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Artem Sevastopolsky

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Published work

3 published item(s)

preprint2026arXiv

Large-Scale High-Quality 3D Gaussian Head Reconstruction from Multi-View Captures

We propose HeadsUp, a scalable feed-forward method for reconstructing high-quality 3D Gaussian heads from large-scale multi-camera setups. Our method employs an efficient encoder-decoder architecture that compresses input views into a compact latent representation. This latent representation is then decoded into a set of UV-parameterized 3D Gaussians anchored to a neutral head template. This UV representation decouples the number of 3D Gaussians from the number and resolution of input images, enabling training with many high-resolution input views. We train and evaluate our model on an internal dataset with more than 10,000 subjects, which is an order of magnitude larger than existing multi-view human head datasets. HeadsUp achieves state-of-the-art reconstruction quality and generalizes to novel identities without test-time optimization. We extensively analyze the scaling behavior of our model across identities, views, and model capacity, revealing practical insights for quality-compute trade-offs. Finally, we highlight the strength of our latent space by showcasing two downstream applications: generating novel 3D identities and animating the 3D heads with expression blendshapes.

preprint2020arXiv

Neural Point-Based Graphics

We present a new point-based approach for modeling the appearance of real scenes. The approach uses a raw point cloud as the geometric representation of a scene, and augments each point with a learnable neural descriptor that encodes local geometry and appearance. A deep rendering network is learned in parallel with the descriptors, so that new views of the scene can be obtained by passing the rasterizations of a point cloud from new viewpoints through this network. The input rasterizations use the learned descriptors as point pseudo-colors. We show that the proposed approach can be used for modeling complex scenes and obtaining their photorealistic views, while avoiding explicit surface estimation and meshing. In particular, compelling results are obtained for scene scanned using hand-held commodity RGB-D sensors as well as standard RGB cameras even in the presence of objects that are challenging for standard mesh-based modeling.

preprint2020arXiv

TRANSPR: Transparency Ray-Accumulating Neural 3D Scene Point Renderer

We propose and evaluate a neural point-based graphics method that can model semi-transparent scene parts. Similarly to its predecessor pipeline, ours uses point clouds to model proxy geometry, and augments each point with a neural descriptor. Additionally, a learnable transparency value is introduced in our approach for each point. Our neural rendering procedure consists of two steps. Firstly, the point cloud is rasterized using ray grouping into a multi-channel image. This is followed by the neural rendering step that "translates" the rasterized image into an RGB output using a learnable convolutional network. New scenes can be modeled using gradient-based optimization of neural descriptors and of the rendering network. We show that novel views of semi-transparent point cloud scenes can be generated after training with our approach. Our experiments demonstrate the benefit of introducing semi-transparency into the neural point-based modeling for a range of scenes with semi-transparent parts.