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Simon Green

dblp:65/7552 · DBLP profile ↗
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11ranked-venue papers
0as first author
5since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3Applied, interdisciplinary, general and emerging computing · 1

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.

Artificial intelligence
3 papers
3D vision · 100%
Computer graphics and multimedia
3 papers
Image and video processing · 57% Rendering · 28% Computer animation and physical simulation · 14%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
volumetric path tracing
0.912025
Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media · ACM Trans. Graph. 2025
Computer vision › 3D vision
3d scene understanding
0.812024
EgoLifter: Open-World 3D Segmentation for Egocentric Perception · ECCV (43) 2024
Computer vision › 3D vision › neural radiance field
dynamic neural radiance field
0.612022
Neural 3D Video Synthesis from Multi-view Video · CVPR 2022
Computer vision › 3D vision › novel view synthesis
multi-view video generation
0.612022
Neural 3D Video Synthesis from Multi-view Video · CVPR 2022
Computer vision › 3D vision
neural radiance field
0.612022
Neural 3D Video Synthesis from Multi-view Video · CVPR 2022
Computer vision › 3D vision
novel view synthesis
0.612022
Neural 3D Video Synthesis from Multi-view Video · CVPR 2022
Computer animation and physical simulation › motion synthesis
motion interpolation
0.612022
Neural 3D Video Synthesis from Multi-view Video · CVPR 2022
Image and video processing › video restoration
video deblurring
0.612022
Recurrent Video Restoration Transformer with Guided Deformable Attention · NeurIPS 2022
Image and video processing › video restoration
video denoising
0.612022
Recurrent Video Restoration Transformer with Guided Deformable Attention · NeurIPS 2022
Image and video processing
video restoration
0.612022
Recurrent Video Restoration Transformer with Guided Deformable Attention · NeurIPS 2022
Image and video processing › super-resolution
video super-resolution
0.612022
Recurrent Video Restoration Transformer with Guided Deformable Attention · NeurIPS 2022
Computer vision › 3D vision
3d reconstruction
0.312018
Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
planar surface reconstruction
0.312018
Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018
Computer vision › 3D vision › 3d reconstruction › non-lambertian surface reconstruction
reflective surface reconstruction
0.312018
Reconstructing scenes with mirror and glass surfaces · ACM Trans. Graph. 2018
Computer vision › 3D vision
egocentric vision
0.212024
EgoLifter: Open-World 3D Segmentation for Egocentric Perception · ECCV (43) 2024
GPUs and heterogeneous computing
GPU computing
0.112008
GPU Computing · Proc. IEEE 2008

