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Alexandre Lanvin

dblp:380/7411 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0003-5343-2528ORCID · corroborated

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

Graphics, 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
2 papers
Rendering · 100%

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

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
1.622025
On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images · ACM Trans. Graph. 2025
A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets · ACM Trans. Graph. 2024
Rendering
novel view synthesis
0.912025
On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images · ACM Trans. Graph. 2025
Rendering › inverse rendering
radiance field reconstruction
0.912025
On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images · ACM Trans. Graph. 2025
Rendering
level-of-detail rendering
0.812024
A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets · ACM Trans. Graph. 2024
Rendering › neural rendering
radiance field rendering
0.812024
A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets · ACM Trans. Graph. 2024

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

primitive clustering · 0.9learned features · 0.9bundle adjustment · 0.9hierarchical representation · 0.8divide-and-conquer training · 0.8
YearPublicationVenuePosition
2025 On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images
abstract
Radiance field methods such as 3D Gaussian Splatting (3DGS) allow easy reconstruction from photos, enabling free-viewpoint navigation. Nonetheless, pose estimation using Structure from Motion and 3DGS optimization can still each take between minutes and hours of computation after capture is complete. SLAM methods combined with 3DGS are fast but struggle with wide camera baselines and large scenes. We present an on-the-fly method to produce camera poses and a trained 3DGS immediately after capture. Our method can handle dense and wide-baseline captures of ordered photo sequences and large-scale scenes. To do this, we first introduce fast initial pose estimation, exploiting learned features and a GPU-friendly mini bundle adjustment. We then introduce direct sampling of Gaussian primitive positions and shapes, incrementally spawning primitives where required, significantly accelerating training. These two efficient steps allow fast and robust joint optimization of poses and Gaussian primitives. Our incremental approach handles large-scale scenes by introducing scalable radiance field construction, progressively clustering 3DGS primitives, storing them in anchors, and offloading them from the GPU. Clustered primitives are progressively merged, keeping the required scale of 3DGS at any viewpoint. We evaluate our solution on a variety of datasets and show that it can provide on-the-fly processing of all the capture scenarios and scene sizes we target. At the same time our method remains competitive - in speed, image quality, or both - with other methods that only handle specific capture styles or scene sizes.
Andreas Meuleman, Ishaan Nikhil Shah, Alexandre Lanvin, Bernhard Kerbl, George Drettakis
ACM Trans. Graph.3
2024 A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets
abstract
Novel view synthesis has seen major advances in recent years, with 3D Gaussian splatting offering an excellent level of visual quality, fast training and real-time rendering. However, the resources needed for training and rendering inevitably limit the size of the captured scenes that can be represented with good visual quality. We introduce a hierarchy of 3D Gaussians that preserves visual quality for very large scenes, while offering an efficient Level-of-Detail (LOD) solution for efficient rendering of distant content with effective level selection and smooth transitions between levels. We introduce a divide-and-conquer approach that allows us to train very large scenes in independent chunks. We consolidate the chunks into a hierarchy that can be optimized to further improve visual quality of Gaussians merged into intermediate nodes. Very large captures typically have sparse coverage of the scene, presenting many challenges to the original 3D Gaussian splatting training method; we adapt and regularize training to account for these issues. We present a complete solution, that enables real-time rendering of very large scenes and can adapt to available resources thanks to our LOD method. We show results for captured scenes with up to tens of thousands of images with a simple and affordable rig, covering trajectories of up to several kilometers and lasting up to one hour.
Bernhard Kerbl, Andreas Meuleman, Georgios Kopanas, Michael Wimmer 0001, Alexandre Lanvin, George Drettakis
ACM Trans. Graph.5