Demo Data from SIGIR 2026 / reviewers in the wild / expert
Pascal Clausen
dblp:90/10842
· DBLP profile ↗
5ranked-venue papers
1as first author
4since 2021 · last 2025
0009-0000-2534-9266ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 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
4 papers |
Rendering · 43% Virtual and augmented reality · 16% Image and video processing · 16% | |
| Artificial intelligence
1 paper |
Generative modeling · 67% Motion planning and robot control · 33% |
Topics — the 14 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped Noise · CVPR 2025 |
Robotics › Motion planning and robot control › robot control
motion control |
0.9 | 1 | 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped Noise · CVPR 2025 |
Machine learning › Generative modeling › diffusion model
video diffusion model |
0.9 | 1 | 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped Noise · CVPR 2025 |
Image and video processing › image enhancement
detail enhancement |
0.9 | 1 | 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric Capture · ACM Trans. Graph. 2025 |
Rendering
gaussian splatting |
0.9 | 1 | 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric Capture · ACM Trans. Graph. 2025 |
Virtual and augmented reality
volumetric capture |
0.9 | 1 | 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric Capture · ACM Trans. Graph. 2025 |
Computational photography and imaging
high dynamic range imaging |
0.8 | 1 | 2024 | DifFRelight: Diffusion-Based Facial Performance Relighting · SIGGRAPH Asia 2024 |
Rendering
relighting |
0.8 | 1 | 2024 | DifFRelight: Diffusion-Based Facial Performance Relighting · SIGGRAPH Asia 2024 |
Computer animation and physical simulation
motion transfer |
0.3 | 1 | 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped Noise · CVPR 2025 |
Rendering › novel view synthesis
free-viewpoint rendering |
0.2 | 1 | 2024 | DifFRelight: Diffusion-Based Facial Performance Relighting · SIGGRAPH Asia 2024 |
Rendering
image-based rendering |
0.2 | 1 | 2024 | DifFRelight: Diffusion-Based Facial Performance Relighting · SIGGRAPH Asia 2024 |
Rendering
novel view synthesis |
0.2 | 1 | 2024 | DifFRelight: Diffusion-Based Facial Performance Relighting · SIGGRAPH Asia 2024 |
Computer animation and physical simulation
fluid simulation |
0.2 | 1 | 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshes · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › natural phenomena simulation
phase change simulation |
0.2 | 1 | 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshes · ACM Trans. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
structured latent noise sampling · 1.7optical flow · 1.7diffusion-based detail enhancement · 0.94d gaussian splatting · 0.9image-to-image translation · 0.8diffusion model · 0.83d gaussian splatting · 0.8surface tension model · 0.2remeshing · 0.2per-node pressure · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped NoiseabstractGenerative modeling aims to transform random noise into structured outputs. In this work, we enhance video diffusion models by allowing motion control via structured latent noise sampling. This is achieved by just a change in data: we pre-process training videos to yield structured noise. Consequently, our method is agnostic to diffusion model design, requiring no changes to model architectures or training pipelines. Specifically, we propose a novel noise warping algorithm, fast enough to run in real time, that replaces random temporal Gaussianity with correlated warped noise derived from optical flow fields, while preserving the spatial Gaussianity. The efficiency of our algorithm enables us to fine-tune modern video diffusion base models using warped noise with minimal overhead, and provide a one-stop solution for a wide range of userfriendly motion control: local object motion control, global camera movement control, and motion transfer. The harmonization between temporal coherence and spatial Gaussianity in our warped noise leads to effective motion control while maintaining per-frame pixel quality. Extensive experiments and user studies demonstrate the advantages of our method, making it a robust and scalable approach for controlling motion in video diffusion models. Please see our project webpage; source code and checkpoints are available on GitHub. Ryan D. Burgert, Yuancheng Xu, Wenqi Xian, Oliver Pilarski, Pascal Clausen, Mingming He, Yitong Deng, Mohsen Mousavi, Michael S. Ryoo, Paul E. Debevec, Ning Yu 0006 |
CVPR | 5 |
