EDBT 2026 Demo / reviewers in the wild / expert
Sebastian Weiss
dblp:242/2351
· DBLP profile ↗
13ranked-venue papers
7as first author
11since 2021 · last 2026
0000-0003-4399-3180ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 7 first-author · 11 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CANRIG: Cross-Attention Neural Face Rigging with Variable Local ControlabstractAbstract Facial animation is one of the most labor‐intensive aspects of animation and VFX, as traditional rigging consumes weeks of expert time and forces animators to spend countless hours manipulating hundreds of controls to achieve varied expressions. This technical complexity creates a barrier between artistic vision and execution, limiting creative exploration and iteration. In this paper, we introduce CANRig , a fully automated neural facial rigging approach that simplifies the process of creating and editing facial poses by benefiting from global correlations learned from data. Unlike existing neural face models that either sacrifice local control or demand extensive manual region setup, our method introduces continuous local control through a novel conditioning mechanism that operates on a variable region. By modeling deformation as cross‐attention between control handles and mesh vertices—modulated by a user‐defined region—we enable seamless transitions from precise local adjustments to broad global changes. We further expand our method with a shape‐preserving workflow that enables iterative edits, guaranteeing that changes remain untouched even as controls are reconfigured. Our method delivers the best of both worlds: the automation and naturalness of neural methods with the granular control that professional animators demand, and we demonstrate its effectiveness across multiple applications in both animation and high‐end visual effects pipelines. Arad Mohammadi, Sebastian Weiss, Jakob Buhmann, Loïc Ciccone, Robert W. Sumner, Derek Bradley, Martin Guay |
Comput. Graph. Forum | 2 |
| 2026 | Neural Material Adapter: Transforming Complex Materials into Efficient Analytic BRDFs
Tiziano Portenier, Sebastian Weiss, Markus Gross 0001, Marios Papas |
Comput. Graph. Forum | 3 |
| 2025 | Monocular Facial Appearance Capture in the WildabstractWe present a new method for reconstructing the appearance properties of human faces from a lightweight capture procedure in an unconstrained environment. Our method recovers the surface geometry, diffuse albedo, specular intensity and specular roughness from a monocular video containing a simple head rotation in-the-wild. Notably, we make no simplifying assumptions on the environment lighting, and we explicitly take visibility and occlusions into account. As a result, our method can produce facial appearance maps that approach the fidelity of studio-based multi-view captures, but with a far easier and cheaper procedure. Yingyan Xu, Kate Gadola, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
ICCV | 4 |
| 2025 | Multimodal Conditional 3D Face Geometry GenerationabstractWe present a new method for multimodal conditional 3D face geometry generation that allows user-friendly control over the output identity and expression via a number of different conditioning signals. Within a single model, we demonstrate 3D faces generated from artistic sketches, portrait photos, Canny edges, FLAME face model parameters, 2D face landmarks, or text prompts. Our approach is based on a diffusion process that generates 3D geometry in a 2D parameterized UV domain. Geometry generation passes each conditioning signal through a set of cross-attention layers (IP-Adapter), one set for each user-defined conditioning signal. The result is an easy-to-use 3D face generation tool that produces topology-consistent, high-quality geometry with fine-grain user control. • We present a new method for 3D face geometry generation from 6 different types of conditionings (prompts) within a single model. • We propose a comprehensive solution for training such a method from scratch, with 3D geometry data augmentations and by representing 3D geometry as position maps to better fit existing diffusion pipelines. • We show that our method supports face generation with expressions, sketch-based editing for 3D face design, stochastic variations of details conditioned on low resolution FLAME faces, generalization to in-the-wild data and dynamic face generation from videos. Christopher Otto, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
Comput. Graph. | 3 |
| 2024 | Artist-Friendly Relightable and Animatable Neural HeadsabstractAn increasingly common approach for creating photo-realistic digital avatars is through the use of volumetric neural fields. The original neural radiance field (NeRF) allowed for impressive novel view synthesis of static heads when trained on a set of multi-view images, and follow up methods showed that these neural representations can be extended to dynamic avatars. Recently, new variants also surpassed the usual drawback of baked-in illumination in neural representations, showing that static neural avatars can be relit in any environment. In this work we simultaneously tackle both the motion and illumination problem, proposing a new method for relightable and animatable neural heads. Our method builds on a proven dynamic avatar approach based on a mixture of volumetric primitives, combined with a recently-proposed lightweight hardware setup for relightable neural fields, and includes a novel architecture that allows relighting dynamic neural avatars performing unseen expressions in any environment, even with nearfield illumination and viewpoints. Yingyan Xu, Prashanth Chandran, Sebastian Weiss, Markus Gross 0001, Gaspard Zoss, Derek Bradley |
CVPR | 3 |
