EDBT 2026 Demo / reviewers in the wild / expert
Georgios Kopanas
dblp:297/5846 · also George Kopanas
· DBLP profile ↗
13ranked-venue papers
2as first author
13since 2021 · last 2026
0009-0002-5829-2192ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-author · 13 since 2021Artificial intelligence and machine learning · 4 · 4 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Lighting-Consistent Object Transfer Across Radiance Fields
Nicolás Violante, Georgios Kopanas, Linus Franke, Julien Philip, George Drettakis |
Comput. Graph. Forum | 2 |
| 2025 | Synthetic Prior for Few-Shot Drivable Head Avatar InversionabstractWe present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, the use of real data is strictly regulated (e.g., under the General Data Protection Regulation, which mandates frequent deletion of models and data to accommodate a situation when participant’s consent is withdrawn). Synthetic data, free from these constraints, is an appealing alternative. Third, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to SOTA monocular and GAN-based methods, SynShot significantly improves novel view and expression synthesis. Wojciech Zielonka, Stephan J. Garbin, Alexander Lattas, Georgios Kopanas, Paulo F. U. Gotardo, Thabo Beeler, Justus Thies, Timo Bolkart |
CVPR | 4 |
| 2025 | StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splattingabstract3D Gaussian splatting (3DGS) is a popular radiance field method, with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats then rasterizing in primitive order. This ensures correct alpha compositing, but can cause rendering artifacts due to built-in approximations. Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, and counter-intuitively, rendering a lower-resolution image is not necessarily faster. In this work, we address the above limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting, and allows for accurate 3D blending of overlapping Gaussians. The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization. Shakiba Kheradmand, Delio Vicini, Georgios Kopanas, Dmitry Lagun, Kwang Moo Yi, Mark J. Matthews, Andrea Tagliasacchi |
ICCV | 3 |
| 2025 | MoMaps: Semantics-Aware Scene Motion Generation with Motion Maps
Jiahui Lei, Kyle Genova, Georgios Kopanas, Noah Snavely, Leonidas J. Guibas |
ICCV | 3 |
| 2025 | EVER: Exact Volumetric Ellipsoid Rendering for Real-Time View SynthesisabstractWe present Exact Volumetric Ellipsoid Rendering (EVER), a method for real-time differentiable emission-only volume rendering. Unlike recent rasterization based approach by 3D Gaussian Splatting (3DGS), our primitive based representation allows for exact volume rendering, rather than alpha compositing 3D Gaussian billboards. As such, unlike 3DGS our formulation does not suffer from popping artifacts and view dependent density, but still achieves frame rates of $\sim\!30$ FPS at 720p on an NVIDIA RTX4090. Since our approach is built upon ray tracing it enables effects such as defocus blur and camera distortion (e.g. such as from fisheye cameras), which are difficult to achieve by rasterization. We show that our method is more accurate with fewer blending issues than 3DGS and follow-up work on view-consistent rendering, especially on the challenging large-scale scenes from the Zip-NeRF dataset where it achieves sharpest results among real-time techniques. Alexander Mai, Peter Hedman, Georgios Kopanas, Dor Verbin, David Futschik, Qiangeng Xu, Falko Kuester, Jonathan T. Barron, Yinda Zhang 0001 |
ICCV | 3 |
| 2025 | Inverse Radiative Transport for Infrared Scenes with Gaussian PrimitivesabstractThermal imaging, as a promising approach for scalable and robust scene perception, is invaluable for many applications in various fields, such as architecture and building physics. Despite many recent works having demonstrated their capability to incorporate thermal images into radiance field methods, they typically do not explicitly model how radiation interacts and reflects within the scene before reaching the camera, which is essential for inferring thermal physics and properties of objects in a scene. Using Gaussian primitives as the scene representation, our method estimates surface temperature and material properties to generate infrared renderings that closely match the input images. Taking inspirations from radiosity and hemicube rasterization, our method decomposes the outgoing radiation from each Gaussian primitive into two parts: self-emission and reflection originating from other primitives and the environment. This formulation allows us to simulate radiation under novel heating conditions and to find the best-fit temperature and material parameters given thermal images. The method is verified using both synthetic and real capture datasets. Zhenyuan Liu 0001, Bharath Seshadri, Georgios Kopanas, Bernd Bickel |
SIGGRAPH Asia | 3 |
| 2025 | Does 3D Gaussian Splatting Need Accurate Volumetric Rendering?abstractAbstract Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real‐time novel‐view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray‐marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in‐depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations. Adam Celarek, Georgios Kopanas, George Drettakis, Michael Wimmer 0001, Bernhard Kerbl |
Comput. Graph. Forum | 2 |
| 2025 | SpotLessSplats: Ignoring Distractors in 3D Gaussian SplattingabstractThree-dimensional Gaussian Splatting (3DGS) is a promising technique for 3D reconstruction, offering efficient training and rendering speeds, making it suitable for real-time applications. However, current methods require highly controlled environments–no moving people or wind-blown elements, and consistent lighting–to meet the interview consistency assumption of 3DGS. This makes reconstruction of real-world captures problematic. We present SpotLessSplats, an approach that leverages pre-trained and general-purpose features coupled with robust optimization to effectively ignore transient distractors. Our method achieves state-of-the-art reconstruction quality both visually and quantitatively, on casual captures. Sara Sabour, Lily Goli, Georgios Kopanas, Mark J. Matthews, Dmitry Lagun, Leonidas J. Guibas, Alec Jacobson, David J. Fleet, Andrea Tagliasacchi |
