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Vladislav Shakhrai

dblp:336/2297 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
4 papers
Visual content generation and editing · 59% Computer animation and physical simulation · 24% Geometric modeling and processing · 12%
Artificial intelligence
2 papers
3D vision · 67% Generative modeling · 17% Deep learning architectures and training · 17%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Hardware accelerators and domain-specific architectures · 100%

Topics — the 14 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
1.722025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement · ICLR 2025
Computer vision › 3D vision › 3d reconstruction › learning-based 3d reconstruction
3d gaussian reconstruction
0.912025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
Machine learning › Generative modeling
diffusion model
0.912025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
Computer vision › 3D vision
neural radiance field
0.912025
GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement · ICLR 2025
Machine learning › Deep learning architectures and training › attention mechanism › multi-dimensional attention
spatio-temporal attention
0.912025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
Visual content generation and editing
3d content generation
0.912025
T2Bs: Text-to-Character Blendshapes via Video Generation · ICCV 2025
Visual content generation and editing › 3d content generation
4d content generation
0.912025
T2Bs: Text-to-Character Blendshapes via Video Generation · ICCV 2025
Visual content generation and editing › 3d scene generation
4d scene generation
0.912025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
Visual content generation and editing › video generation
4d video generation
0.912025
Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation · NeurIPS 2025
Computer animation and physical simulation › facial animation
blendshape generation
0.912025
T2Bs: Text-to-Character Blendshapes via Video Generation · ICCV 2025
Computer animation and physical simulation
facial animation
0.912025
T2Bs: Text-to-Character Blendshapes via Video Generation · ICCV 2025
Visual content generation and editing › 3d content generation
text-to-3d generation
0.912025
T2Bs: Text-to-Character Blendshapes via Video Generation · ICCV 2025
Rendering
neural rendering
0.212023
Real-Time Neural Light Field on Mobile Devices · CVPR 2023
Rendering
novel view synthesis
0.212023
Real-Time Neural Light Field on Mobile Devices · CVPR 2023

