Demo Data from EDBT 2026 / reviewers in the wild / expert
Till N. Schnabel
dblp:299/0599
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2025
0000-0002-7277-2515ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-author · 2 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.
| Computer graphics and multimedia
1 paper |
Rendering · 91% Visual content generation and editing · 9% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › graphics pipeline
forward rendering |
0.5 | 1 | 2021 | Neural scene graph rendering · ACM Trans. Graph. 2021 |
Rendering
neural rendering |
0.5 | 1 | 2021 | Neural scene graph rendering · ACM Trans. Graph. 2021 |
Visual content generation and editing › scene authoring
scene editing |
0.1 | 1 | 2021 | Neural scene graph rendering · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
streaming neural renderer · 0.5neural network · 0.5linearization · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Multi-linear 3D Craniofacial Infant Shape Model
Till N. Schnabel, Yoriko Lill, Benito K. Benitez, Gaspard Krief, Sebastián Tapia Corón, Friederike Prüfer, Philipp Metzler, Andreas A. Müller, Barbara Solenthaler |
MICCAI (10) | 1 |
| 2024 | Large-Scale 3D Infant Face Model
Till N. Schnabel, Yoriko Lill, Benito K. Benitez, Prasad Nalabothu, Philipp Metzler, Andreas A. Müller, Markus Gross 0001, Baran Gözcü, Barbara Solenthaler |
MICCAI (3) | 1 |
| 2021 | Neural scene graph renderingabstractWe present a neural scene graph---a modular and controllable representation of scenes with elements that are learned from data. We focus on the forward rendering problem, where the scene graph is provided by the user and references learned elements. The elements correspond to geometry and material definitions of scene objects and constitute the leaves of the graph; we store them as high-dimensional vectors. The position and appearance of scene objects can be adjusted in an artist-friendly manner via familiar transformations, e.g. translation, bending, or color hue shift, which are stored in the inner nodes of the graph. In order to apply a (non-linear) transformation to a learned vector, we adopt the concept of linearizing a problem by lifting it into higher dimensions: we first encode the transformation into a high-dimensional matrix and then apply it by standard matrix-vector multiplication. The transformations are encoded using neural networks. We render the scene graph using a streaming neural renderer, which can handle graphs with a varying number of objects, and thereby facilitates scalability. Our results demonstrate a precise control over the learned object representations in a number of animated 2D and 3D scenes. Despite the limited visual complexity, our work presents a step towards marrying traditional editing mechanisms with learned representations, and towards high-quality, controllable neural rendering. Jonathan Granskog, Till N. Schnabel, Fabrice Rousselle, Jan Novák |
ACM Trans. Graph. | 2 |