| 2024 | Stylize My Wrinkles: Bridging the Gap from Simulation to RealityabstractAbstract Modeling realistic human skin with pores and wrinkles down to the milli‐ and micrometer resolution is a challenging task. Prior work showed that such micro geometry can be efficiently generated through simulation methods, or in specialized cases via 3D scanning of real skin. Simulation methods allow to highly customize the wrinkles on the face, but can lead to a synthetic look. Scanning methods can lead to a more organic look for the micro details, however these methods are only applicable to small skin patches due to the required image resolution. In this work we aim to overcome the gap between synthetic simulation and real skin scanning, by proposing a method that can be applied to large skin regions (e.g. an entire face) with the controllability of simulation and the organic look of real micro details. Our method is based on style transfer at its core, where we use scanned displacement maps of real skin patches as style images and displacement maps from an artist‐friendly simulation method as content images. We build a library of displacement maps as style images by employing a simplified scanning setup that can capture high‐resolution patches of real skin. To create the content component for the style transfer and to facilitate parameter‐tuning for the simulation, we design a library of preset parameter values depicting different skin types, and present a new method to fit the simulation parameters to scanned skin patches. This allows fully‐automatic parameter generation, interpolation and stylization across entire faces. We evaluate our method by generating realistic skin micro details for various subjects of different ages and genders, and demonstrate that our approach achieves a more organic and natural look than simulation alone. Sebastian Weiss, Jackson Stanhope, Prashanth Chandran, Gaspard Zoss, Derek Bradley |
Comput. Graph. Forum | 1 |
| 2023 | Graph-Based Synthesis for Skin Micro WrinklesabstractAbstract We present a novel graph‐based simulation approach for generating micro wrinkle geometry on human skin, which can easily scale up to the micro‐meter range and millions of wrinkles. The simulation first samples pores on the skin and treats them as nodes in a graph. These nodes are then connected and the resulting edges become candidate wrinkles. An iterative optimization inspired by pedestrian trail formation is then used to assign weights to those edges, i.e., to carve out the wrinkles. Finally, we convert the graph to a detailed skin displacement map using novel shape functions implemented in graphics shaders. Our simulation and displacement map creation steps expose fine controls over the appearance at real‐time framerates suitable for interactive exploration and design. We demonstrate the effectiveness of the generated wrinkles by enhancing state‐of‐art 3D reconstructions of real human subjects with simulated micro wrinkles, and furthermore propose an artist‐driven design flow for adding micro wrinkles to fictional characters. Sebastian Weiss, J. Moulin, Prashanth Chandran, Gaspard Zoss, Paulo F. U. Gotardo, Derek Bradley |
Comput. Graph. Forum | 1 |
| 2022 | Fast Neural Representations for Direct Volume RenderingabstractAbstract Despite the potential of neural scene representations to effectively compress 3D scalar fields at high reconstruction quality, the computational complexity of the training and data reconstruction step using scene representation networks limits their use in practical applications. In this paper, we analyse whether scene representation networks can be modified to reduce these limitations and whether such architectures can also be used for temporal reconstruction tasks. We propose a novel design of scene representation networks using GPU tensor cores to integrate the reconstruction seamlessly into on‐chip raytracing kernels, and compare the quality and performance of this network to alternative network‐ and non‐network‐based compression schemes. The results indicate competitive quality of our design at high compression rates, and significantly faster decoding times and lower memory consumption during data reconstruction. We investigate how density gradients can be computed using the network and show an extension where density, gradient and curvature are predicted jointly. As an alternative to spatial super‐resolution approaches for time‐varying fields, we propose a solution that builds upon latent‐space interpolation to enable random access reconstruction at arbitrary granularity. We summarize our findings in the form of an assessment of the strengths and limitations of scene representation networks for compression domain volume rendering, and outline future research directions. Source code: https://github.com/shamanDevel/fV‐SRN Sebastian Weiss, Philipp Hermüller, Rüdiger Westermann |
Comput. Graph. Forum | 1 |
| 2022 | Learning Adaptive Sampling and Reconstruction for Volume VisualizationabstractA central challenge in data visualization is to understand which data samples are required to generate an image of a data set in which the relevant information is encoded. In this article, we make a first step towards answering the question of whether an artificial neural network can predict where to sample the data with higher or lower density, by learning of correspondences between the data, the sampling patterns and the generated images. We introduce a novel neural rendering pipeline, which is trained end-to-end to generate a sparse adaptive sampling structure from a given low-resolution input image, and reconstructs a high-resolution image from the sparse set of samples. For the first time, to the best of our knowledge, we demonstrate that the selection of structures that are relevant for the final visual representation can be jointly learned together with the reconstruction of this representation from these structures. Therefore, we introduce differentiable sampling and reconstruction stages, which can leverage back-propagation