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

time-conditioned neural radiance field · 1.1ray importance sampling · 1.1hierarchical training · 1.1free-flight distance sampling · 0.9epanechnikov kernel · 0.9closed-form transmittance · 0.9open-world segmentation · 0.83d lifting · 0.8transformer · 0.6recurrent neural network · 0.6deformable attention · 0.6plane segmentation · 0.3apriltag fiducial · 0.3parallel programming · 0.1
YearPublicationVenuePosition
2025 Don't Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media
abstract
Efficient scene representations are essential for many computer graphics applications. A general unified representation that can handle both surfaces and volumes simultaneously remains a research challenge. In this work we propose a compact and efficient alternative to existing volumetric representations for rendering such as voxel grids. Inspired by recent methods for scene reconstruction that leverage mixtures of three-dimensional Gaussians to model radiance fields, we formalize and generalize the modeling of scattering and emissive media using mixtures of simple kernel-based volumetric primitives. We introduce closed-form solutions for transmittance and free-flight distance sampling for different kernels and propose several optimizations to use our method efficiently within any off-the-shelf volumetric path tracer. We demonstrate our method in both forward and inverse rendering of complex scattering media. Furthermore, we adapt and showcase our method in radiance field optimization and rendering, providing additional flexibility compared to current state of the art given its ray-tracing formulation. We also introduce the Epanechnikov kernel and demonstrate its potential as an efficient alternative to the traditionally used Gaussian kernel in scene reconstruction tasks. The versatility and physically based nature of our approach allows us to go beyond radiance fields and bring to kernel-based modeling and rendering any path-tracing enabled functionality such as scattering, relighting, and complex camera models.
Jorge Condor, Sébastien Speierer, Lukas Bode, Aljaz Bozic, Simon Green, Piotr Didyk, Adrián Jarabo
ACM Trans. Graph.5
2024 EgoLifter: Open-World 3D Segmentation for Egocentric Perception
Qiao Gu, Zhaoyang Lv, Duncan P. Frost, Simon Green, Julian Straub, Chris Sweeney
ECCV (43)4
2022 Neural 3D Video Synthesis from Multi-view Video
abstract
We propose a novel approach for 3D video synthesis that is able to represent multi-view video recordings of a dynamic real-world scene in a compact, yet expressive representation that enables high-quality view synthesis and motion interpolation. Our approach takes the high quality and compactness of static neural radiance fields in a new direction: to a model-free, dynamic setting. At the core of our approach is a novel time-conditioned neural radiance field that represents scene dynamics using a set of compact latent codes. We are able to significantly boost the training speed and perceptual quality of the generated imagery by a novel hierarchical training scheme in combination with ray importance sampling. Our learned representation is highly compact and able to represent a 10 second 30 FPS multi-view video recording by 18 cameras with a model size of only 28MB. We demonstrate that our method can render high-fidelity wide-angle novel views at over 1K resolution, even for complex and dynamic scenes. We perform an extensive qualitative and quantitative evaluation that shows that our approach outperforms the state of the art. Project website: https://neural-3d-video.github.io/.
Tianye Li, Mira Slavcheva, Michael Zollhöfer, Simon Green, Christoph Lassner, Changil Kim 0001, Tanner Schmidt, Steven Lovegrove, Michael Goesele, Richard A. Newcombe, Zhaoyang Lv
CVPR4
2022 Recurrent Video Restoration Transformer with Guided Deformable Attention
abstract
Video restoration aims at restoring multiple high-quality frames from multiple low-quality frames. Existing video restoration methods generally fall into two extreme cases, i.e., they either restore all frames in parallel or restore the video frame by frame in a recurrent way, which would result in different merits and drawbacks. Typically, the former has the advantage of temporal information fusion. However, it suffers from large model size and intensive memory consumption; the latter has a relatively small model size as it shares parameters across frames; however, it lacks long-range dependency modeling ability and parallelizability. In this paper, we attempt to integrate the advantages of the two cases by proposing a recurrent video restoration transformer, namely RVRT. RVRT processes local neighboring frames in parallel within a globally recurrent framework which can achieve a good trade-off between model size, effectiveness, and efficiency. Specifically, RVRT divides the video into multiple clips and uses the previously inferred clip feature to estimate the subsequent clip feature. Within each clip, different frame features are jointly updated with implicit feature aggregation. Across different clips, the guided deformable attention is designed for clip-to-clip alignment, which predicts multiple relevant locations from the whole inferred clip and aggregates their features by the attention mechanism. Extensive experiments on video super-resolution, deblurring, and denoising show that the proposed RVRT achieves state-of-the-art performance on benchmark datasets with balanced model size, testing memory and runtime.
Jingyun Liang, Yuchen Fan 0001, Xiaoyu Xiang, Eddy Ilg, Simon Green, Jiezhang Cao, Kai Zhang 0008, Radu Timofte, Luc Van Gool
NeurIPS6
2021 Recovering Real-World Reflectance Properties and Shading From HDR Imagery
abstract
We propose a method to estimate the bidirectional reflectance distribution function (BRDF) and shading of complete scenes under static illumination given the 3D scene geometry and a corresponding high dynamic range (HDR) video. By splitting the BRDF into its diffuse and non-diffuse parts we solve the estimation of each component separately. For the diffuse component, we sample the incident illumination at each point in the scene using Monte Carlo ray tracing, allowing us to factor the captured surface color into albedo and shading. We then use a novel ray tracing-based optimization strategy to estimate the non-diffuse parameters of the BRDF. In a variety of experiments, we demonstrate that our method efficiently generates realistic copies of the observed scenes.
