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Michael Steiner 0011

dblp:364/7401 · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2025
0009-0008-7430-6922ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
Rendering · 55% Geometric modeling and processing · 30% Visual content generation and editing · 16%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
1.122025
AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering · ICCV 2025
SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction · SIGGRAPH Asia 2025
Rendering
real-time rendering
1.022025
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering · ICCV 2025
Geometric modeling and processing › 3d reconstruction
3d scene reconstruction
0.912025
SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction · SIGGRAPH Asia 2025
Rendering
antialiasing
0.912025
AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering · ICCV 2025
Geometric modeling and processing › isosurface extraction
marching tetrahedra
0.912025
SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction · SIGGRAPH Asia 2025
Geometric modeling and processing › surface reconstruction › mesh reconstruction
mesh extraction
0.912025
SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction · SIGGRAPH Asia 2025
Visual content generation and editing
3d content editing
0.812024
LAENeRF: Local Appearance Editing for Neural Radiance Fields · CVPR 2024
Visual content generation and editing › image editing
appearance editing
0.812024
LAENeRF: Local Appearance Editing for Neural Radiance Fields · CVPR 2024
Rendering
gaussian splatting
0.812024
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
Rendering
neural radiance fields
0.812024
LAENeRF: Local Appearance Editing for Neural Radiance Fields · CVPR 2024
Rendering
rasterization
0.812024
StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering · ACM Trans. Graph. 2024
Geometric modeling and processing
3d scene representation
0.312025
SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction · SIGGRAPH Asia 2025

