Demo Data from SIGIR 2026 / reviewers in the wild / expert
Floor Verhoeven
dblp:263/7529
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0003-3768-0460ORCID · corroborated
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 2021Human-computer interaction and ubiquitous computing · 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
2 papers |
Geometric modeling and processing · 76% Image and video processing · 24% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
3d reconstruction |
0.7 | 1 | 2023 | UVDoc: Neural Grid-based Document Unwarping · SIGGRAPH Asia 2023 |
Image and video processing
document image processing |
0.7 | 1 | 2023 | UVDoc: Neural Grid-based Document Unwarping · SIGGRAPH Asia 2023 |
Geometric modeling and processing › shape modeling › surface geometry
developable surface |
0.6 | 1 | 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces · ACM Trans. Graph. 2022 |
Geometric modeling and processing › mesh processing › remeshing
quad remeshing |
0.6 | 1 | 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces · ACM Trans. Graph. 2022 |
Geometric modeling and processing › mesh processing
remeshing |
0.6 | 1 | 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces · ACM Trans. Graph. 2022 |
Image and video processing › geometric correction
geometric distortion correction |
0.2 | 1 | 2023 | UVDoc: Neural Grid-based Document Unwarping · SIGGRAPH Asia 2023 |
Geometric modeling and processing › shape modeling › surface modeling
freeform surface modeling |
0.2 | 1 | 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces · ACM Trans. Graph. 2022 |
Geometric modeling and processing
shape modeling |
0.2 | 1 | 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable Surfaces · ACM Trans. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
multi-task learning · 0.7convolutional neural network · 0.7alternating optimization · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DreamAnywhere: Object-Centric Panoramic 3D Scene GenerationabstractRecent advances in text-to-3D scene generation have demonstrated significant potential to transform content creation across multiple industries. Although the research community has made impressive progress in addressing the challenges of this complex task, existing methods often generate environments that are only front-facing, lack visual fidelity, exhibit limited scene understanding, and are typically finetuned for either indoor or outdoor settings. In this work, we address these issues and propose DreamAnywhere , a modular system for the fast generation and prototyping of 3D scenes. Our system synthesizes a 360° panoramic image from text, decomposes it into background and objects, constructs a complete 3D representation through hybrid inpainting, and lifts object masks to detailed 3D objects that are placed in the virtual environment. DreamAnywhere supports immersive navigation and intuitive object-level editing, making it ideal for scene exploration, visual mock-ups, and rapid prototyping—all with minimal manual modeling. These features make our system particularly suitable for low-budget movie production, enabling quick iteration on scene layout and visual tone without the overhead of traditional 3D workflows. Our modular pipeline is highly customizable as it allows components to be replaced independently. Compared to current state-of-the-art text- and image-based 3D scene generation approaches, DreamAnywhere shows significant improvements in coherence in novel view synthesis and achieves competitive image quality, demonstrating its effectiveness across diverse and challenging scenarios. A comprehensive user study demonstrates a clear preference for our method over existing approaches, validating both its technical robustness and practical usefulness. Edoardo A. Dominici, Jozef Hladky, Floor Verhoeven, Lukas Radl, Thomas Deixelberger, Stefan Ainetter, Philipp Drescher, Stefan Hauswiesner, Arno Coomans, Giacomo Nazzaro, Konstantinos Vardis, Markus Steinberger |
WACV | 3 |
| 2026 | Real-time Rendering with a Neural Irradiance VolumeabstractAbstract Rendering diffuse global illumination in real‐time is often approximated by pre‐computing and storing irradiance in a 3D grid of probes. As long as most of the scene remains static, probes approximate irradiance for all surfaces immersed in the irradiance volume, including novel dynamic objects. This approach, however, suffers from aliasing artifacts and high memory consumption. We propose Neural Irradiance Volume (NIV), a neural‐based technique that allows accurate real‐time rendering of diffuse global illumination via a compact pre‐computed model, overcoming the limitations of traditional probe‐based methods, such as the expensive memory footprint, aliasing artifacts, and scene‐specific heuristics. The key insight is that neural compression creates an adaptive and amortized representation of irradiance, circumventing the cubic scaling of grid‐based methods. Our superior memory‐scaling improves quality by at least 10x at the same memory budget, and enables a straightforward representation of higher‐dimensional irradiance fields, allowing rendering of time‐varying or dynamic effects without requiring additional computation at runtime. Unlike other neural rendering techniques, our method works within strict realtime constraints, providing fast inference (around 1 ms per frame on consumer GPUs at full HD resolution), reduced memory usage (1–5 MB for medium‐sized scenes), and only requires a G‐buffer as input, without expensive ray tracing or denoising. Arno Coomans, Giacomo Nazzaro, Edoardo A. Dominici, Christian Döring, Floor Verhoeven, Konstantinos Vardis, Markus Steinberger |