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

transformer-based triplane generation · 1.7neural radiance field · 1.7gaussian splatting · 1.7feed-forward reconstruction · 1.7diffusion model · 1.7differentiable mesh rendering · 1.7knowledge distillation · 1.3video diffusion · 0.9deformation MLP · 0.93d gaussian splatting · 0.9neural light field · 0.7network architecture design · 0.7
YearPublicationVenuePosition
2025 T2Bs: Text-to-Character Blendshapes via Video Generation
abstract
We present T2Bs, a framework for generating high-quality, animatable character head morphable models from text by combining static text-to-3D generation with video diffusion. Text-to-3D models produce detailed static geometry but lack motion synthesis, while video diffusion models generate motion with temporal and multi-view geometric inconsistencies. T2Bs bridges this gap by leveraging deformable 3D Gaussian splatting to align static 3D assets with video outputs. By constraining motion with static geometry and employing a view-dependent deformation MLP, T2Bs (i) outperforms existing 4D generation methods in accuracy and expressiveness while reducing video artifacts and view inconsistencies, and (ii) reconstructs smooth, coherent, fully registered 3D geometries designed to scale for building morphable models with diverse, realistic facial motions. This enables synthesizing expressive, animatable character heads that surpass current 4D generation techniques.
Jiahao Luo, Chaoyang Wang 0001, Michael Vasilkovsky, Vladislav Shakhrai, Di Liu 0003, Peiye Zhuang, Sergey Tulyakov, Peter Wonka, Hsin-Ying Lee 0001, Jian Wang 0100
ICCV4
2025 GTR: Improving Large 3D Reconstruction Models through Geometry and Texture Refinement
abstract
We propose a novel approach for 3D mesh reconstruction from multi-view images. We improve upon the large reconstruction model LRM that use a transformer-based triplane generator and a Neural Radiance Field (NeRF) model trained on multi-view images. We introduce three key components to significantly enhance the 3D reconstruction quality. First of all, we examine the original LRM architecture and find several shortcomings. Subsequently, we introduce respective modifications to the LRM architecture, which lead to improved multi-view image representation and more computationally efficient training. Second, in order to improve geometry reconstruction and enable supervision at full image resolution, we extract meshes from the NeRF in a differentiable manner and fine-tune the NeRF model through mesh rendering. These modifications allow us to achieve state-of-the-art performance on both 2D and 3D evaluation metrics on Google Scanned Objects (GSO) dataset and OmniObject3D dataset. Finally, we introduce a lightweight per-instance texture refinement procedure to better reconstruct complex textures, such as text and portraits on assets. To address this, we introduce a lightweight per-instance texture refinement procedure. This procedure fine-tunes the triplane representation and the NeRF's color estimation model on the mesh surface using the input multi-view images in just 4 seconds. This refinement achieves faithful reconstruction of complex textures. Additionally, our approach enables various downstream applications, including text/image-to-3D generation.
Peiye Zhuang, Songfang Han, Chaoyang Wang 0001, Aliaksandr Siarohin, Jiaxu Zou, Michael Vasilkovsky, Vladislav Shakhrai, Sergei Korolev, Sergey Tulyakov, Hsin-Ying Lee 0001
ICLR7
2025 Fused View-Time Attention and Feedforward Reconstruction for 4D Scene Generation
abstract
We propose the first framework capable of computing a 4D spatio-temporal grid of video frames and 3D Gaussian particles for each time step using a feed-forward architecture. Our architecture has two main components, a 4D video model and a 4D reconstruction model. In the first part, we analyze current 4D video diffusion architectures that perform spatial and temporal attention either sequentially or in parallel within a two-stream design. We highlight the limitations of existing approaches and introduce a novel fused architecture that performs spatial and temporal attention within a single layer. The key to our method is a sparse attention pattern, where tokens attend to others in the same frame, at the same timestamp, or from the same viewpoint. In the second part, we extend existing 3D reconstruction algorithms by introducing a Gaussian head, a camera token replacement algorithm, and additional dynamic layers and training. Overall, we establish a new state of the art for 4D generation, improving both visual quality and reconstruction capability.
Chaoyang Wang 0001, Ashkan Mirzaei, Vidit Goel, Willi Menapace, Aliaksandr Siarohin, Michael Vasilkovsky, Ivan Skorokhodov, Vladislav Shakhrai, Sergei Korolev, Sergey Tulyakov, Peter Wonka
NeurIPS8
2023 Real-Time Neural Light Field on Mobile Devices
abstract
Recent efforts in Neural Rendering Fields (NeRF) have shown impressive results on novel view synthesis by utilizing implicit neural representation to represent 3D scenes. Due to the process of volumetric rendering, the inference speed for NeRF is extremely slow, limiting the application scenarios of utilizing NeRF on resource-constrained hardware, such as mobile devices. Many works have been conducted to reduce the latency of running NeRF models. However, most of them still require high-end GPU for acceleration or extra storage memory, which is all unavailable on mobile devices. Another emerging direction utilizes the neural light field (NeLF) for speedup, as only one forward pass is performed on a ray to predict the pixel color. Nevertheless, to reach a similar rendering quality as NeRF, the network in NeLF is designed with intensive computation, which is not mobile-friendly. In this work, we propose an efficient network that runs in real-time on mobile devices for neural rendering. We follow the setting of NeLF to train our network. Unlike existing works, we introduce a novel network architecture that runs efficiently on mobile devices with low latency and small size, i.e., saving 15 x ~ 24 x storage compared with MobileNeRF. Our model achieves high-resolution generation while maintaining real-time inference for both synthetic and real-world scenes on mobile devices, e.g., 18.04ms (iPhone 13) for rendering one$1008 \times 756$image of real 3D scenes. Additionally, we achieve similar image quality as NeRF and better quality than MobileNeRF (PSNR 26.15 vs. 25.91 on the real-world forward-facing dataset)11More demo examples in our Webpage..
Junli Cao, Huan Wang 0014, Pavlo Chemerys, Vladislav Shakhrai, Ju Hu, Yun Fu 0001, Denys Makoviichuk, Sergey Tulyakov, Jian Ren 0005
CVPR4