraditional computer graphics rendering pipelines are designed for procedurally generating 2D images from 3D shapes with high performance. The nondifferentiability due to discrete operations (such as visibility computation) makes it hard to explicitly correlate rendering parameters and the resulting image, posing a significant challenge for inverse rendering tasks. Recent work on differentiable rendering achieves differentiability either by designing surrogate gradients for non-differentiable operations or via an approximate but differentiable renderer. These methods, however, are still limited when it comes to handling occlusion, and restricted to particular rendering effects. We present RenderNet, a differentiable rendering convolutional network with a novel projection unit that can render 2D images from 3D shapes. Spatial occlusion and shading calculation are automatically encoded in the network. Our experiments show that RenderNet can successfully learn to implement different shaders, and can be used in inverse rendering tasks to estimate shape, pose, lighting and texture from a single image. Thu Nguyen-Phuoc, Stephen Balaban |
NeurIPS | 1 |