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Zehranaz Canfes

dblp:313/9440 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 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
2 papers
Geometric modeling and processing · 77% Computer animation and physical simulation · 23%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
shape deformation
1.722025
Implicit Neural Surface Deformation with Explicit Velocity Fields · ICLR 2025
4Deform: Neural Surface Deformation for Robust Shape Interpolation · CVPR 2025
Geometric modeling and processing › implicit surface
neural implicit surface
0.912025
Implicit Neural Surface Deformation with Explicit Velocity Fields · ICLR 2025
Geometric modeling and processing › shape representation › implicit representation
signed distance function
0.312025
Implicit Neural Surface Deformation with Explicit Velocity Fields · ICLR 2025

Methods — techniques the papers use, named apart from their topics

velocity field · 2.6level-set equation · 2.6neural implicit representation · 1.7eikonal constraints · 0.9
YearPublicationVenuePosition
2026 TwoSquared: 4D Generation from 2D Image Pairs
abstract
Recovering a 4D motion from sparse visual information (such as two temporal frames of a subject) is a significant challenge. While humans are able to hallucinate the missing information in a plausible way, generative AI struggles due to a lack of high-quality training data and heavy computing requirements. To overcome these limitations, we propose TwoSquared, a method that obtains a 4D plausible sequence from just two 2D RGB images corresponding to the beginning and the end of the action. We propose to solve the problem in two steps: 1) first, obtaining a 3D reconstruction of the initial and final status, and 2) model the intermediate sequence as a physically plausible deformation. Our method does not require templates or class-specific prior knowledge, and can operate with arbitrary in-the-wild examples. We demonstrate our capabilities in a number of different objects, diverse in terms of nature, class, and deformation, surpassing video-based alternatives, which cannot achieve the same level of consistency.
Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard 0001, Daniel Cremers
3DV2
2025 4Deform: Neural Surface Deformation for Robust Shape Interpolation
abstract
Generating realistic intermediate shapes between non-rigidly deformed shapes is a challenging task in computer vision, especially with unstructured data (e.g., point clouds) where temporal consistency across frames is lacking, and topologies are changing. Most interpolation methods are designed for structured data (i.e., meshes) and do not apply to real-world point clouds. In contrast, our approach, 4Deform, leverages neural implicit representation (NIR) to enable free topology changing shape deformation. Unlike previous mesh-based methods that learn vertex-based deformation fields, our method learns a continuous velocity field in Euclidean space. Thus, it is suitable for less structured data such as point clouds. Additionally, our method does not require intermediate-shape supervision during training; instead, we incorporate physical and geometrical constraints to regularize the velocity field. We reconstruct intermediate surfaces using a modified level-set equation, directly linking our NIR with the velocity field. Experiments show that our method significantly outperforms previous NIR approaches across various scenarios (e.g., noisy, partial, topology-changing, non-isometric shapes) and, for the first time, enables new applications like 4D Kinect sequence upsampling and real-world high-resolution mesh deformation.
Lu Sang, Zehranaz Canfes, Dongliang Cao, Riccardo Marin, Florian Bernard 0001, Daniel Cremers
CVPR2
2025 Implicit Neural Surface Deformation with Explicit Velocity Fields
abstract
In this work, we introduce the first unsupervised method that simultaneously predicts time-varying neural implicit surfaces and deformations between pairs of point clouds. We propose to model the point movement using an explicit velocity field and directly deform a time-varying implicit field using the modified level-set equation. This equation utilizes an iso-surface evolution with Eikonal constraints in a compact formulation, ensuring the integrity of the signed distance field. By applying a smooth, volume-preserving constraint to the velocity field, our method successfully recovers physically plausible intermediate shapes. Our method is able to handle both rigid and non-rigid deformations without any intermediate shape supervision. Our experimental results demonstrate that our method significantly outperforms existing works, delivering superior results in both quality and efficiency.
Lu Sang, Zehranaz Canfes, Dongliang Cao, Florian Bernard 0001, Daniel Cremers
ICLR2
2023 Text and Image Guided 3D Avatar Generation and Manipulation
abstract
The manipulation of latent space has recently become an interesting topic in the field of generative models. Recent research shows that latent directions can be used to manipulate images towards certain attributes. However, controlling the generation process of 3D generative models remains a challenge. In this work, we propose a novel 3D manipulation method that can manipulate both the shape and texture of the model using text or image-based prompts such as ’a young face’ or ’a surprised face’. We leverage the power of Contrastive Language-Image Pre-training (CLIP) model and a pre-trained 3D GAN model designed to generate face avatars and create a fully differentiable rendering pipeline to manipulate meshes. More specifically, our method takes an input latent code and modifies it such that the target attribute specified by a text or image prompt is present or enhanced while leaving other attributes largely unaffected. Our method requires only 5 minutes per manipulation, and we demonstrate the effectiveness of our approach with extensive results and comparisons.
Zehranaz Canfes, M. Furkan Atasoy, Alara Dirik, Pinar Yanardag Delul
WACV1