EDBT 2026 Demo / reviewers in the wild / expert
Mark Boss
dblp:226/6928
· DBLP profile ↗
12ranked-venue papers
5as first author
11since 2021 · last 2025
0000-0001-7515-4934ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 12 · 5 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 9 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SF3D: Stable Fast 3D Mesh Reconstruction with UV-unwrapping and Illumination DisentanglementabstractWe present SF3D, a novel method for rapid and high-quality textured object mesh reconstruction from a single image in just 0.3 seconds. Unlike most existing approaches, SF3D is explicitly trained for mesh generation, incorporating a fast UV unwrapping technique that enables swift texture generation rather than relying on vertex colors. The method also learns to predict material parameters and normal maps to enhance the visual quality of the reconstructed 3D meshes. Furthermore, SF3D integrates a delighting step to effectively remove low-frequency illumination effects, ensuring that the reconstructed meshes can be easily used in novel illumination conditions. Experiments demonstrate the superior performance of SF3D over the existing techniques.Project page with code and model: https://stable-fast-3d.github.io Mark Boss, Aaryaman Vasishta, Varun Jampani |
CVPR | 1 |
| 2025 | MARBLE: Material Recomposition and Blending in CLIP-SpaceabstractEditing materials of objects in images based on exemplar images is an active area of research in computer vision and graphics. We propose MARBLE, a method for performing material blending and recomposing fine-grained material properties by finding material embeddings in CLIP-space and using that to control pre-trained text-to-image models. We improve exemplar-based material editing by finding a block in the denoising UNet responsible for material attribution. Given two material exemplar-images, we find directions in the CLIP-space for blending the materials. Further, we can achieve parametric control over fine-grained material attributes such as roughness, metallic, transparency, and glow using a shallow network to predict the direction for the desired material attribute change. We perform qualitative and quantitative analysis to demonstrate the efficacy of our proposed method. We also present the ability of our method to perform multiple edits in a single forward pass and applicability to painting. Ta Ying Cheng, Prafull Sharma, Mark Boss, Varun Jampani |
CVPR | 3 |
| 2025 | SPAR3D: Stable Point-Aware Reconstruction of 3D Objects from Single ImagesabstractWe study the problem of single-image 3D object reconstruction. Recent works have diverged into two directions: regression-based modeling and generative modeling. Regression methods efficiently infer visible surfaces, but struggle with occluded regions. Generative methods handle uncertain regions better by modeling distributions, but are computationally expensive and the generation is often misaligned with visible surfaces. In this paper, we present SPAR3D, a novel two-stage approach aiming to take the best of both directions. The first stage of SPAR3D generates sparse 3D point clouds using a lightweight point diffusion model, which has a fast sampling speed. The second stage uses both the sampled point cloud and the input image to create highly detailed meshes. Our two-stage design enables probabilistic modeling of the ill-posed single-image 3D task while maintaining high computational efficiency and great output fidelity. Using point clouds as an intermediate representation further allows for interactive user edits. Evaluated on diverse datasets, SPAR3D demonstrates superior performance over previous state-of-the-art methods, at an inference speed of 0.7 seconds. Project page with code and model: https://spar3d.github.io Zixuan Huang 0001, Mark Boss, Aaryaman Vasishta, James M. Rehg, Varun Jampani |
CVPR | 2 |
| 2025 | SViM3D: Stable Video Material Diffusion for Single Image 3D Generation
Andreas Engelhardt, Mark Boss, Vikram Voletti, Chun-Han Yao, Hendrik P. A. Lensch, Varun Jampani |
ICCV | 2 |
| 2025 | Stable Virtual Camera: Generative View Synthesis with Diffusion ModelsabstractWe present Stable Virtual Camera (Seva), a generalist diffusion model that creates novel views of a scene, given any number of input views and target cameras. Existing works struggle to generate either large viewpoint changes or temporally smooth samples, while relying on specific task configurations. Our approach overcomes these limitations through simple model design, optimized training recipe, and flexible sampling strategy that generalize across view synthesis tasks at test time. As a result, our samples maintain high consistency without requiring additional 3D representation-based distillation, thus streamlining view synthesis in the wild. Furthermore, we show that our method can generate high-quality videos lasting up to half a minute with seamless loop closure. Extensive benchmarking demonstrates that Seva outperforms existing methods across different datasets and settings. Project page with code and model: https://stable-virtual-camera.github.io/. Jensen Zhou, Vikram Voleti, Aaryaman Vasishta, Chun-Han Yao, Mark Boss, Philip Torr 0001, Christian Rupprecht 0001, Varun Jampani |
ICCV | 6 |
| 2024 | SHINOBI: Shape and Illumination using Neural Object Decomposition via BRDF Optimization In-the-wildabstractWe present SHINOBI, an end-to-end frameworkfor the re-construction of shape, material, and illumination from object images captured with varying lighting, pose, and background. Inverse rendering of an object based on unconstrained image collections is a long-standing challenge in computer vision and graphics and requires a joint optimization over shape, radiance, and pose. We show that an implicit shape repre-sentation based on a multi-resolution hash encoding enables faster and robust shape reconstruction with joint camera alignment optimization that outperforms prior work. Further, to enable the editing of illumination and object reflectance (i.e. material) we jointly optimize BRDF and illumination to-gether with the object's shape. Our method is class-agnostic and works on in-the-wild image collections of objects to produce relightable 3D assets for several use cases such as AR/VR, movies, games, etc. Andreas Engelhardt, Amit Raj, Mark Boss, Abhishek Kar, Yuanzhen Li, Deqing Sun, Ricardo Martin-Brualla, Jonathan T. Barron, Hendrik P. A. Lensch, Varun Jampani |