| 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric CaptureabstractWe present a unique system for large-scale, multi-performer, high resolution 4D volumetric capture providing realistic free-viewpoint video up to and including 4K resolution facial closeups. To achieve this, we employ a novel volumetric capture, reconstruction and rendering pipeline based on Dynamic Gaussian Splatting and Diffusion-based Detail Enhancement. We design our pipeline specifically to meet the demands of high-end media production. We employ two capture rigs: the Scene Rig , which captures multi-actor performances at a resolution which falls short of 4K production quality, and the Face Rig , which records high-fidelity single-actor facial detail to serve as a reference for detail enhancement. We first reconstruct dynamic performances from the Scene Rig using 4D Gaussian Splatting, incorporating new model designs and training strategies to improve reconstruction, dynamic range, and rendering quality. Then to render high-quality images for facial closeups, we introduce a diffusion-based detail enhancement model. This model is fine-tuned with high-fidelity data from the same actors recorded in the Face Rig. We train on paired data generated from low- and high-quality Gaussian Splatting (GS) models, using the low-quality input to match the quality of the Scene Rig , with the high-quality GS as ground truth. Our results demonstrate the effectiveness of this pipeline in bridging the gap between the scalable performance capture of a large-scale rig and the high-resolution standards required for film and media production. Julien Philip, Pascal Clausen, Wenqi Xian, Ahmet Levent Tasel, Mingming He, Xueming Yu, David M. George, Ning Yu 0006, Oliver Pilarski, Paul E. Debevec |
ACM Trans. Graph. | 3 |
| 2024 | DifFRelight: Diffusion-Based Facial Performance RelightingabstractWe present a novel framework for free-viewpoint facial performance relighting using diffusion-based image-to-image translation. Leveraging a subject-specific dataset containing diverse facial expressions captured under various lighting conditions, including flat-lit and one-light-at-a-time (OLAT) scenarios, we train a diffusion model for precise lighting control, enabling high-fidelity relit facial images from flat-lit inputs. Our framework includes spatially-aligned conditioning of flat-lit captures and random noise, along with integrated lighting information for global control, utilizing prior knowledge from the pre-trained Stable Diffusion model. This model is then applied to dynamic facial performances captured in a consistent flat-lit environment and reconstructed for novel-view synthesis using a scalable dynamic 3D Gaussian Splatting method to maintain quality and consistency in the relit results. In addition, we introduce unified lighting control by integrating a novel area lighting representation with directional lighting, allowing for joint adjustments in light size and direction. We also enable high dynamic range imaging (HDRI) composition using multiple directional lights to produce dynamic sequences under complex lighting conditions. Our evaluations demonstrate the models efficiency in achieving precise lighting control and generalizing across various facial expressions while preserving detailed features such as skintexture andhair. The model accurately reproduces complex lighting effects like eye reflections, subsurface scattering, self-shadowing, and translucency, advancing photorealism within our framework. Mingming He, Pascal Clausen, Ahmet Levent Tasel, Oliver Pilarski, Wenqi Xian, Laszlo Rikker, Xueming Yu, Ryan D. Burgert, Ning Yu 0006, Paul E. Debevec |
SIGGRAPH Asia | 2 |
| 2021 | How to teach neural networks to mesh: Application on 2-D simplicial contours
Alexis Papagiannopoulos, Pascal Clausen, François Avellan |
Neural Networks | 2 |
| 2013 | Simulating liquids and solid-liquid interactions with lagrangian meshesabstractThis article describes a Lagrangian finite element method that simulates the behavior of liquids and solids in a unified framework. Local mesh improvement operations maintain a high-quality tetrahedral discretization even as the mesh is advected by fluid flow. We conserve volume and momentum, locally and globally, by assigning to each element an independent rest volume and adjusting it to correct for deviations during remeshing and collisions. Incompressibility is enforced with per-node pressure values, and extra degrees of freedom are selectively inserted to prevent pressure locking. Topological changes in the domain are explicitly treated with local mesh splitting and merging. Our method models surface tension with an implicit formulation based on surface energies computed on the boundary of the volume mesh. With this method we can model elastic, plastic, and liquid materials in a single mesh, with no need for explicit coupling. We also model heat diffusion and thermoelastic effects, which allow us to simulate phase changes. We demonstrate these capabilities in several fluid simulations at scales from millimeters to meters, including simulations of melting caused by external or thermoelastic heating. Pascal Clausen, Martin Wicke, Jonathan Richard Shewchuk, James F. O'Brien |
ACM Trans. Graph. | 1 |