Tomasz Szczepanik

h-index16
2papers

2 Papers

CVAug 4, 2025Code
GENIE: Gaussian Encoding for Neural Radiance Fields Interactive Editing

Mikołaj Zieliński, Krzysztof Byrski, Tomasz Szczepanik et al.

Neural Radiance Fields (NeRF) and Gaussian Splatting (GS) have recently transformed 3D scene representation and rendering. NeRF achieves high-fidelity novel view synthesis by learning volumetric representations through neural networks, but its implicit encoding makes editing and physical interaction challenging. In contrast, GS represents scenes as explicit collections of Gaussian primitives, enabling real-time rendering, faster training, and more intuitive manipulation. This explicit structure has made GS particularly well-suited for interactive editing and integration with physics-based simulation. In this paper, we introduce GENIE (Gaussian Encoding for Neural Radiance Fields Interactive Editing), a hybrid model that combines the photorealistic rendering quality of NeRF with the editable and structured representation of GS. Instead of using spherical harmonics for appearance modeling, we assign each Gaussian a trainable feature embedding. These embeddings are used to condition a NeRF network based on the k nearest Gaussians to each query point. To make this conditioning efficient, we introduce Ray-Traced Gaussian Proximity Search (RT-GPS), a fast nearest Gaussian search based on a modified ray-tracing pipeline. We also integrate a multi-resolution hash grid to initialize and update Gaussian features. Together, these components enable real-time, locality-aware editing: as Gaussian primitives are repositioned or modified, their interpolated influence is immediately reflected in the rendered output. By combining the strengths of implicit and explicit representations, GENIE supports intuitive scene manipulation, dynamic interaction, and compatibility with physical simulation, bridging the gap between geometry-based editing and neural rendering. The code can be found under (https://github.com/MikolajZielinski/genie)

CVFeb 9, 2024
Deepfake for the Good: Generating Avatars through Face-Swapping with Implicit Deepfake Generation

Georgii Stanishevskii, Jakub Steczkiewicz, Tomasz Szczepanik et al.

Numerous emerging deep-learning techniques have had a substantial impact on computer graphics. Among the most promising breakthroughs are the rise of Neural Radiance Fields (NeRFs) and Gaussian Splatting (GS). NeRFs encode the object's shape and color in neural network weights using a handful of images with known camera positions to generate novel views. In contrast, GS provides accelerated training and inference without a decrease in rendering quality by encoding the object's characteristics in a collection of Gaussian distributions. These two techniques have found many use cases in spatial computing and other domains. On the other hand, the emergence of deepfake methods has sparked considerable controversy. Deepfakes refers to artificial intelligence-generated videos that closely mimic authentic footage. Using generative models, they can modify facial features, enabling the creation of altered identities or expressions that exhibit a remarkably realistic appearance to a real person. Despite these controversies, deepfake can offer a next-generation solution for avatar creation and gaming when of desirable quality. To that end, we show how to combine all these emerging technologies to obtain a more plausible outcome. Our ImplicitDeepfake uses the classical deepfake algorithm to modify all training images separately and then train NeRF and GS on modified faces. Such simple strategies can produce plausible 3D deepfake-based avatars.