EDBT 2026 Demo / reviewers in the wild / expert
Daniel Rebain
dblp:242/9301
· DBLP profile ↗
19ranked-venue papers
4as first author
18since 2021 · last 2026
0000-0003-4691-7909ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 15 since 2021Artificial intelligence and machine learning · 13 · 3 first-author · 13 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Triangle Splatting for Real-Time Radiance Field RenderingabstractThe field of computer graphics was revolutionized by models such as NeRF and 3D Gaussian Splatting, displacing triangles as the dominant representation for photogrammetry. In this paper, we argue for a triangle comeback. We develop a differentiable renderer that directly optimizes triangles via end-to-end gradients. We achieve this by rendering each triangle as differentiable splats, combining the efficiency of triangles with the adaptive density of representations based on independent primitives. Compared to popular 2D and 3D Gaussian Splatting methods, our approach achieves competitive rendering and convergence speed, and demonstrates high visual quality. On the Mip-NeRF360 dataset, our method outperforms concurrent nonvolumetric primitives in visual fidelity and achieves higher perceptual quality than the state-of-the-art Zip-NeRF on indoor scenes. Triangles are simple, compatible with standard graphics stacks and GPU hardware, and highly efficient. Our results highlight the efficiency and effectiveness of triangle-based representations for high-quality novel view synthesis. Triangles bring us closer to mesh-based optimization by combining classical computer graphics with modern differentiable rendering frameworks. The project page is https://trianglesplatting.github.io/ Jan Held, Renaud Vandeghen, Adrien Deliège, Abdullah Hamdi, Silvio Giancola, Daniel Rebain, Anthony Cioppa, Bernard Ghanem, Andrea Vedaldi, Andrea Tagliasacchi, Marc Van Droogenbroeck |
3DV | 6 |
| 2025 | NoKSR: Kernel-Free Neural Surface Reconstruction via Point Cloud SerializationabstractWe present a novel approach to large-scale point cloud surface reconstruction by developing an efficient framework that converts an irregular point cloud into a signed distance field (SDF). Our backbone builds upon recent transformer-based architectures (i.e. PointTransformerV3), that serializes the point cloud into a locality-preserving sequence of tokens. We efficiently predict the SDF value at a point by aggregating nearby tokens, where fast approximate neighbors can be retrieved thanks to the serialization. We serialize the point cloud at different levels/scales, and non-linearly aggregate a feature to predict the SDF value. We show that aggregating across multiple scales is critical to overcome the approximations introduced by the serialization (i.e. false negatives in the neighborhood). Our frameworks sets the new state-of-the-art in terms of accuracy and efficiency (better or similar performance with half the latency of the best prior method, coupled with a simpler implementation), particularly on outdoor datasets where sparse-grid methods have shown limited performance. Zhen Li 0052, Shrisudhan Govindarajan, Shaobo Xia, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi |
3DV | 5 |
| 2025 | LSE-NeRF: Learning Sensor Modeling Errors for Deblured Neural Radiance Fields with RGB-Event StereoabstractWe present a method for reconstructing a clear Neural Radiance Field (NeRF) even with fast camera motions. To address blur artifacts, we leverage both (blurry) RGB images and event camera data captured in a binocular configuration. Importantly, when reconstructing our clear NeRF, we consider the camera modeling imperfections that arise from the simple pinhole camera model as learned embeddings for each camera measurement, and further learn a mapper that connects event camera measurements with RGB data. As no previous dataset exists for our binocular setting, we introduce an event camera dataset with captures from a 3D-printed stereo configuration between RGB and event cameras. Empirically, we evaluate our introduced dataset and EVIMOv2 and show that our method leads to improved reconstructions. Our code and dataset are available at https://github.com/ubc-vision/LSENeRF. Wei Zhi Tang, Daniel Rebain, Konstantinos G. Derpanis, Kwang Moo Yi |
3DV | 2 |
| 2025 | CrossSDF: 3D Reconstruction of Thin Structures From Cross-SectionsabstractReconstructing complex structures from planar cross-sections is a challenging problem, with wide-reaching applications in medical imaging, manufacturing, and topography. Out-of-the-box point cloud reconstruction methods can often fail due to the data sparsity between slicing planes, while current bespoke methods struggle to reconstruct thin geometric structures and preserve topological continuity. This is important for medical applications where thin vessel structures are present in CT and MRI scans. This paper introduces CrossSDF, a novel approach for extracting a 3D signed distance field from 2D signed distances generated from planar contours. Our approach makes the training of neural SDFs contour-aware by using losses designed for the case where geometry is known within 2D slices. Our results demonstrate a significant improvement over existing methods, effectively reconstructing thin structures and producing accurate 3D models without the interpolation artifacts or over-smoothing of prior approaches. Thomas Walker, Salvatore Esposito, Daniel Rebain, Amir Vaxman, Arno Onken, Changjian Li 0001, Oisin Mac Aodha |
