Charles Loop

dblp:348/0119 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 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.

Artificial intelligence
1 paper
3D vision · 93% Segmentation and scene understanding · 7%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › neural rendering
radiance field rendering
0.912025
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering · CVPR 2025
Computer vision › 3D vision
3d scene reconstruction
0.712023
Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids · CVPR 2023
Computer vision › 3D vision
implicit neural representation
0.712023
Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids · CVPR 2023
Computer vision › 3D vision › 3d scene reconstruction
monocular scene reconstruction
0.712023
Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids · CVPR 2023
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function
0.712023
Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids · CVPR 2023
Computer vision › Segmentation and scene understanding › scene understanding
semantic scene understanding
0.212023
Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids · CVPR 2023

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

morton ordering · 0.9adaptive voxel allocation · 0.9sparse voxel grid · 0.7differentiable volume rendering · 0.7continuous random field · 0.7
YearPublicationVenuePosition
2025 Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
abstract
We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 655363grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splat- ting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code: github.com/NVlabs/svraster
Cheng Sun 0004, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang
CVPR3
2023 Fast Monocular Scene Reconstruction with Global-Sparse Local-Dense Grids
abstract
Indoor scene reconstruction from monocular images has long been sought after by augmented reality and robotics developers. Recent advances in neural field representations and monocular priors have led to remarkable results in scene-level surface reconstructions. The reliance on Multilayer Perceptrons (MLP), however, significantly limits speed in training and rendering. In this work, we propose to directly use signed distance function (SDF) in sparse voxel block grids for fast and accurate scene reconstruction without MLPs. Our globally sparse and locally dense data structure exploits surfaces' spatial sparsity, enables cache-friendly queries, and allows direct extensions to multi-modal data such as color and semantic labels. To apply this representation to monocular scene reconstruction, we develop a scale calibration algorithm for fast geometric initialization from monocular depth priors. We apply differentiable volume rendering from this initialization to refine details with fast convergence. We also introduce efficient high-dimensional Continuous Random Fields (CRFs) to further exploit the semantic-geometry consistency between scene objects. Experiments show that our approach is 10× faster in training and 100× faster in rendering while achieving comparable accuracy to state-of-the-art neural implicit methods.
Christopher B. Choy, Charles Loop, Or Litany, Yuke Zhu, Anima Anandkumar
CVPR3