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Simon Fussi

dblp:432/3066 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
1 paper
Rendering · 54% Virtual and augmented reality · 23% Visualization and visual analytics · 23%

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

TopicWeightPapersLastEvidence papers
Rendering › gaussian splatting
3d gaussian splatting
1.012026
Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR · VR 2026
Virtual and augmented reality
immersive interaction
1.012026
Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR · VR 2026
Visualization and visual analytics › information visualization
multimodal visualization
1.012026
Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR · VR 2026
Rendering
novel view synthesis
1.012026
Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR · VR 2026
Rendering
dynamic scene representation
0.312026
Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR · VR 2026

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

runtime transformation · 1.0gaussian splatting · 1.0
YearPublicationVenuePosition
2026 Shape-Shifting Splats: Realtime Context Translation for Gaussian Splatting in VR
abstract
3D Gaussian Splatting (3DGS) has revolutionized novel-view synthesis by producing photorealistic renderings of virtually any object. However, 3DGS methods primarily support static scene representations, limiting flexibility and preventing direct application in scenarios that require visual variety. Our novel approach, Shape-Shifting Splats, addresses this limitation by enabling dynamic runtime transformations of Gaussian splats. Our versatile formulation allows changes in both color and geometry during render time, without increasing memory usage or introducing visual artifacts. Once trained, our Shape-Shifting Splats generate high-fidelity novel views while supporting modifications in geometry and appearance of the underlying model. In addition to applications in gaming and e-commerce, our method is applicable to mobile, industrial maintenance, and inspection. With multimodal data (e.g., thermal and RGB), we create interactive 3D representations that allow inspectors wearing VR glasses to seamlessly switch between thermal and RGB views, helping to prevent oversights.
Thomas Kernbauer, Simon Fussi, Philipp Fleck, Clemens Arth
VR2