CVPR | 3 |
| 2025 | Radiant Foam: Real-Time Differentiable Ray TracingabstractResearch on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU. Shrisudhan Govindarajan, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi |
ICCV | 2 |
| 2025 | VesselSDF: Distance Field Priors for Vascular Network Reconstruction
Salvatore Esposito, Daniel Rebain, Arno Onken, Changjian Li 0001, Oisin Mac Aodha |
MICCAI (2) | 2 |
| 2025 | 3D Gaussian Flats: Hybrid 2D/3D Photometric Scene ReconstructionabstractRecent advances in radiance fields and novel view synthesis enable creation of realistic digital twins from photographs. However, current methods struggle with flat, texture-less surfaces, creating uneven and semi-transparent reconstructions, due to an ill-conditioned photometric reconstruction objective. Surface reconstruction methods solve this issue but sacrifice visual quality. We propose a novel hybrid 2D/3D representation that jointly optimizes constrained planar (2D) Gaussians for modeling flat surfaces and freeform (3D) Gaussians for the rest of the scene. Our end-to-end approach dynamically detects and refines planar regions, improving both visual fidelity and geometric accuracy. It achieves state-of-the-art depth estimation on ScanNet++ and ScanNetv2, and excels at mesh extraction without overfitting to a specific camera model, showing its effectiveness in producing high-quality reconstruction of indoor scenes. Maria Taktasheva, Lily Goli, Alessandro Fiorini, Zhen Li 0052, Daniel Rebain, Andrea Tagliasacchi |
NeurIPS | 5 |
| 2024 | Accelerating Neural Field Training via Soft MiningabstractWe present an approach to accelerate Neural Field training by efficiently selecting sampling locations. While Neural Fields have recently become popular, it is often trained by uniformly sampling the training domain, or through handcrafted heuristics. We show that improved convergence and final training quality can be achieved by a soft mining technique based on importance sampling: rather than either considering or ignoring a pixel completely, we weigh the corresponding loss by a scalar. To implement our idea we use Langevin Monte-Carlo sampling. We show that by doing so, regions with higher error are being selected more frequently, leading to more than 2x improvement in convergence speed. The code and related resources for this study are publicly available at project page. Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi |
CVPR | 2 |
| 2024 | Neural Fields as Distributions: Signal Processing Beyond Euclidean SpaceabstractNeural fields have emerged as a powerful and broadly applicable method for representing signals. However, in contrast to classical discrete digital signal processing, the portfolio of tools to process such representations is still severely limited and restricted to Euclidean domains. In this paper, we address this problem by showing how a prob-abilistic re-interpretation of neural fields can enable their training and inference processes to become “filter-aware”. The formulation we propose not only merges training and filtering in an efficient way, but also generalizes beyond the familiar Euclidean coordinate spaces to the more general set of smooth manifolds and convolutions induced by the actions of Lie groups. We demonstrate how this framework can enable novel integrations of signal processing techniques for neural field applications on both Euclidean do-mains, such as images and audio, as well as non-Euclidean domains, such as rotations and rays. A noteworthy benefit of our method is its applicability. Our method can be sum-marized as primarily a modification of the loss function, and in most cases does not require changes to the network ar-chitecture or the inference process. Daniel Rebain, Soroosh Yazdani, Kwang Moo Yi, Andrea Tagliasacchi |
CVPR | 1 |
| 2024 | BANF: Band-Limited Neural Fields for Levels of Detail ReconstructionabstractLargely due to their implicit nature, neural fields lack a direct mechanism for filtering, as Fourier analysis from discrete signal processing is not directly applicable to these representations. Effective filtering of neural fields is critical to enable level-of-detail processing in downstream applications, and support operations that involve sampling the field on regular grids (e.g. marching cubes). Existing methods that attempt to decompose neural fields in the frequency domain either resort to heuristics or require extensive modifications to the neural field architecture. We show that via a simple modification, one can obtain neural fields that are low-pass filtered, and in turn show how this can be exploited to obtain a frequency decomposition of the entire signal. We demonstrate the validity of our technique by investigating level-of-detail reconstruction, and showing how coarser representations can be computed effectively. Source code is available at https://theialab.github.io/banf Akhmedkhan Ahan Shabanov, Shrisudhan Govindarajan, Cody Reading, Lily Goli, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi |
CVPR | 5 |
| 2024 | Lagrangian Hashing for Compressed Neural Field Representations
Shrisudhan Govindarajan, Zeno Sambugaro, Akhmedkhan Shabanov, Towaki Takikawa, Daniel Rebain, Nicola Conci, Kwang Moo Yi, Andrea Tagliasacchi |
ECCV (27) | 5 |
| 2024 | Volumetric Rendering with Baked Quadrature Fields
Gopal Sharma, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi |
ECCV (63) | 2 |
| 2024 | 3D Gaussian Splatting as Markov Chain Monte CarloabstractWhile 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which does not always generalize and may lead to poor-quality renderings. For many real-world scenes this leads to their heavy dependence on good initializations. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene—in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) update by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework. To do so, we revise the ‘cloning’ of Gaussians into a relocalization scheme that approximately preserves sample probability. To encourage efficient use of Gaussians, we introduce an L1-regularizer on the Gaussians. On various standard evaluation scenes, we show that our method provides improved rendering quality, easy control over the number of Gaussians, and robustness to initialization. The project website is available at https://3dgs-mcmc.github.io/. Shakiba Kheradmand, Daniel Rebain, Gopal Sharma, Yang-Che Tseng, Hossam Isack, Abhishek Kar, Andrea Tagliasacchi, Kwang Moo Yi |
NeurIPS | 2 |
| 2023 | nerf2nerf: Pairwise Registration of Neural Radiance FieldsabstractWe introduce a technique for pairwise registration of neural fields that extends classical optimization-based local registration (i.e. ICP) to operate on Neural Radiance Fields (NeRF)-neural 3D scene representations trained from collections of calibrated images. NeRF does not decompose illumination and color, so to make registration invariant to illumination, we introduce the concept of a “surface field” - a field distilled from a pre-trained NeRF model that measures the likelihood of a point being on the surface of an object. We then cast nerf2nerf registration as a robust optimization that iteratively seeks a rigid transformation that aligns the surface fields of the two scenes. We evaluate the effectiveness of our technique by introducing a dataset of pre-trained NeRF scenes - our synthetic scenes enable quantitative evaluations and comparisons to classical registration techniques, while our real scenes demonstrate the validity of our technique in real-world scenarios. Additional results available at: https://nerf2nerf.github.io Lily Goli, Daniel Rebain, Sara Sabour, Animesh Garg, Andrea Tagliasacchi |
ICRA | 2 |
| 2023 | NeuralBF: Neural Bilateral Filtering for Top-down Instance Segmentation on Point CloudsabstractWe introduce a method for instance proposal generation for 3D point clouds. Existing techniques typically directly regress proposals in a single feed-forward step, leading to inaccurate estimation. We show that this serves as a critical bottleneck, and propose a method based on iterative bilateral filtering with learned kernels. Following the spirit of bilateral filtering, we consider both the deep feature embeddings of each point, as well as their locations in the 3D space. We show via synthetic experiments that our method brings drastic improvements when generating instance proposals for a given point of interest. We further validate our method on the challenging ScanNet benchmark, achieving the best instance segmentation performance amongst the sub-category of top-down methods. Daniel Rebain, Renjie Liao 0001, Vladimir Tankovich, Soroosh Yazdani, Kwang Moo Yi, Andrea Tagliasacchi |
WACV | 2 |
| 2022 | Kubric: A scalable dataset generatorabstractData is the driving force of machine learning, with the amount and quality of training data often being more important for the performance of a system than architecture and training details. But collecting, processing and annotating real data at scale is difficult, expensive, and frequently raises additional privacy, fairness and legal concerns. Synthetic data is a powerful tool with the potential to address these shortcomings: 1) it is cheap 2) supports rich ground-truth annotations 3) offers full control over data and 4) can circumvent or mitigate problems regarding bias, privacy and licensing. Unfortunately, software tools for effective data generation are less mature than those for architecture design and training, which leads to fragmented generation efforts. To address these problems