Comput. Graph. Forum | 5 |
| 2023 | UVDoc: Neural Grid-based Document UnwarpingabstractRestoring the original, flat appearance of a printed document from casual photographs of bent and wrinkled pages is a common everyday problem. In this paper we propose a novel method for grid-based single-image document unwarping. Our method performs geometric distortion correction via a fully convolutional deep neural network that learns to predict the 3D grid mesh of the document and the corresponding 2D unwarping grid in a dual-task fashion, implicitly encoding the coupling between the shape of a 3D piece of paper and its 2D image. In order to allow unwarping models to train on data that is more realistic in appearance than the commonly used synthetic Doc3D dataset, we create and publish our own dataset, called UVDoc, which combines pseudo-photorealistic document images with physically accurate 3D shape and unwarping function annotations. Our dataset is labeled with all the information necessary to train our unwarping network, without having to engineer separate loss functions that can deal with the lack of ground-truth typically found in document in the wild datasets. We perform an in-depth evaluation that demonstrates that with the inclusion of our novel pseudo-photorealistic dataset, our relatively small network architecture achieves state-of-the-art results on the DocUNet benchmark. We show that the pseudo-photorealistic nature of our UVDoc dataset allows for new and better evaluation methods, such as lighting-corrected MS-SSIM. We provide a novel benchmark dataset that facilitates such evaluations, and propose a metric that quantifies line straightness after unwarping. Our code, results and UVDoc dataset are available at https://github.com/tanguymagne/UVDoc. Floor Verhoeven, Tanguy Magne, Olga Sorkine-Hornung |
SIGGRAPH Asia | 1 |
| 2022 | Dev2PQ: Planar Quadrilateral Strip Remeshing of Developable SurfacesabstractWe introduce an algorithm to remesh triangle meshes representing developable surfaces to planar quad dominant meshes. The output of our algorithm consists of planar quadrilateral (PQ) strips that are aligned to principal curvature directions and closely approximate the curved parts of the input developable, and planar polygons representing the flat parts of the input that connect the PQ strips. Developable PQ-strip meshes are useful in many areas of shape modeling, thanks to the simplicity of fabrication from flat sheet material. Unfortunately, they are difficult to model due to their restrictive combinatorics. Other representations of developable surfaces, such as arbitrary triangle or quad meshes, are more suitable for interactive freeform modeling but generally have non-planar faces or are not aligned to principal curvatures. Our method leverages the modeling flexibility of non-ruling-based representations of developable surfaces while still obtaining developable, curvature-aligned PQ-strip meshes. Our algorithm optimizes for a scalar function on the input mesh, such that its isolines are extrinsically straight and align well to the locally estimated ruling directions. The condition that guarantees straight isolines is non-linear of high order and numerically difficult to enforce in a straightforward manner. We devise an alternating optimization method that makes our problem tractable and practical to compute. Our method works automatically on any developable input, including multiple patches and curved folds, without explicit domain decomposition. We demonstrate the effectiveness of our approach on a variety of developable surfaces and show how our remeshing can be used alongside handle-based interactive freeform modeling of developable shapes. Floor Verhoeven, Amir Vaxman, Tim Hoffmann, Olga Sorkine-Hornung |
ACM Trans. Graph. | 1 |
| 2021 | Developable Approximation via Gauss Image ThinningabstractAbstract Approximating 3D shapes with piecewise developable surfaces is an active research topic, driven by the benefits of developable geometry in fabrication. Piecewise developable surfaces are characterized by having a Gauss image that is a 1D object – a collection of curves on the Gauss sphere. We present a method for developable approximation that makes use of this classic definition from differential geometry. Our algorithm is an iterative process that alternates between thinning the Gauss image of the surface and deforming the surface itself to make its normals comply with the Gauss image. The simple, local‐global structure of our algorithm makes it easy to implement and optimize. We validate our method on developable shapes with added noise and demonstrate its effectiveness on a variety of non‐developable inputs. Compared to the state of the art, our method is more general, tessellation independent, and preserves the input mesh connectivity. Alexandre Binninger, Floor Verhoeven, Philipp Herholz, Olga Sorkine-Hornung |
Comput. Graph. Forum | 2 |