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

view-space bounding · 0.9tile-based culling · 0.9parallel marching tetrahedra · 0.9opacity fields · 0.9level-set regularization · 0.9adaptive 3d smoothing filter · 0.9voxel grid · 0.8style loss · 0.8per-pixel depth sorting · 0.8additive layer mixing · 0.8
YearPublicationVenuePosition
2025 AAA-Gaussians: Anti-Aliased and Artifact-Free 3D Gaussian Rendering
abstract
Although 3D Gaussian Splatting (3DGS) has revolutionized 3D reconstruction, it still faces challenges such as aliasing, projection artifacts, and view inconsistencies, primarily due to the simplification of treating splats as 2D entities. We argue that incorporating full 3D evaluation of Gaussians throughout the 3DGS pipeline can effectively address these issues while preserving rasterization efficiency. Specifically, we introduce an adaptive 3D smoothing filter to mitigate aliasing and present a stable view-space bounding method that eliminates popping artifacts when Gaussians extend beyond the view frustum. Furthermore, we promote tile-based culling to 3D with screen-space planes, accelerating rendering and reducing sorting costs for hierarchical rasterization. Our method achieves state-of-the-art quality on in-distribution evaluation sets and significantly outperforms other approaches for out-of-distribution views. Our qualitative evaluations further demonstrate the effective removal of aliasing, distortions, and popping artifacts, ensuring real-time, artifact-free rendering.
Michael Steiner 0011, Thomas Köhler 0006, Lukas Radl, Felix Windisch, Dieter Schmalstieg, Markus Steinberger
ICCV1
2025 SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction
abstract
Recent advances in 3D Gaussian representations have significantly improved the quality and efficiency of image-based scene reconstruction. Their explicit nature facilitates real-time rendering and fast optimization, yet extracting accurate surfaces—particularly in large-scale, unbounded environments—remains a difficult task. Many existing methods rely on approximate depth estimates and global sorting heuristics, which can introduce artifacts and limit the fidelity of the reconstructed mesh. In this paper, we present Sorted Opacity Fields (SOF), a method designed to recover detailed surfaces from 3D Gaussians with both speed and precision. Our approach improves upon prior work by introducing hierarchical resorting and a robust formulation of Gaussian depth, which better aligns with the level-set. To enhance mesh quality, we incorporate a level-set regularizer operating on the opacity field and introduce losses that encourage geometrically-consistent primitive shapes. In addition, we develop a parallelized Marching Tetrahedra algorithm tailored to our opacity formulation, reducing meshing time by up to an order of magnitude. As demonstrated by our quantitative evaluation, SOF achieves higher reconstruction accuracy while cutting total processing time by more than a factor of three. These results mark a step forward in turning efficient Gaussian-based rendering into equally efficient geometry extraction.
Lukas Radl, Felix Windisch, Thomas Deixelberger, Jozef Hladky, Michael Steiner 0011, Dieter Schmalstieg, Markus Steinberger
SIGGRAPH Asia5
2025 Image-Based Spatio-Temporal Upsampling for Split Rendering
abstract
Abstract Low‐powered devices – such as small form factor head‐mounted displays (HMDs) – struggle to deliver a smooth and high‐quality viewing experience, due to their limited power and rendering capabilities. Cloud rendering attempts to solve the quality issue, but leads to prohibitive latency and bandwidth requirements, hindering use with HMDs over mobile connections or even over Wifi. One solution – split rendering – where frames are partially rendered on the client device, often either requires geometry and rendering hardware, or struggles to generate frames faithfully under viewpoint changes and object motion. Our method enables spatio‐temporal interpolation via bidirectional reprojection to efficiently generate intermediate frames in a split rendering setting, while limiting the communication cost and relying purely on image‐based rendering. Furthermore, our method is robust to modest connectivity issues and handles effects such as dynamic smooth shadows.
Michael Steiner 0011, Thomas Köhler 0006, Lukas Radl, Brian Budge, Markus Steinberger
Comput. Graph. Forum1
2024 LAENeRF: Local Appearance Editing for Neural Radiance Fields
abstract
Due to the omnipresence of Neural Radiance Fields (NeRFs), the interest towards editable implicit 3D repre-sentations has surged over the last years. However, editing implicit or hybrid representations as used for NeRFs is difficult due to the entanglement of appearance and geom-etry encoded in the model parameters. Despite these chal-lenges, recent research has shown first promising steps to-wards photorealistic and non-photorealistic appearance ed-its. The main open issues of related work include limited in-teractivity, a lack of support for local edits and large memory requirements, rendering them less useful in practice. We address these limitations with LAENeRF, a unified framework for photorealistic and non-photorealistic appearance editing of NeRFs. To tackle local editing, we leverage a voxel grid as starting point for region selection. We learn a mapping from expected ray terminations to final output color, which can optionally be supervised by a style loss, resulting in a framework which can perform photorealistic and non-photorealistic appearance editing of selected re-gions. Relying on a single point per ray for our mapping, we limit memory requirements and enable fast optimization. To guarantee interactivity, we compose the output color using a set of learned, modifiable base colors, composed with additive layer mixing. selection. Compared to concurrent work, LAENeRF enables recoloring and stylization while keeping processing time low. Furthermore, we demonstrate that our approach surpasses baseline methods both quanti-tatively and qualitatively.
Lukas Radl, Michael Steiner 0011, Andreas Kurz, Markus Steinberger
CVPR2
2024 StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering
abstract
Gaussian Splatting has emerged as a prominent model for constructing 3D representations from images across diverse domains. However, the efficiency of the 3D Gaussian Splatting rendering pipeline relies on several simplifications. Notably, reducing Gaussian to 2D splats with a single viewspace depth introduces popping and blending artifacts during view rotation. Addressing this issue requires accurate per-pixel depth computation, yet a full per-pixel sort proves excessively costly compared to a global sort operation. In this paper, we present a novel hierarchical rasterization approach that systematically resorts and culls splats with minimal processing overhead. Our software rasterizer effectively eliminates popping artifacts and view inconsistencies, as demonstrated through both quantitative and qualitative measurements. Simultaneously, our method mitigates the potential for cheating view-dependent effects with popping, ensuring a more authentic representation. Despite the elimination of cheating, our approach achieves comparable quantitative results for test images, while increasing the consistency for novel view synthesis in motion. Due to its design, our hierarchical approach is only 4% slower on average than the original Gaussian Splatting. Notably, enforcing consistency enables a reduction in the number of Gaussians by approximately half with nearly identical quality and view-consistency. Consequently, rendering performance is nearly doubled, making our approach 1.6x faster than the original Gaussian Splatting, with a 50% reduction in memory requirements. Our renderer is publicly available at https://github.com/r4dl/StopThePop.
Lukas Radl, Michael Steiner 0011, Mathias Parger, Alexander Weinrauch, Bernhard Kerbl, Markus Steinberger
ACM Trans. Graph.2