we introduce Kubric, an open-source Python framework that interfaces with PyBullet and Blender to generate photo-realistic scenes, with rich annotations, and seamlessly scales to large jobs distributed over thousands of machines, and generating TBs of data. We demonstrate the effectiveness of Kubric by presenting a series of 13 different generated datasets for tasks ranging from studying 3D NeRF models to optical flow estimation. We release Kubric, the used assets, all of the generation code, as well as the rendered datasets for reuse and modification. Klaus Greff, Francois Belletti, Lucas Beyer, Carl Doersch, Yilun Du, Daniel Duckworth, David J. Fleet, Dan Gnanapragasam, Florian Golemo, Charles Herrmann, Thomas Kipf, Abhijit Kundu, Dmitry Lagun, Issam H. Laradji, Hsueh-Ti Derek Liu, Henning Meyer, Yishu Miao, Derek Nowrouzezahrai, A. Cengiz Öztireli, Etienne Pot, Noha Radwan, Daniel Rebain, Sara Sabour, Mehdi S. M. Sajjadi, Matan Sela, Vincent Sitzmann, Austin Stone, Deqing Sun, Suhani Vora, Tianhao Wu 0003, Kwang Moo Yi, Fangcheng Zhong, Andrea Tagliasacchi |
CVPR | 22 |
| 2022 | LOLNeRF: Learn from One LookabstractWe present a method for learning a generative 3D model based on neural radiance fields, trained solely from data with only single views of each object. While generating realistic images is no longer a difficult task, producing the corresponding 3D structure such that they can be rendered from different views is non-trivial. We show that, unlike existing methods, one does not need multi-view data to achieve this goal. Specifically, we show that by reconstructing many images aligned to an approximate canonical pose with a single network conditioned on a shared latent space, you can learn a space of radiance fields that models shape and appearance for a class of objects. We demonstrate this by training models to reconstruct object categories using datasets that contain only one view of each subject without depth or geometry information. Our experiments show that we achieve state-of-the-art results in novel view synthesis and high-quality results for monocular depth prediction. https://lolnerf.github.io. Daniel Rebain, Mark J. Matthews, Kwang Moo Yi, Dmitry Lagun, Andrea Tagliasacchi |
CVPR | 1 |
| 2021 | DeRF: Decomposed Radiance FieldsabstractWith the advent of Neural Radiance Fields (NeRF), neural networks can now render novel views of a 3D scene with quality that fools the human eye. Yet, generating these images is very computationally intensive, limiting their applicability in practical scenarios. In this paper, we propose a technique based on spatial decomposition capable of mitigating this issue. Our key observation is that there are diminishing returns in employing larger (deeper and/or wider) networks. Hence, we propose to spatially decompose a scene and dedicate smaller networks for each decomposed part. When working together, these networks can render the whole scene. This allows us near-constant inference time regardless of the number of decomposed parts. Moreover, we show that a Voronoi spatial decomposition is preferable for this purpose, as it is provably compatible with the Painter’s Algorithm for efficient and GPU-friendly rendering. Our experiments show that for real-world scenes, our method provides up to 3× more efficient inference than NeRF (with the same rendering quality), or an improvement of up to 1.0 dB in PSNR (for the same inference cost). Daniel Rebain, Wei Jiang 0034, Soroosh Yazdani, Ke Li 0011, Kwang Moo Yi, Andrea Tagliasacchi |
CVPR | 1 |
| 2019 | LSMAT Least Squares Medial Axis TransformabstractAbstract The medial axis transform has applications in numerous fields including visualization, computer graphics, and computer vision. Unfortunately, traditional medial axis transformations are usually brittle in the presence of outliers, perturbations and/or noise along the boundary of objects. To overcome this limitation, we introduce a new formulation of the medial axis transform which is naturally robust in the presence of these artefacts. Unlike previous work which has approached the medial axis from a computational geometry angle, we consider it from a numerical optimization perspective. In this work, we follow the definition of the medial axis transform as ‘the set of maximally inscribed spheres’. We show how this definition can be formulated as a least squares relaxation where the transform is obtained by minimizing a continuous optimization problem. The proposed approach is inherently parallelizable by performing independent optimization of each sphere using Gauss–Newton, and its least‐squares form allows it to be significantly more robust compared to traditional computational geometry approaches. Extensive experiments on 2D and 3D objects demonstrate that our method provides superior results to the state of the art on both synthetic and real‐data. Daniel Rebain, Baptiste Angles, Julien P. C. Valentin, Nicholas Vining, Jiju Poovvancheri, Shahram Izadi, Andrea Tagliasacchi |
Comput. Graph. Forum | 1 |