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Arno Coomans

dblp:354/3429 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0002-7396-5044ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 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 · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Cloud and datacenter computing › cloud applications
cloud rendering
0.212023
Effect-based Multi-viewer Caching for Cloud-native Rendering · ACM Trans. Graph. 2023

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

effect-based caching · 1.3
YearPublicationVenuePosition
2026 DreamAnywhere: Object-Centric Panoramic 3D Scene Generation
abstract
Recent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically finetuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere , a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping—all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text- and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness.
Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger
WACV9
2026 Real-time Rendering with a Neural Irradiance Volume
abstract
Abstract Rendering diffuse global illumination in real‐time is often approximated by pre‐computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in the irradiance volume, including novel dynamic objects. This approach, however, suffers from aliasing artifacts and high memory consumption. We propose Neural Irradiance Volume (NIV), a neural‐based technique that allows accurate real‐time rendering of diffuse global illumination via a compact pre‐computed model, overcoming the limitations of traditional probe‐based methods, such as the expensive memory footprint, aliasing artifacts, and scene‐specific heuristics. The key insight is that neural compression creates an adaptive and amortized representation of irradiance, circumventing the cubic scaling of grid‐based methods. Our superior memory‐scaling improves quality by at least 10x at the same memory budget, and enables a straightforward representation of higher‐dimensional irradiance fields, allowing rendering of time‐varying or dynamic effects without requiring additional computation at runtime. Unlike other neural rendering techniques, our method works within strict realtime constraints, providing fast inference (around 1 ms per frame on consumer GPUs at full HD resolution), reduced memory usage (1–5 MB for medium‐sized scenes), and only requires a G‐buffer as input, without expensive ray tracing or denoising.
Arno Coomans, Giacomo Nazzaro, Edoardo A. Dominici, Christian Döring, Floor Verhoeven, Konstantinos Vardis, Markus Steinberger
Comput. Graph. Forum1
2024 Real-time Neural Rendering of Dynamic Light Fields
abstract
Abstract Synthesising high‐quality views of dynamic scenes via path tracing is prohibitively expensive. Although caching offline‐quality global illumination in neural networks alleviates this issue, existing neural view synthesis methods are limited to mainly static scenes, have low inference performance or do not integrate well with existing rendering paradigms. We propose a novel neural method that is able to capture a dynamic light field, renders at real‐time frame rates at 1920×1080 resolution and integrates seamlessly with Monte Carlo ray tracing frameworks. We demonstrate how a combination of spatial, temporal and a novel surface‐space encoding are each effective at capturing different kinds of spatio‐temporal signals. Together with a compact fully‐fused neural network and architectural improvements, we achieve a twenty‐fold increase in network inference speed compared to related methods at equal or better quality. Our approach is suitable for providing offline‐quality real‐time rendering in a variety of scenarios, such as free‐viewpoint video, interactive multi‐view rendering, or streaming rendering. Finally, our work can be integrated into other rendering paradigms, e.g., providing a dynamic background for interactive scenarios where the foreground is rendered with traditional methods.
Arno Coomans, Edoardo A. Dominici, Christian Döring, Joerg H. Mueller, Jozef Hladky, Markus Steinberger
Comput. Graph. Forum1
2023 Effect-based Multi-viewer Caching for Cloud-native Rendering
abstract
With cloud computing becoming ubiquitous, it appears as virtually everything can be offered as-a-service. However, real-time rendering in the cloud forms a notable exception, where the cloud adoption stops at running individual game instances in compute centers. In this paper, we explore whether a cloud-native rendering architecture is viable and scales to multi-client rendering scenarios. To this end, we propose world-space and on-surface caches to share rendering computations among viewers placed in the same virtual world. We discuss how caches can be utilized on an effect-basis and demonstrate that a large amount of computations can be saved as the number of viewers in a scene increases. Caches can easily be set up for various effects, including ambient occlusion, direct illumination, and diffuse global illumination. Our results underline that the image quality using cached rendering is on par with screen-space rendering and due to its simplicity and inherent coherence, cached rendering may even have advantages in single viewer setups. Analyzing the runtime and communication costs, we show that cached rendering is already viable in multi-GPU systems. Building on top of our research, cloud-native rendering may be just around the corner.
Alexander Weinrauch, Wolfgang Tatzgern, Pascal Stadlbauer, Alexis Crickx, Jozef Hladky, Arno Coomans, Joerg H. Mueller, Markus Steinberger
ACM Trans. Graph.6