Bjoern Haefner, Simon Green, Alan Oursland, Daniel Andersen, Michael Goesele, Daniel Cremers, Richard A. Newcombe, Thomas Whelan
3DV2
2018 Reconstructing scenes with mirror and glass surfaces
abstract
Planar reflective surfaces such as glass and mirrors are notoriously hard to reconstruct for most current 3D scanning techniques. When treated naïvely, they introduce duplicate scene structures, effectively destroying the reconstruction altogether. Our key insight is that an easy to identify structure attached to the scanner---in our case an AprilTag---can yield reliable information about the existence and the geometry of glass and mirror surfaces in a scene. We introduce a fully automatic pipeline that allows us to reconstruct the geometry and extent of planar glass and mirror surfaces while being able to distinguish between the two. Furthermore, our system can automatically segment observations of multiple reflective surfaces in a scene based on their estimated planes and locations. In the proposed setup, minimal additional hardware is needed to create high-quality results. We demonstrate this using reconstructions of several scenes with a variety of real mirrors and glass.
Thomas Whelan, Michael Goesele, Steven Lovegrove, Julian Straub, Simon Green, Richard Szeliski, Steven Butterfield, Shobhit Verma, Richard A. Newcombe
ACM Trans. Graph.5
2011 Interactive indirect illumination using voxel cone tracing: a preview
abstract
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the surfaces involved. While off-line computation and pre-baking can be acceptable for some cases, many applications (games, simulators, etc.) require real-time or interactive approaches to evaluate indirect illumination. In this paper, we present a novel real-time solution that calculates two light bounces - either glossy or diffuse - using a hierarchical voxel representation generated from a regular scene mesh. Our algorithm consists of two steps. First, direct illumination information (energy and direction) is emitted from dynamic area light sources and splatted into the voxel hierarchy, accounting for possible occluders. Secondly, we draw the scene mesh and compute the illumination in the pixel shader by combining the direct illumination and the indirect illumination received from the rest of the scene. For the latter, our approach employs an approximate voxel cone tracing to efficiently collect visibility and light in the hierarchical voxel representation of the scene. Our solution offers real-time and almost geometry-independent performance with a high visual quality for complex scenes with diffuse, as well as glossy surfaces.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
SI3D4
2011 Interactive Indirect Illumination Using Voxel Cone Tracing
abstract
Abstract Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.
Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann
Comput. Graph. Forum4
2010 Interactive fluid-particle simulation using translating Eulerian grids
abstract
We describe an interactive system featuring fluid-driven animation that responds to moving objects. Our system includes a GPU-accelerated Eulerian fluid solver that is suited for real-time use because it is unconditionally stable, takes constant calculation time per frame, and provides good visual fidelity. We dynamically translate the fluid simulation domain to track a user-controlled object. The fluid motion is visualized via its effects on particles which respond to the calculated fluid velocity field, but which are not constrained to stay within the bounds of the simulation domain. As particles leave the simulation domain, they seamlessly transition to purely particle-based motion, obscuring the point at which the fluid simulation ends. We additionally describe a hardware-accelerated volume rendering system that treats the particles as participating media and can render effects such as smoke, dust, or mist. Taken together, these components can be used to add fluid-driven effects to an interactive system without enforcing constraints on user motion, and without visual artifacts resulting from the finite extents of Eulerian fluid simulation methods.
Jonathan M. Cohen, Sarah Tariq, Simon Green
SI3D3
2009 Screen space fluid rendering with curvature flow
abstract
We present an approach for rendering the surface of a particle-based fluid that is simple to implement, has real-time performance with a configurable speed/quality trade-off, and smoothes the surface to prevent the fluid from looking "blobby" or jelly-like. The method is not based on polygonization and as such circumvents the usual grid artifacts of marching cubes. It only renders the surface where it is visible, and has inherent view-dependent level-of-detail. We use Perlin noise to add detail to the surface of the fluid. All the processing, rendering and shading steps are directly implemented on graphics hardware.
Wladimir J. van der Laan, Simon Green, Miguel Sainz
SI3D2
2008 GPU Computing
abstract
The graphics processing unit (GPU) has become an integral part of today's mainstream computing systems. Over the past six years, there has been a marked increase in the performance and capabilities of GPUs. The modern GPU is not only a powerful graphics engine but also a highly parallel programmable processor featuring peak arithmetic and memory bandwidth that substantially outpaces its CPU counterpart. The GPU's rapid increase in both programmability and capability has spawned a research community that has successfully mapped a broad range of computationally demanding, complex problems to the GPU. This effort in general-purpose computing on the GPU, also known as GPU computing, has positioned the GPU as a compelling alternative to traditional microprocessors in high-performance computer systems of the future. We describe the background, hardware, and programming model for GPU computing, summarize the state of the art in tools and techniques, and present four GPU computing successes in game physics and computational biophysics that deliver order-of-magnitude performance gains over optimized CPU applications.
John D. Owens, Mike Houston, David P. Luebke, Simon Green, John E. Stone, James C. Phillips
Proc. IEEE4