Demo Data from EDBT 2026 / reviewers in the wild / expert
Edoardo A. Dominici
dblp:224/0668 · also Edoardo Alberto Dominici
· DBLP profile ↗
6ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0007-9101-7279ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 1 · 1 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.
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 44% Geometric modeling and processing · 39% Computational photography and imaging · 17% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › image vectorization
clip-art vectorization |
0.4 | 1 | 2020 | PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fitting · ACM Trans. Graph. 2020 |
Geometric modeling and processing
curve fitting |
0.4 | 1 | 2020 | PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fitting · ACM Trans. Graph. 2020 |
Visual content generation and editing
image vectorization |
0.4 | 1 | 2020 | PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fitting · ACM Trans. Graph. 2020 |
Geometric modeling and processing
vectorization |
0.3 | 1 | 2018 | Perception-driven semi-structured boundary vectorization · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
polygon fitting · 0.4human preference learning · 0.4spline fitting · 0.3learned metric · 0.3corner detection · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DreamAnywhere: Object-Centric Panoramic 3D Scene GenerationabstractRecent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically finetuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere , a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping—all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text- and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness. Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger |
WACV | 1 |
| 2026 | Real-time Rendering with a Neural Irradiance VolumeabstractAbstract Rendering diffuse global illumination in real‐time is often approximated by pre‐computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in the irradiance volume, including novel dynamic objects. This approach, however, suffers from aliasing artifacts and high memory consumption. We propose Neural Irradiance Volume (NIV), a neural‐based technique that allows accurate real‐time rendering of diffuse global illumination via a compact pre‐computed model, overcoming the limitations of traditional probe‐based methods, such as the expensive memory footprint, aliasing artifacts, and scene‐specific heuristics. The key insight is that neural compression creates an adaptive and amortized representation of irradiance, circumventing the cubic scaling of grid‐based methods. Our superior memory‐scaling improves quality by at least 10x at the same memory budget, and enables a straightforward representation of higher‐dimensional irradiance fields, allowing rendering of time‐varying or dynamic effects without requiring additional computation at runtime. Unlike other neural rendering techniques, our method works within strict realtime constraints, providing fast inference (around 1 ms per frame on consumer GPUs at full HD resolution), reduced memory usage (1–5 MB for medium‐sized scenes), and only requires a G‐buffer as input, without expensive ray tracing or denoising. Arno Coomans, Giacomo Nazzaro, Edoardo A. Dominici, Christian Döring, Floor Verhoeven, Konstantinos Vardis, Markus Steinberger |
Comput. Graph. Forum | 3 |
| 2024 | Real-time Neural Rendering of Dynamic Light FieldsabstractAbstract Synthesising high‐quality views of dynamic scenes via path tracing is prohibitively expensive. Although caching offline‐quality global illumination in neural networks alleviates this issue, existing neural view synthesis methods are limited to mainly static scenes, have low inference performance or do not integrate well with existing rendering paradigms. We propose a novel neural method that is able to capture a dynamic light field, renders at real‐time frame rates at 1920×1080 resolution and integrates seamlessly with Monte Carlo ray tracing frameworks. We demonstrate how a combination of spatial, temporal and a novel surface‐space encoding are each effective at capturing different kinds of spatio‐temporal signals. Together with a compact fully‐fused neural network and architectural improvements, we achieve a twenty‐fold increase in network inference speed compared to related methods at equal or better quality. Our approach is suitable for providing offline‐quality real‐time rendering in a variety of scenarios, such as free‐viewpoint video, interactive multi‐view rendering, or streaming rendering. Finally, our work can be integrated into other rendering paradigms, e.g., providing a dynamic background for interactive scenarios where the foreground is rendered with traditional methods. Arno Coomans, Edoardo A. Dominici, Christian Döring, Joerg H. Mueller, Jozef Hladky, Markus Steinberger |
Comput. Graph. Forum | 2 |
