Demo Data from EDBT 2026 / reviewers in the wild / expert
Hidenobu Matsuki
dblp:225/4487
· DBLP profile ↗
3ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0001-8797-1245ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-author · 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.
| Artificial intelligence
3 papers |
Robot navigation and mapping · 57% 3D vision · 43% | |
| Computer graphics and multimedia
2 papers |
Rendering · 100% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Robot navigation and mapping
SLAM |
2.3 | 3 | 2025 | 4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians · CVPR 2025 Gaussian Splatting SLAM · CVPR 2024 iMODE:Real-Time Incremental Monocular Dense Mapping Using Neural Field · ICRA 2023 |
Computer vision › 3D vision
3d reconstruction |
1.0 | 2 | 2024 | Gaussian Splatting SLAM · CVPR 2024 iMODE:Real-Time Incremental Monocular Dense Mapping Using Neural Field · ICRA 2023 |
Computer vision › 3D vision › 3d shape reconstruction
non-rigid surface reconstruction |
0.9 | 1 | 2025 | 4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians · CVPR 2025 |
Rendering
differentiable rendering |
0.9 | 1 | 2025 | 4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians · CVPR 2025 |
Robotics › Robot navigation and mapping › SLAM › visual SLAM
monocular SLAM |
0.8 | 1 | 2024 | Gaussian Splatting SLAM · CVPR 2024 |
Computer vision › 3D vision
novel view synthesis |
0.8 | 1 | 2024 | Gaussian Splatting SLAM · CVPR 2024 |
Rendering › gaussian splatting
3d gaussian splatting |
0.8 | 1 | 2024 | Gaussian Splatting SLAM · CVPR 2024 |
Robotics › Robot navigation and mapping › robot mapping
dense mapping |
0.7 | 1 | 2023 | iMODE:Real-Time Incremental Monocular Dense Mapping Using Neural Field · ICRA 2023 |
Computer vision › 3D vision
neural radiance field |
0.2 | 1 | 2023 | iMODE:Real-Time Incremental Monocular Dense Mapping Using Neural Field · ICRA 2023 |
Methods — techniques the papers use, named apart from their topics
warp field · 1.7gaussian surface primitives · 1.7multi-layer perceptron · 1.5geometric verification · 1.5direct optimisation · 1.5multilayer perceptron · 0.9sparse visual SLAM · 0.7monocular depth · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | 4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface GaussiansabstractWe propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by simultaneously optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model nonrigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D-SLAM research is the lack of publicly available datasets with reliable ground truth and evaluation protocols. To address this, we present a novel synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques. Hidenobu Matsuki, Gwangbin Bae, Andrew J. Davison |
CVPR | 1 |
| 2024 | Gaussian Splatting SLAMabstractWe present the first application of 3D Gaussian Splatting in monocular SLAM, the most fundamental but the hardest setup for Visual SLAM. Our method, which runs live at 3fps, utilises Gaussians as the only 3D representation, unifying the required representation for accurate, efficient tracking, mapping, and high-quality rendering. Designed for challenging monocular settings, our approach is seamlessly extendable to RGB-D SLAM when an external depth sensor is available. Several innovations are required to continuously reconstruct 3D scenes with high fidelity from a live camera. First, to move beyond the original 3DGS algorithm, which requires accurate poses from an offline Structure from Motion (SfM) system, we formulate camera tracking for 3DGS using direct optimisation against the 3D Gaussians, and show that this enables fast and robust tracking with a wide basin of convergence. Second, by utilising the explicit nature of the Gaussians, we introduce geometric verification and regularisation to handle the ambiguities occurring in incremental 3D dense reconstruction. Finally, we introduce afull SLAM system which not only achieves state-of-the-art results in novel view synthesis and trajectory estimation but also reconstruction of tiny and even transparent objects. Hidenobu Matsuki, Riku Murai, Paul H. J. Kelly, Andrew J. Davison |
CVPR | 1 |
| 2023 | iMODE:Real-Time Incremental Monocular Dense Mapping Using Neural FieldabstractWe present a novel real-time dense and semantic neural field mapping system that uses only monocular images as input. Our scene representation is a dense continuous radiance field represented by a Multi-Layer Perceptron (MLP), trained from scratch in real-time. We build on high-performance sparse visual SLAM and use camera poses and sparse keypoint depths as supervision alongside RGB keyframes. Since no prior training is required, our system flexibly fits to arbitrary scale and structure at runtime, and works even with strong specular reflections. We demonstrate reconstruction over a range of scenes from small indoor to large outdoor spaces. We also show that the method can straightforwardly benefit from additional inputs such as learned depth priors or semantic labels for more precise and advanced mapping. Hidenobu Matsuki, Edgar Sucar, Tristan Laidlow, Kentaro Wada, Raluca Scona, Andrew J. Davison |
ICRA | 1 |