ACM Trans. Graph. | 3 |
| 2024 | Dynamic 3D Gaussians: Tracking by Persistent Dynamic View SynthesisabstractWe present a method that simultaneously addresses the tasks of dynamic scene novel-view synthesis and six degree-of-freedom (6-DOF) tracking of all dense scene elements. We follow an analysis-by-synthesis framework, inspired by recent work that models scenes as a collection of 3D Gaussians which are optimized to reconstruct input images via differentiable rendering. To model dynamic scenes, we allow Gaussians to move and rotate over time while enforcing that they have persistent color, opacity, and size. By regularizing Gaussians’ motion and rotation with local-rigidity constraints, we show that our Dynamic 3D Gaussians correctly model the same area of physical space over time, including the rotation of that space. Dense 6-DOF tracking and dynamic reconstruction emerges naturally from persistent dynamic view synthesis, without requiring any correspondence or flow as input. We demonstrate a large number of downstream applications enabled by our representation, including first-person view synthesis, dynamic compositional scene synthesis, and 4D video editing.111. Project Website: dynamic3dgaussians.github.io Jonathon Luiten, Georgios Kopanas, Bastian Leibe, Deva Ramanan |
3DV | 2 |
| 2024 | A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large DatasetsabstractNovel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour. Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 0001, Alexandre Lanvin, George Drettakis |
ACM Trans. Graph. | 3 |
| 2023 | 3D Gaussian Splatting for Real-Time Radiance Field RenderingabstractRadiance Field methods have recently revolutionized novel-view synthesis of scenes captured with multiple photos or videos. However, achieving high visual quality still requires neural networks that are costly to train and render, while recent faster methods inevitably trade off speed for quality. For unbounded and complete scenes (rather than isolated objects) and 1080p resolution rendering, no current method can achieve real-time display rates. We introduce three key elements that allow us to achieve state-of-the-art visual quality while maintaining competitive training times and importantly allow high-quality real-time (≥ 30 fps) novel-view synthesis at 1080p resolution. First, starting from sparse points produced during camera calibration, we represent the scene with 3D Gaussians that preserve desirable properties of continuous volumetric radiance fields for scene optimization while avoiding unnecessary computation in empty space; Second, we perform interleaved optimization/density control of the 3D Gaussians, notably optimizing anisotropic covariance to achieve an accurate representation of the scene; Third, we develop a fast visibility-aware rendering algorithm that supports anisotropic splatting and both accelerates training and allows realtime rendering. We demonstrate state-of-the-art visual quality and real-time rendering on several established datasets. Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis |
ACM Trans. Graph. | 2 |
| 2022 | Neural Point Catacaustics for Novel-View Synthesis of ReflectionsabstractView-dependent effects such as reflections pose a substantial challenge for image-based and neural rendering algorithms. Above all, curved reflectors are particularly hard, as they lead to highly non-linear reflection flows as the camera moves. We introduce a new point-based representation to compute Neural Point Catacaustics allowing novel-view synthesis of scenes with curved reflectors, from a set of casually-captured input photos. At the core of our method is a neural warp field that models catacaustic trajectories of reflections, so complex specular effects can be rendered using efficient point splatting in conjunction with a neural renderer. One of our key contributions is the explicit representation of reflections with a reflection point cloud which is displaced by the neural warp field, and a primary point cloud which is optimized to represent the rest of the scene. After a short manual annotation step, our approach allows interactive high-quality renderings of novel views with accurate reflection flow. Additionally, the explicit representation of reflection flow supports several forms of scene manipulation in captured scenes, such as reflection editing, cloning of specular objects, reflection tracking across views, and comfortable stereo viewing. We provide the source code and other supplemental material on https://repo-sam.inria.fr/fungraph/neural_catacaustics/ Georgios Kopanas, Thomas Leimkühler, Gilles Rainer, Clément Jambon, George Drettakis |
ACM Trans. Graph. | 1 |
| 2021 | Point-Based Neural Rendering with Per-View OptimizationabstractAbstract There has recently been great interest in neural rendering methods. Some approaches use 3D geometry reconstructed with Multi‐View Stereo (MVS) but cannot recover from the errors of this process, while others directly learn a volumetric neural representation, but suffer from expensive training and inference. We introduce a general approach that is initialized with MVS, but allows further optimization of scene properties in the space of input views, including depth and reprojected features, resulting in improved novel‐view synthesis. A key element of our approach is our new differentiable point‐based pipeline, based on bi‐directional Elliptical Weighted Average splatting, a probabilistic depth test and effective camera selection. We use these elements together in our neural renderer, that outperforms all previous methods both in quality and speed in almost all scenes we tested. Our pipeline can be applied to multi‐view harmonization and stylization in addition to novel‐view synthesis. Georgios Kopanas, Julien Philip, Thomas Leimkühler, George Drettakis |
Comput. Graph. Forum | 1 |