based on supervised losses solely on the final image. We shed light on the adaptive sampling patterns generated by the network pipeline and analyze its use for volume visualization including isosurface and direct volume rendering. Sebastian Weiss, Mustafa Isik, Justus Thies, Rüdiger Westermann |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Differentiable Direct Volume RenderingabstractWe present a differentiable volume rendering solution that provides differentiability of all continuous parameters of the volume rendering process. This differentiable renderer is used to steer the parameters towards a setting with an optimal solution of a problem-specific objective function. We have tailored the approach to volume rendering by enforcing a constant memory footprint via analytic inversion of the blending functions. This makes it independent of the number of sampling steps through the volume and facilitates the consideration of small-scale changes. The approach forms the basis for automatic optimizations regarding external parameters of the rendering process and the volumetric density field itself. We demonstrate its use for automatic viewpoint selection using differentiable entropy as objective, and for optimizing a transfer function from rendered images of a given volume. Optimization of per-voxel densities is addressed in two different ways: First, we mimic inverse tomography and optimize a 3D density field from images using an absorption model. This simplification enables comparisons with algebraic reconstruction techniques and state-of-the-art differentiable path tracers. Second, we introduce a novel approach for tomographic reconstruction from images using an emission-absorption model with post-shading via an arbitrary transfer function. Sebastian Weiss, Rüdiger Westermann |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Volumetric Isosurface Rendering with Deep Learning-Based Super-ResolutionabstractRendering an accurate image of an isosurface in a volumetric field typically requires large numbers of data samples. Reducing this number lies at the core of research in volume rendering. With the advent of deep learning networks, a number of architectures have been proposed recently to infer missing samples in multidimensional fields, for applications such as image super-resolution. In this article, we investigate the use of such architectures for learning the upscaling of a low resolution sampling of an isosurface to a higher resolution, with reconstruction of spatial detail and shading. We introduce a fully convolutional neural network, to learn a latent representation generating smooth, edge-aware depth and normal fields as well as ambient occlusions from a low resolution depth and normal field. By adding a frame-to-frame motion loss into the learning stage, upscaling can consider temporal variations and achieves improved frame-to-frame coherence. We assess the quality of inferred results and compare it to bi-linear and cubic upscaling. We do this for isosurfaces which were never seen during training, and investigate the improvements when the network can train on the same or similar isosurfaces. We discuss remote visualization and foveated rendering as potential applications. Sebastian Weiss, Mengyu Chu, Nils Thürey, Rüdiger Westermann |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Correspondence-Free Material Reconstruction using Sparse Surface ConstraintsabstractWe present a method to infer physical material parameters, and even external boundaries, from the scanned motion of a homogeneous deformable object via the solution of an inverse problem. Parameters are estimated from real-world data sources such as sparse observations from a Kinect sensor without correspondences. We introduce a novel Lagrangian-Eulerian optimization formulation, including a cost function that penalizes differences to observations during an optimization run. This formulation matches correspondence-free, sparse observations from a single-view depth image with a finite element simulation of deformable bodies. In a number of tests using synthetic datasets and real-world measurements, we analyse the robustness of our approach and the convergence behavior of the numerical optimization scheme. Sebastian Weiss, Robert Maier 0001, Daniel Cremers, Rüdiger Westermann, Nils Thürey |
CVPR | 1 |
| 2019 | Visual Exploration of Circulation Rolls in Convective Heat FlowsabstractWe present techniques to improve the understanding of pattern forming processes in Rayleigh-Bénard-type convective heat transport, through visually guided exploration of convection features in time-averaged turbulent flows. To enable the exploration of roll-like heat transfer pathways and pattern-forming anomalies, we combine feature extraction with interactive visualization of particle trajectories. To robustly determine boundaries between circulation rolls, we propose ridge extraction in a z-averaged temperature field, and in the extracted ridge network we automatically classify topological point defects hinting at pattern forming instabilities. An importance measure based on the circular movement of particles is employed to automatically control the density of 3D trajectories and, thus, enable insights into the heat flow in the interior of rolls. A quantitative analysis of the heat transport within and across cell boundaries, as well as investigations of pattern instabilities in the vicinity of defects, is supported by interactive particle visualization including instant computations of particle density maps. We demonstrate the use of the proposed techniques to explore direct numerical simulations of the 3D Boussinesq equations of convection, giving novel insights into Rayleigh-Bénard-type convective heat transport. A. Frasson, M. Ender, Sebastian Weiss, Mathias Kanzler, Amrish Pandrey, Jörg Schumacher, Rüdiger Westermann |
PacificVis | 3 |