Tenure-track Assistant Professor at University of Copenhagen

Copenhagen
Joined September 2009
๐Ÿ“ข Looking for 1 PhD student (3 years) in Vienna! We have an open position for someone to tackle MASSIVE 3D datasets and turn them into instant visuals for display, editing, and interacting! You will be supervised by Vienna's Dr. Schรผtz and myself (remote). Link in comment.
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๐Ÿ“ข๐Ÿ“ข๐Ÿ“ข ๐’๐ฉ๐ก๐ž๐ซ๐ข๐œ๐š๐ฅ ๐•๐จ๐ซ๐จ๐ง๐จ๐ข: directional appearance as a differentiable partition of the sphere โ€“ย Project: sphericalvoronoi.github.io โ€“ย Paper: arxiv.org/abs/2512.14180 โ€“ย Colab: tinyurl.com/spherical-voronoโ€ฆ Project led by ๐…๐ซ๐š๐ง๐œ๐ž๐ฌ๐œ๐จ ๐๐ข ๐’๐š๐ซ๐ข๐จ (graduating!)
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Iโ€™m heading to SIGGRAPH Asia 2025 in #HongKong this 15-18 Dec! Looking forward to connecting with peeps & exploring the latest in graphics and visual AI!
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Introducing Generative View Stitching (GVS), a non-autoregressive sampling method for length extrapolation of video diffusion models. GVS enables collision-free camera-guided video generation for predefined trajectories, including Oscar Reutersvรคrd's Impossible Staircase (1/9).
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Heading to ICCV to see the latest and craziest in visual computing and machine learning! My schedules are wide open and I would love to chat about anything research, feel free to reach out!
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Checkout our new SIGGRAPH Asia 2025 paper: repo-sam.inria.fr/nerphys/edโ€ฆ. For more details see linkedin.com/posts/george-drโ€ฆ
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๐Ÿ“ข๐Ÿ“ข๐Ÿ“ข ๐“๐ซ๐ข๐š๐ง๐ ๐ฅ๐ž ๐’๐ฉ๐ฅ๐š๐ญ๐ญ๐ข๐ง๐ +: ๐ƒ๐ข๐Ÿ๐Ÿ๐ž๐ซ๐ž๐ง๐ญ๐ข๐š๐›๐ฅ๐ž ๐‘๐ž๐ง๐๐ž๐ซ๐ข๐ง๐  ๐ฐ๐ข๐ญ๐ก ๐Ž๐ฉ๐š๐ช๐ฎ๐ž ๐“๐ซ๐ข๐š๐ง๐ ๐ฅ๐ž๐ฌ. โ€“ Project: trianglesplatting2.github.io โ€“ ArXiv: arxiv.org/pdf/2509.25122 โ€“ย โš ๏ธCode released on October 8th
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SIGGRAPH is over, but the papers remain! If you missed it, our team presented Echoes of the Coliseum: Towards 3D Live Streaming of Sports Events Check it out here: humansensinglab.github.io/baโ€ฆ doi.org/10.1145/3731214
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Our approach to interactive reconstruction uses distributed GPUs & coarse-to-fine optimization, with photorealistic results that scale effortlessly. The BASKET-Multiview tests fidelity in true 3D, making it an exceptional benchmark for evaluating 4D scene reconstruction quality.
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This was a great effort by the young team at @CarnegieMellon , supervised by @FerranDeLaTorre , and Francisco Carrasco Vicente, led by @saswat_mallick , Junkai Huang, with Marc Ruiz Olle, @claansy_ , and Albert Mosella-Montoro.
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Janusch, take the wheel
๐Ÿš€ Want to contribute to the fastest craziest 3D Gaussian Splatting repo out there? We are moving fast to beat every commercial splatting software and it will stay free forever under GPLv3. I listed some GitHub issues to help you get started. Get your toes wet! Be part of it!
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We are very excited to announce our work "On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images", to be presented at #SIGGRAPH2025! Learn more: repo-sam.inria.fr/nerphys/onโ€ฆ 1/3
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Bernhard Kerbl retweeted
StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting Abstract: 3D Gaussian splatting (3DGS) is a popular radiance field method with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats followed by rasterizing in primitive order. This ensures correct alpha compositing but can cause rendering artifacts due to built-in approximations. Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, counter-intuitively, rendering a lower-resolution image is not necessarily faster. In this work, we address these limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting and allows for accurate 3D blending of overlapping Gaussians. The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.
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Two days after the h-1b fallout, and 80% of the nazi stuff has vanished from my twitter feed. Interesting?
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Bernhard Kerbl retweeted
This project blew my mind! It looks just as good as 3DGS but it has no per-scene optimization or reconstruction. Every frame is generated *from scratch* and it nevertheless runs in real-time. quark-3d.github.io/
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The original 3DGS code is an academic research project, the fact that somebody is still actively improving it 1.5 years later is ๐Ÿง‘โ€๐Ÿณ๐Ÿ˜˜ (chef's kiss)
Some new updates were quietly pushed on the inria-3dgs repository: 1. Integration of the Taming3DGS 2. Integration of pre-filtering similar to Mip-Splatting 3. Depth regularization and Exposure regularization 4. QoL improvements on the sIBR viewer. Nice work from @alanvinx
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