| 2021 | PROVIDE: a probabilistic framework for unsupervised video decompositionabstractUnsupervised multi-object scene decomposition is a fast-emerging problem in representation learning. Despite significant progress in static scenes, such models are unable to leverage important dynamic cues present in videos. We propose PROVIDE, a novel unsupervised framework for PRObabilistic VIdeo DEcomposition based on a temporal extension of iterative inference. PROVIDE is powerful enough to jointly model complex individual multi-object representations and explicit temporal dependencies between latent variables across frames. This is achieved by leveraging 2D-LSTM, temporally conditioned inference and generation within the iterative amortized inference for posterior refinement. Our method improves the overall quality of decompositions, encodes information about the objects’ dynamics, and can be used to predict trajectories of each object separately. Additionally, we show that our model has a high accuracy even without color information. We demonstrate the decomposition capabilities of our model and show that it outperforms the state-of-the-art on several benchmark datasets, one of which was curated for this work and will be made publicly available. Polina Zablotskaia, Edoardo A. Dominici, Leonid Sigal, Andreas M. Lehrmann |
UAI | 2 |
| 2020 | PolyFit: perception-aligned vectorization of raster clip-art via intermediate polygonal fittingabstractRaster clip-art images, which consist of distinctly colored regions separated by sharp boundaries typically allow for a clear mental vector interpretation. Converting these images into vector format can facilitate compact lossless storage and enable numerous processing operations. Despite recent progress, existing vectorization methods that target such data frequently produce vectorizations that fail to meet viewer expectations. We present PolyFit , a new clip-art vectorization method that produces vectorizations well aligned with human preferences. Since segmentation of such inputs into regions had been addressed successfully, we specifically focus on fitting piecewise smooth vector curves to the raster input region boundaries, a task prior methods are particularly prone to fail on. While perceptual studies suggest the criteria humans are likely to use during mental boundary vectorization, they provide no guidance as to the exact interaction between them; learning these interactions directly is problematic due to the large size of the solution space. To obtain the desired solution, we first approximate the raster region boundaries with coarse intermediate polygons leveraging a combination of perceptual cues with observations from studies of human preferences. We then use these intermediate polygons as auxiliary inputs for computing piecewise smooth vectorizations of raster inputs. We define a finite set of potential polygon to curve primitive maps, and learn the mapping from the polygons to their best fitting primitive configurations from human annotations, arriving at a compact set of local raster and polygon properties whose combinations reliably predict human-expected primitive choices. We use these primitives to obtain a final globally consistent spline vectorization. Extensive comparative user studies show that our method outperforms state-of-the-art approaches on a wide range of data, where our results are preferred three times as often as those of the closest competitor across multiple types of inputs with various resolutions. Edoardo A. Dominici, Nico Schertler, Jonathan Griffin, Shayan Hoshyari, Leonid Sigal, Alla Sheffer |
ACM Trans. Graph. | 1 |
| 2018 | Perception-driven semi-structured boundary vectorizationabstractArtist-drawn images with distinctly colored, piecewise continuous boundaries, which we refer to as semi-structured imagery , are very common in online raster databases and typically allow for a perceptually unambiguous mental vector interpretation. Yet, perhaps surprisingly, existing vectorization algorithms frequently fail to generate these viewer-expected interpretations on such imagery. In particular, the vectorized region boundaries they produce frequently diverge from those anticipated by viewers. We propose a new approach to region boundary vectorization that targets semi-structured inputs and leverages observations about human perception of shapes to generate vector images consistent with viewer expectations. When viewing raster imagery observers expect the vector output to be an accurate representation of the raster input. However, perception studies suggest that viewers implicitly account for the lossy nature of the rasterization process and mentally smooth and simplify the observed boundaries. Our core algorithmic challenge is to balance these conflicting cues and obtain a piecewise continuous vectorization whose discontinuities, or corners, are aligned with human expectations. Our framework centers around a simultaneous spline fitting and corner detection method that combines a learned metric, that approximates human perception of boundary discontinuities on raster inputs, with perception-driven algorithmic discontinuity analysis. The resulting method balances local cues provided by the learned metric with global cues obtained by balancing simplicity and continuity expectations. Given the finalized set of corners, our framework connects those using simple, continuous curves that capture input regularities. We demonstrate our method on a range of inputs and validate its superiority over existing alternatives via an extensive comparative user study. Shayan Hoshyari, Edoardo A. Dominici, Alla Sheffer, Nathan Carr 0001, Duygu Ceylan, I-Chao Shen |
ACM Trans. Graph. | 2 |