Demo Data from EDBT 2026 / reviewers in the wild / expert
Hugo Blanc
dblp:385/0740
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 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
1 paper |
Rendering · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
gaussian splatting |
0.9 | 1 | 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis · ICCV 2025 |
Rendering
neural rendering |
0.9 | 1 | 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis · ICCV 2025 |
Rendering › volume rendering
ray marching |
0.9 | 1 | 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis · ICCV 2025 |
Rendering
volume rendering |
0.9 | 1 | 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis · ICCV 2025 |
Computer vision › 3D vision
novel view synthesis |
0.3 | 1 | 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View Synthesis · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
bounding volume hierarchy · 1.7adaptive sampling · 1.7empty-space skipping · 0.9empty space skipping · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | RayGaussX: Accelerating Gaussian-Based Ray Marching for Real-Time and High-Quality Novel View SynthesisabstractRayGauss has achieved state-of-the-art rendering quality for novel-view synthesis on synthetic and indoor scenes by representing radiance and density fields with irregularly distributed elliptical basis functions, rendered via volume ray casting using a Bounding Volume Hierarchy (BVH). However, its computational cost prevents real-time rendering on real-world scenes. Our approach, RayGaussX, builds on RayGauss by introducing key contributions that accelerate both training and inference. Specifically, we incorporate volumetric rendering acceleration strategies such as empty-space skipping and adaptive sampling, enhance ray coherence, and introduce scale regularization to reduce false-positive intersections. Additionally, we propose a new densification criterion that improves density distribution in distant regions, leading to enhanced graphical quality on larger scenes. As a result, RayGaussX achieves 5x to 12x faster training and 50x to 80x higher rendering speeds (FPS) on real-world datasets while improving visual quality by up to +0.56 dB in PSNR. Project page with videos and code: https://raygaussx.github.io/. Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic |
ICCV | 1 |
| 2025 | RayGauss: Volumetric Gaussian-Based Ray Casting for Photorealistic Novel View SynthesisabstractDifferentiable volumetric rendering-based methods made significant progress in novel view synthesis. On one hand, innovative methods have replaced the Neural Radiance Fields (NeRF) network with locally parame-terized structures, enabling high-quality renderings in a reasonable time. On the other hand, approaches have used differentiable splatting instead of NeRF's ray casting to optimize radiance fields rapidly using Gaussian kernels, allowing for fine adaptation to the scene. However, differentiable ray casting of irregularly spaced kernels has been scarcely explored, while splatting, despite enabling fast rendering times, is susceptible to clearly visible artifacts. Our work closes this gap by providing a physically consistent formulation of the emitted radiance c and density σ, decomposed with Gaussian functions associated with Spherical Gaussians/Harmonics for all-frequency colorimetric representation. We also introduce a method enabling differentiable ray casting of irregularly distributed Gaussians using an algorithm that integrates radiance fields slab by slab and leverages a BVH structure. This allows our approach to finely adapt to the scene while avoiding splatting artifacts. As a result, we achieve superior rendering quality compared to the state-of-the-art while maintaining reasonable training times and achieving inference speeds of 25 FPS on the Blender dataset. Project page with videos and code: raygauss.github.io Hugo Blanc, Jean-Emmanuel Deschaud, Alexis Paljic |
WACV | 1 |