CVPR | 3 |
| 2024 | Collaborative Control for Geometry-Conditioned PBR Image Generation
Shimon Vainer, Mark Boss, Mathias Parger, Konstantin Kutsy, Dante De Nigris, Ciara Rowles, Nicolas Perony, Simon Donné |
ECCV (13) | 2 |
| 2024 | SV3D: Novel Multi-view Synthesis and 3D Generation from a Single Image Using Latent Video Diffusion
Vikram Voleti, Chun-Han Yao, Mark Boss, Adam Letts, David Pankratz, Dmitry Tochilkin, Christian Laforte, Robin Rombach, Varun Jampani |
ECCV (1) | 3 |
| 2022 | SAMURAI: Shape And Material from Unconstrained Real-world Arbitrary Image collectionsabstractInverse rendering of an object under entirely unknown capture conditions is a fundamental challenge in computer vision and graphics. Neural approaches such as NeRF have achieved photorealistic results on novel view synthesis, but they require known camera poses. Solving this problem with unknown camera poses is highly challenging as it requires joint optimization over shape, radiance, and pose. This problem is exacerbated when the input images are captured in the wild with varying backgrounds and illuminations. Standard pose estimation techniques fail in such image collections in the wild due to very few estimated correspondences across images. Furthermore, NeRF cannot relight a scene under any illumination, as it operates on radiance (the product of reflectance and illumination). We propose a joint optimization framework to estimate the shape, BRDF, and per-image camera pose and illumination. Our method works on in-the-wild online image collections of an object and produces relightable 3D assets for several use-cases such as AR/VR. To our knowledge, our method is the first to tackle this severely unconstrained task with minimal user interaction. Mark Boss, Andreas Engelhardt, Abhishek Kar, Yuanzhen Li, Deqing Sun, Jonathan T. Barron, Hendrik P. A. Lensch, Varun Jampani |
NeurIPS | 1 |
| 2021 | NeRD: Neural Reflectance Decomposition from Image CollectionsabstractDecomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under laboratory conditions but is instead an unconstrained environmental illumination. Though recent work has shown that implicit representations can be used to model the radiance field of an object, most of these techniques only enable view synthesis and not relighting. Additionally, evaluating these radiance fields is resource and time-intensive. We propose a neural reflectance decomposition (NeRD) technique that uses physically-based rendering to decompose the scene into spatially varying BRDF material properties. In contrast to existing techniques, our input images can be captured under different illumination conditions. In addition, we also propose techniques to convert the learned reflectance volume into a relightable textured mesh enabling fast real-time rendering with novel illuminations. We demonstrate the potential of the proposed approach with experiments on both synthetic and real datasets, where we are able to obtain high-quality relightable 3D assets from image collections. The datasets and code are available at the project page: https://markboss.me/publication/2021-nerd/. Mark Boss, Raphael Braun, Varun Jampani, Jonathan T. Barron, Ce Liu 0001, Hendrik P. A. Lensch |
ICCV | 1 |
| 2021 | Neural-PIL: Neural Pre-Integrated Lighting for Reflectance DecompositionabstractDecomposing a scene into its shape, reflectance and illumination is a fundamental problem in computer vision and graphics. Neural approaches such as NeRF have achieved remarkable success in view synthesis, but do not explicitly perform decomposition and instead operate exclusively on radiance (the product of reflectance and illumination). Extensions to NeRF, such as NeRD, can perform decomposition but struggle to accurately recover detailed illumination, thereby significantly limiting realism. We propose a novel reflectance decomposition network that can estimate shape, BRDF, and per-image illumination given a set of object images captured under varying illumination. Our key technique is a novel illumination integration network called Neural-PIL that replaces a costly illumination integral operation in the rendering with a simple network query. In addition, we also learn deep low-dimensional priors on BRDF and illumination representations using novel smooth manifold auto-encoders. Our decompositions can result in considerably better BRDF and light estimates enabling more accurate novel view-synthesis and relighting compared to prior art. Project page: https://markboss.me/publication/2021-neural-pil/ Mark Boss, Varun Jampani, Raphael Braun, Ce Liu 0001, Jonathan T. Barron, Hendrik P. A. Lensch |
NeurIPS | 1 |
| 2020 | Two-Shot Spatially-Varying BRDF and Shape EstimationabstractCapturing the shape and spatially-varying appearance (SVBRDF) of an object from images is a challenging task that has applications in both computer vision and graphics. Traditional optimization-based approaches often need a large number of images taken from multiple views in a controlled environment. Newer deep learning-based approaches require only a few input images, but the reconstruction quality is not on par with optimization techniques. We propose a novel deep learning architecture with a stage-wise estimation of shape and SVBRDF. The previous predictions guide each estimation, and a joint refinement network later refines both SVBRDF and shape. We follow a practical mobile image capture setting and use unaligned two-shot flash and no-flash images as input. Both our two-shot image capture and network inference can run on mobile hardware. We also create a large-scale synthetic training dataset with domain-randomized geometry and realistic materials. Extensive experiments on both synthetic and real-world datasets show that our network trained on a synthetic dataset can generalize well to real-world images. Comparisons with recent approaches demonstrate the superior performance of the proposed approach. Mark Boss, Varun Jampani, Hendrik P. A. Lensch, Jan Kautz |
CVPR | 1 |