activity
20242026
collaborators

8 papers

cs.CV2026

AEGIR: Modeling Area Emitters for Indoor Inverse Rendering using Gaussian Splatting

Mohamed Shawky Sabae, Philipp Langsteiner, Jan-Niklas Dihlmann +1

Inverse rendering requires separating illumination from surface materials, which is highly ambiguous due to their tight coupling in observed images. While Gaussian Splatting is eff…

cs.CV2026

Arbor: Explicit Geometric Conditioning for Controllable 3D Asset Generation

Jan-Niklas Dihlmann, Andreas Engelhardt, Simon Donne +2

Text and image conditioned 3D models now generate convincing assets, but they still offer little direct control over the space an object should occupy or avoid. In authoring, this…

cs.CV2026

ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Jan-Niklas Dihlmann, Mark Boss, Simon Donne +3

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitation…

cs.CV2025

MatSpray: Fusing 2D Material World Knowledge on 3D Geometry

Philipp Langsteiner, Jan-Niklas Dihlmann, Hendrik P. A. Lensch

Manual modeling of material parameters and 3D geometry is a time consuming yet essential task in the gaming and film industries. While recent advances in 3D reconstruction have ena…

cs.CV2025

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Tobias Sautter, Jan-Niklas Dihlmann, Hendrik P. A. Lensch

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for…

cs.CV2025

FrameDiffuser: G-Buffer-Conditioned Diffusion for Neural Forward Frame Rendering

Ole Beisswenger, Jan-Niklas Dihlmann, Hendrik P. A. Lensch

Neural rendering for interactive applications requires translating geometric and material properties (G-buffer) to photorealistic images with realistic lighting on a frame-by-frame…